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DIGITAL CULTURE, PLAY, AND IDENTITY: A WORLD OF WARCRAFT READER

Scott Rettberg, Esther MacCallum-Stewart, Hilde G. Corneliussen, Jessica Langer, Espen Aarseth, Tanya Krzywinska, Lisbeth Klatstrup, Jill Walker, T.L. Taylor, Torill Elvira Mortensen, Justin Parsler, Ragnhild Tronstad, Charlotte Hagström



 

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 themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design--as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted. The contributors examine the ways that gameworlds reflect the real world--exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character--both players' identification with their characters and the game's culture of naming characters. The varied perspectives of the contributors--who come from such fields as game studies, textual analysis, gender studies, and postcolonial studies--reflect the breadth and vitality of current interest in MMOs.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardcover

9780262033701

2008

312

English

Paperback

9780262516693

2011

312

 

TAGS


Publishers: #MITPress (The MIT Press)

Languages: #English

Accessibility: N/A

Genres: #GameStudies


Companies:

#Blizzard (Blizzard Entertainment)


Public Figures:

N/A


Games:

#Warcraft (World of Warcraft)


Misc:

#MMO (Massively Multiplayer Online)

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