The Warcraft Civilization


The Warcraft Civilization
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The Warcraft Civilization


The Warcraft Civilization
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Author : William Sims Bainbridge
language : en
Publisher: MIT Press
Release Date : 2012-09-21

The Warcraft Civilization written by William Sims Bainbridge and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-09-21 with Games & Activities categories.


An exploration of the popular online role-playing game World of Warcraft as a virtual prototype of the real human future. World of Warcraft is more than a game. There is no ultimate goal, no winning hand, no princess to be rescued. WoW is an immersive virtual world in which characters must cope in a dangerous environment, assume identities, struggle to understand and communicate, learn to use technology, and compete for dwindling resources. Beyond the fantasy and science fiction details, as many have noted, it’s not entirely unlike today’s world. In The Warcraft Civilization, sociologist William Sims Bainbridge goes further, arguing that WoW can be seen not only as an allegory of today but also as a virtual prototype of tomorrow, of a real human future in which tribe-like groups will engage in combat over declining natural resources, build temporary alliances on the basis of mutual self-interest, and seek a set of values that transcend the need for war. What makes WoW an especially good place to look for insights about Western civilization, Bainbridge says, is that it bridges past and future. It is founded on Western cultural tradition, yet aimed toward the virtual worlds we could create in times to come.



My Life As A Night Elf Priest


My Life As A Night Elf Priest
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Author : Bonnie Nardi
language : en
Publisher: University of Michigan Press
Release Date : 2010-06-02

My Life As A Night Elf Priest written by Bonnie Nardi and has been published by University of Michigan Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-06-02 with Social Science categories.


"Ever since the creators of the animated television show South Park turned their lovingly sardonic gaze on the massively multiplayer online game World of Warcraft for an entire episode, WoW's status as an icon of digital culture has been secure. My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience." —Julian Dibbell, Wired "World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf." —William Sims Bainbridge, author of The Warcraft Civilization and editor of Online Worlds “Nardi skillfully covers all of the hot button issues that come to mind when people think of video games like World of Warcraft such as game addiction, sexism, and violence. What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line between play and work, and the rich and fascinating lives of players and player cultures. Nardi brings World of Warcraft down to earth for non-players and ties it to social and cultural theory for scholars. . . . the best ethnography of a single virtual world produced so far.” —Lisa Nakamura, University of Illinois World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants. In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes. Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer. Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with Technology: Activity Theory and Interaction Design. Cover art by Jessica Damsky



Online Multiplayer Games


Online Multiplayer Games
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Author : William Sims Bainbridge
language : en
Publisher: Springer Nature
Release Date : 2022-05-31

Online Multiplayer Games written by William Sims Bainbridge and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-31 with Computers categories.


This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society



The Year S Work In Medievalism 2011


The Year S Work In Medievalism 2011
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Author : Edward L. Risden
language : en
Publisher: Wipf and Stock Publishers
Release Date : 2012-12-20

The Year S Work In Medievalism 2011 written by Edward L. Risden and has been published by Wipf and Stock Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-12-20 with History categories.


The Year's Work in Medievalism includes vetted essays from the Studies in Medievalism--now International Society for the Study of Medievalism--annual conference and from submissions to the editor throughout the year. The current volume includes a range of topics from medievalism in literature and art to the neomedievalism of movies and games. It includes these scholarly contributions: E. L. Risden, Introductory Letter from the Editor Gwendolyn Morgan, Recollections of Medievalism Richard Utz, Them Philologists: Philological Practices and Their Discontents from Nietzsche to Cerquiglini Clare Simmons, Really Ancient Druids in British Medievalist Drama Karl Fugelso, Neomedievalisms in Tom Phillips' Commedia Illustrations Jason Fisher, Some Contributions to Middle-earth Lexicography: Hapax Legomena in The Lord of the Rings Simon Roffey, The World of Warcraft: A Medievalist Perspective William Hodapp, Arthur, Beowulf, Robin Hood, and Hollywood's Desire for Origins M. J. Toswell, The Arthurian Landscapes of Guy Gavriel Kay



Managing Screen Time In An Online Society


Managing Screen Time In An Online Society
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Author : Oliveira, Lídia
language : en
Publisher: IGI Global
Release Date : 2019-02-22

Managing Screen Time In An Online Society written by Oliveira, Lídia and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-02-22 with Computers categories.


The number of hours individuals spend in front of screens, such as smartphones, televisions, computers, and tablets, is enormous in today’s society because screen time plays a very important role in work contexts and an even more significant role in social interaction and cultural consumption. This almost compulsive relationship with screens is more evident in children and young people and can have a lasting impact on how a society approaches screen time. Managing Screen Time in an Online Society is a collection of innovative research on how screen time seduces the person to stay in the online interaction leaving her/him in a state of alienation from her/his face-to-face context. While highlighting the methods and applications of time management in the context of screen time, especially during leisure, social interaction, and cultural consumption, this book covers topics including media consumption, psychology, and social networks. This book is ideal for researchers, students, and professionals seeking emerging information on the relationship between online interaction and personal relationships.



