Burning Crusade

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The Art of World of Warcraft

Author : . Blizzard Entertainment
Publisher : Insight Editions
Page : 0 pages
File Size : 45,8 Mb
Release : 2015-06-16
Category : Games & Activities
ISBN : 1608874494

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The Art of World of Warcraft by . Blizzard Entertainment Pdf

Timed to the twentieth anniversary of the blockbuster Warcraft franchise, The Art of World of Warcraft celebrates the groundbreaking art of the complete series to date. In the ten years since its inception, World of Warcraft® has revolutionized the role-playing genre, creating the immense world of Azeroth and filling it with iconic characters and legendary weapons and environments. Featuring interviews with key developers and telling the complete story of the game’s evolution, this fully illustrated book vibrantly displays the renowned artwork at the heart of the franchise. Including never-before-seen art from the latest World of Warcraft expansion, Warlords of Draenor, The Art of World of Warcraft will contain hundreds of drawings and concept art, forming the ultimate tribute to the epic gaming franchise.

World of Warcraft Atlas

Author : Brady Games
Publisher : Bradygames
Page : 0 pages
File Size : 53,8 Mb
Release : 2005
Category : Computer games
ISBN : 0744004411

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World of Warcraft Atlas by Brady Games Pdf

BradyGames' World of WarCraft Atlas includes the following: Complete resource detailing each area of this expansive MMORPG. Maps are provided for every area including all regions and major cities. Each illustration shows critical locations and characters such as NPCs, enemies, mobs, shops, merchants, flight points, entry and exit points from regions and where they lead. As an added bonus, cross-referenced indices of all information are also provided for ease of use. Platform: PC CD-ROM Genre: MMORPG This product is available for sale worldwide.

World of Warcraft

Author : Michael Lummis,Danielle Vanderlip
Publisher : BradyGames
Page : 0 pages
File Size : 54,6 Mb
Release : 2004-11
Category : Games & Activities
ISBN : 0744004055

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World of Warcraft by Michael Lummis,Danielle Vanderlip Pdf

Let BradyGames Guide You Through this Huge MMORPG Adventure! BradyGames¿World of Warcraft Official Strategy Guidefeatures maps of each city and region, with call outs for characters, quest locations, dungeons, and more. Essential stats and strategies for each of the 8 races and 9 classes for both the Horde and Alliance factions. Must-have quest data--contacts, quest type, item rewards and more. Profession sections provide data on products, requirements and item components. Weapon, armor and item tables, ability and spell lists, and bestiary. BradyGames is Official and Exclusive on this title. Platform: PC World of WarCraftis an online role-playing game experience set in the award-winning Warcraft universe. Players assume the roles of Warcraft heroes as they explore, adventure, and quest across a vast world. Being "Massively Multiplayer",World of Warcraftallows thousands of players to interact within the same world. Whether adventuring together or fighting against each other in epic battles, players will form friendships, forge alliances, and compete with enemies for power and glory. In addition, a dedicated live team will create a constant stream of new adventures to undertake, lands to explore, and monsters to vanquish. This content ensures that the game will never be the same from month to month, and will continue to offer new challenges and adventures for years to come.Not Final Cover. Blizzard Entertainment(www.blizzard.com), best known for their series Warcraft®, StarCraft®, and Diablo®, is a division of Vivendi Universal Games), a premier developer and publisher of entertainment software renowned for creating many of the industry¿s most critically acclaimed games. The company¿s free Internet gaming service Battle.net® provides a forum in which owners of Blizzard¿s games can play in a multiplayer mode remotely across the Internet and against other gamers from around the world.

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play

Author : Alexis Pulos,S. Austin Lee
Publisher : Springer
Page : 223 pages
File Size : 44,6 Mb
Release : 2016-12-24
Category : Social Science
ISBN : 9783319438177

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Transnational Contexts of Culture, Gender, Class, and Colonialism in Play by Alexis Pulos,S. Austin Lee Pdf

This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.

Wordplay and the Discourse of Video Games

Author : Christopher A. Paul
Publisher : Routledge
Page : 227 pages
File Size : 54,8 Mb
Release : 2012-03-15
Category : Games & Activities
ISBN : 9781136343056

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Wordplay and the Discourse of Video Games by Christopher A. Paul Pdf

In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.

