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Can I read Digital Culture, Play, and Identity: A World of Warcraft® Reader on EtoBox?
Digital Culture, Play, and Identity: A World of Warcraft® Reader by Hilde G. Corneliussen, Jill Walker Rettberg is a nonfiction available to read on EtoBox.
What is Digital Culture, Play, and Identity: A World of Warcraft® Reader about?
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 const
Who reads Digital Culture, Play, and Identity: A World of Warcraft® Reader?
It is typically read by self-directed learners exploring a subject in depth.
Common subject areas: history, science, philosophy, social sciences.
- Author
- Hilde G. Corneliussen, Jill Walker Rettberg
- Publisher
- The MIT Press; MIT Press
- Published
- 2008
- Language
- EN
- ISBN
- 9780262270847
- Category
- nonfiction
- Subjects
- Games, Social Science, Fantasy
- Rating
- 3.52 / 5 (48 ratings)
- Updated
- 2026-03-14
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