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Recognized by the "Guinness Book of World Records" as the most
popular MMORPG (massively multiplayer online role-playing game) in
videogame history, "World of Warcraft" is everywhere -- from
episodes of "South Park" and "The Simpsons, " to online series like
"Watch the Guild, " accolades and awards from game critics, and
prime-time commercials with Mr. T. Inevitably, such a cultural
phenomenon triggers deeper questions. When does an assumed identity
become real? Does the Corrupted Blood epidemic warn us of future
public health catastrophes? What are the dangers when real life is
invaded by events in the game? What can our own world learn from
Azeroth's blend of primitivism and high-tech? In these lively
essays, a specially commissioned guild of philosophers, including
Yara Mitsuishi, Monica Evans, Tim Christopher, and Anna Janssen,
tackles these and other complex questions arising from "WoW."
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