Digital Culture, Play, and Identity

Author : Hilde Corneliussen,Jill Walker Rettberg
Publisher : MIT Press
Page : 313 pages
File Size : 44,8 Mb
Release : 2008
Category : Games & Activities
ISBN : 9780262033701

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Digital Culture, Play, and Identity by Hilde Corneliussen,Jill Walker Rettberg Pdf

"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." -- BOOK JACKET.

The Virtual Future

Author : William Sims Bainbridge
Publisher : Springer Science & Business Media
Page : 202 pages
File Size : 41,7 Mb
Release : 2011-09-06
Category : Computers
ISBN : 0857299042

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The Virtual Future by William Sims Bainbridge Pdf

The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online game worlds remain mysterious. The Virtual Future employs theories and methods from social science to explore nine very different virtual futures: The Matrix Online, Tabula Rasa, Anarchy Online, Entropia Universe, Star Trek Online, EVE Online, Star Wars Galaxies, World of Warcraft: Burning Crusade, and The Chronicles of Riddick. Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars. Four decades after the last trip to the moon, a new conception of spaceflight is emerging. Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home. All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences. Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented. They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations. By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future.

Career Building Through Fan Fiction Writing

Author : Miriam Segall
Publisher : The Rosen Publishing Group, Inc
Page : 68 pages
File Size : 55,9 Mb
Release : 2008-01-15
Category : Business & Economics
ISBN : 1404213562

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Career Building Through Fan Fiction Writing by Miriam Segall Pdf

Introduces readers to fan fiction writing, the creation of original stories based on characters and settings from popular fiction, television programs, films, or video games, and suggests ways that this creative activity might lead to a career in writing.

World of Warcraft: Rise of the Horde

Author : Christie Golden
Publisher : Simon and Schuster
Page : 225 pages
File Size : 44,8 Mb
Release : 2007-05-01
Category : Fiction
ISBN : 9781416560074

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World of Warcraft: Rise of the Horde by Christie Golden Pdf

Though the young Warchief Thrall ended the demon curse that had plagued his people for generations, the orcs still wrestle with the sins of their bloody past. As the rampaging Horde, they waged a number of devastating wars against their perennial enemy -- the Alliance. Yet the rage and bloodlust that drove the orcs to destroy everything in their path nearly consumed them as well. Long ago, on the idyllic world of Draenor, the noble orc clans lived in relative peace with their enigmatic neighbors, the draenei. But the nefarious agents of the Burning Legion had other plans for both of the unsuspecting races. The demon-lord Kil'jaeden set in motion a dark chain of events that would succeed not only in eradicating the draenei, but forging the orc clans into an single, unstoppable juggernaut of hatred and destruction.

World of Warcraft: Tides of Darkness

Author : Aaron Rosenberg
Publisher : Simon and Schuster
Page : 386 pages
File Size : 42,5 Mb
Release : 2007-08-28
Category : Fiction
ISBN : 9781416560081

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World of Warcraft: Tides of Darkness by Aaron Rosenberg Pdf

After killing the corrupt Warchief Blackhand, Orgrim Doomhammer was quick to seize control over the Orcish Horde. Now he is determined to conquer the rest of Azeroth so that his people will once again have a home of their own in the... WORLD OF WARCRAFT Anduin Lothar, former Champion of Stormwind, has left his shattered homeland behind and led his people across the Great Sea to the shores of Lordaeron. There, with the aid of the noble King Terenas, he forges a mighty Alliance with the other human nations. But even that may not be enough to stop the Horde's merciless onslaught. Elves, dwarves, and trolls enter the fray as the two emerging factions vie for dominance. Will the valiant Alliance prevail, or will the Horde's tide of darkness consume the last vestiges of freedom on Azeroth?

