0
Your cart

Your cart is empty

Browse All Departments
  • All Departments
Price
  • R1,000 - R2,500 (1)
  • -
Status
Brand

Showing 1 - 1 of 1 matches in All Departments

Game Worlds Get Real - How Who We Are Online Became Who We Are Offline (Hardcover): Zek Valkyrie Game Worlds Get Real - How Who We Are Online Became Who We Are Offline (Hardcover)
Zek Valkyrie
R1,869 Discovery Miles 18 690 Ships in 10 - 15 working days

This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft-the most popular game within the genre-is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie-a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself-explores the evolution of the meaning of "play" in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency. Explains how social rigidity in digital communities often robs these spaces of experimentation and identity play Suggests that new technologies such as virtual reality are unlikely to revolutionize the media or cause dramatic social change

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
Russell Hobbs Toaster (2 Slice…
R707 Discovery Miles 7 070
Slippers
R57 Discovery Miles 570
Angelcare Nappy Bin Refills
R165 R145 Discovery Miles 1 450
Sharp EL-W506T Scientific Calculator…
R599 R560 Discovery Miles 5 600
Peptiplus Pure Hydrolysed Collagen…
R289 R189 Discovery Miles 1 890
Collagen Loading Bundle (2 x 1kg…
R1,850 R1,095 Discovery Miles 10 950
Students Must Rise - Youth Struggle In…
Anne Heffernan, Noor Nieftagodien Paperback  (1)
R395 R309 Discovery Miles 3 090
Huntlea Original Memory Foam Mattress…
R957 Discovery Miles 9 570
King Of Pride - Kings Of Sin: Book 2
Ana Huang Paperback R280 R140 Discovery Miles 1 400
Baby Dove Lotion Night Time
R81 Discovery Miles 810

 

Partners