Virtually Sacred


Virtually Sacred
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Author : Robert M. Geraci
language : en
Publisher: Oxford University Press
Release Date : 2014-06-13

Virtually Sacred written by Robert M. Geraci and has been published by Oxford University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-06-13 with Religion categories.


Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.



The International Encyclopedia Of Digital Communication And Society 3 Volume Set


The International Encyclopedia Of Digital Communication And Society 3 Volume Set
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Author : Charles Steinfield
language : en
Publisher: John Wiley & Sons
Release Date : 2015-02-17

The International Encyclopedia Of Digital Communication And Society 3 Volume Set written by Charles Steinfield and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-02-17 with Language Arts & Disciplines categories.


The International Encyclopedia of Digital Communication and Society offers critical assessments of theoretical and applied research on digitally-mediated communication, a central area of study in the 21st century. Unique for its emphasis on digital media and communication and for its use of business and management perspectives, in addition to cultural, developmental, political and sociological perspectives Entries are written by scholars and some practitioners from around the world, with exceptional depth and international scope of coverage in five themes: Social Media, Commercial Applications, Online Gaming, Law and Policy, and Information and Communicative Technology for Development Features leading research in the fields of Media and Communication Studies, Internet Studies, Journalism Studies, Law and Policy Studies, Science, Technology and Innovation Studies, and many more Organized in an accessible A-Z format with over 150 entries on key topics ranging from 2,000 to 10,000 words Part of The Wiley Blackwell-ICA International Encyclopedias of Communication series, published in conjunction with the International Communication Association. Online version available at Wiley Online Library



Virtual Sociocultural Convergence


Virtual Sociocultural Convergence
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Author : William Sims Bainbridge
language : en
Publisher: Springer
Release Date : 2016-07-06

Virtual Sociocultural Convergence written by William Sims Bainbridge and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-07-06 with Computers categories.


This book explores the remarkable sociocultural convergence in multiplayer online games and other virtual worlds, through the unification of computer science, social science, and the humanities. The emergence of online media provides not only new methods for collecting social science data, but also contexts for developing theory and conducting education in the arts as well as technology. Notably, role-playing games and virtual worlds naturally demonstrate many classical concepts about human behaviour, in ways that encourage innovative thinking. The inspiration derives from the internationally shared values developed in a fifteen-year series of conferences on science and technology convergence. The primary methodology is focused on sending avatars, representing classical social theorists or schools of thought, into online gameworlds that harmonize with, or challenge, their fundamental ideas, including technological determinism, urban sociology, group formation, freedom versus control, class stratification, linguistic variation, functional equivalence across cultures, behavioural psychology, civilization collapse, and ethnic pluralism. Researchers and students in the social and behavioural sciences will benefit from the many diverse examples of how both qualitative and quantitative science of culture and society can be performed in online communities of many kinds, even as artists and gamers learn styles and skills they may apply in their own work and play.



Corporate Medievalism


Corporate Medievalism
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Author : Karl Fugelso
language : en
Publisher: DS Brewer
Release Date : 2012

Corporate Medievalism written by Karl Fugelso and has been published by DS Brewer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Business & Economics categories.


Essays on the post-modern reception and interpretation of the middle ages, with a particular focus on its relationship with business and finance. Academia has never been immune to corporate culture, and despite the persistent association of medievalism with escapism, perhaps never has that been more obvious than at the present moment. The six essays that open the volume explore precisely how financial institutions have promoted, distorted, appropriated, resisted, and repudiated post-medieval interpretations of the middle ages. In the second part of the book, contributors explore medievalism in a variety of areas, juxtaposing specific case studies with broader investigations of the discipline's motives and methods; they include Charles Kingsley's racial Anglo-Saxonism, Jessie L. Weston's Sir Gawain and the treatment of womenin medievalist film. The book also includes a spirited response to previous Studies in Medievalism volumes on the topic neomedievalism. Contributors: Harry Brown, Henrik Aubert, Helen Brookman, Pamela Clements, KellyAnnFitzpatrick, Jil Hanifan, Michael R. Kightley, Felice Lifshitz, Lauren S. Mayer, Brent Moberley, Kevin Moberley, E. L. Risden, Carol L. Robinson, M. J. Toswell, J. Rubén Valdés Miyares



The Language Of Gaming


The Language Of Gaming
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Author : Astrid Ensslin
language : en
Publisher: Bloomsbury Publishing
Release Date : 2017-09-16

The Language Of Gaming written by Astrid Ensslin and has been published by Bloomsbury Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-09-16 with Language Arts & Disciplines categories.


This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.