Digital Culture, Play, and Identity: A World of Warcraft® Reader (MIT Press)

Digital Culture, Play, and Identity: A World of Warcraft® Reader (MIT Press)World of Warcraft is the world’s most popular massively multiplayer online game (MMOG), with (as of March 2007) more than eight million active subscribers across Europe, North America, Asia, and Australia, who play the game an astonishing average of twenty hours a week. This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds. The contributors have immersed th…

Identity: Origin Story to The South Louisiana High Book Series

Identity: Origin Story to The South Louisiana High Book SeriesIt’s 1997 in the tiny town of Peake, Alabama and everyone’s talking about Unseen, a supposedly invisible superhero who kicks cow-tipper butt! To Unseen’s credit, the hero is also known for taking on more serious criminals like the occasional gas station thief and …well, that’s pretty much it. But this story isn’t about Unseen, it’s about one of the vigilante’s fans- Karen Lyles. Sixteen-year-old Karen Lyles lives in Peake with her Deaf parents and little sister Tessa. The four of the…

The Culture of Digital Fighting Games: Performance and Practice (Routledge Studies in New Media and Cyberculture)

The Culture of Digital Fighting Games: Performance and Practice (Routledge Studies in New Media and Cyberculture)This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming,…

[(Digital Culture, Play, and Identity: A World of Warcraft Reader )] [Author: Hilde G. Corneliussen] [Sep-2011]

[(Digital Culture, Play, and Identity: A World of Warcraft Reader )] [Author: Hilde G. Corneliussen] [Sep-2011]This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming,…

Digital Culture, Play, and Identity: A World of Warcraft® Reader [Paperback] [2011] (Author) Hilde G. Corneliussen, Jill Walker Rettberg

Digital Culture, Play, and Identity: A World of Warcraft® Reader [Paperback] [2011] (Author) Hilde G. Corneliussen, Jill Walker RettbergThis book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming,…

[ DIGITAL CULTURE, PLAY, AND IDENTITY (WORLD OF WARCRAFT READER) – GREENLIGHT ] By Corneliussen, Hilde G ( Author) 2011 [ Paperback ]

[ DIGITAL CULTURE, PLAY, AND IDENTITY (WORLD OF WARCRAFT READER) - GREENLIGHT ] By Corneliussen, Hilde G ( Author) 2011 [ Paperback ]This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming,…

Digital Culture, Play, and Identity: A World of Warcraft?de??d??? Reader (MIT Press) (2011-09-30)

Digital Culture, Play, and Identity: A World of Warcraft?de??d??? Reader (MIT Press) (2011-09-30)This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming,…

Digital Culture, Play, and Identity: A World of Warcraft?? Reader (MIT Press) (2011-09-30)

Digital Culture, Play, and Identity: A World of Warcraft?? Reader (MIT Press) (2011-09-30)This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming,…

Digital Culture, Play, and Identity: A World of Warcraft? Reader (September 30,2011)

Digital Culture, Play, and Identity: A World of Warcraft? Reader (September 30,2011)This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming,…

Digital Culture, Play, and Identity: A World of Warcraft? Reader (2008-04-18)

Digital Culture, Play, and Identity: A World of Warcraft? Reader (2008-04-18)This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming,…