World of Warcraft Programming

Author : James Whitehead, II,Rick Roe
Publisher : John Wiley & Sons
Page : 1234 pages
File Size : 45,7 Mb
Release : 2011-03-31
Category : Computers
ISBN : 9781118081037

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World of Warcraft Programming by James Whitehead, II,Rick Roe Pdf

The #1 bestselling programming book is back with updated and expanded coverage of the newest release of WoW! World of Warcraft (WoW) is currently the world's largest massively multiplayer online role-playing game. The newest release, "Wrath of the Lich King," has created a demand for updated information on writing addons. This eagerly anticipated edition answers that request and is an essential reference for creating WoW addons. Written by a duo of authors who have each contributed a number of successful WoW addons, the book offers an overview of Lua and XML (the programming languages used to write addons) and includes coverage of specific pitfalls and common programming mistakes-and how to avoid them. Valuable examples show you detailed aspects of writing addons for WoW and demonstrate how to implement addon concepts such as variables, slash commands, secure templates, and more. World of Warcraft insiders share their techniques for writing addons for both the latest version of WoW as well as the new Wrath of the Lich King expansion set Guides you through the specific nuances of the WoW API with the use of detailed examples Discusses ways to distribute and host your WoW addons so others can download and use them Explains how to respond to events, create frames, and use the WoW API to interact with the game You'll be well on your way to creating exciting WoW addons with this comprehensive reference by your side. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

World of Warcraft: The Dragonflight Codex

Author : Sandra Rosner,Doug Walsh
Publisher : Simon and Schuster
Page : 192 pages
File Size : 48,9 Mb
Release : 2023-12-26
Category : Art
ISBN : 9781647221584

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World of Warcraft: The Dragonflight Codex by Sandra Rosner,Doug Walsh Pdf

Uncover the rich history of the legendary dragons of Azeroth with this official, lavishly illustrated guide from the iconic game World of Warcraft. With over 100 never-before-seen illustrations, World of Warcraft: Dragonflight Codex (A Definitive Guide to the Dragons of Azeroth) is the ultimate WoW fan's guide to everything dragons.Journ[Bokinfo].

Human-Computer Interaction - INTERACT 2009

Author : Tom Gross,Jan Gulliksen,Paula Kotzé,Lars Oestreicher,Philippe Palanque,Raquel Oliveira Prates,Marco Winckler
Publisher : Springer
Page : 928 pages
File Size : 46,9 Mb
Release : 2009-08-18
Category : Computers
ISBN : 9783642036552

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Human-Computer Interaction - INTERACT 2009 by Tom Gross,Jan Gulliksen,Paula Kotzé,Lars Oestreicher,Philippe Palanque,Raquel Oliveira Prates,Marco Winckler Pdf

INTERACT 2009 was the 12th of a series of INTERACT international c- ferences supported by the IFIP Technical Committee 13 on Human–Computer Interaction. This year,INTERACT washeld in Uppsala (Sweden), organizedby the Swedish Interdisciplinary Interest Group for Human–Computer Interaction (STIMDI) in cooperation with the Department of Information Technology at Uppsala University. Like its predecessors, INTERACT 2009 highlighted, both to the academic and to the industrial world, the importance of the human–computer interaction (HCI) area and its most recent breakthroughs on current applications. Both - perienced HCI researchers and professionals, as well as newcomers to the HCI ?eld, interested in designing or evaluating interactive software, developing new interaction technologies, or investigating overarching theories of HCI, found in INTERACT 2009 a great forum for communication with people of similar int- ests, to encourage collaboration and to learn. INTERACT 2009 had Research and Practice as its special theme. The r- son we selected this theme is that the research within the ?eld has drifted away from the practicalapplicability of its results and that the HCI practice has come to disregard the knowledge and development within the academic community.

My Life as a Night Elf Priest

Author : Bonnie Nardi
Publisher : University of Michigan Press
Page : 250 pages
File Size : 40,9 Mb
Release : 2010-06-02
Category : Social Science
ISBN : 9780472026715

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My Life as a Night Elf Priest by Bonnie Nardi Pdf

"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

Third Person

Author : Pat Harrigan,Noah Wardrip-Fruin
Publisher : MIT Press
Page : 493 pages
File Size : 46,6 Mb
Release : 2017-03-03
Category : Games & Activities
ISBN : 9780262533799

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Third Person by Pat Harrigan,Noah Wardrip-Fruin Pdf

Narrative strategies for vast fictional worlds across a variety of media, from World of Warcraft to The Wire. The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives—featuring an ongoing and intricately developed storyline, many characters, and multiple settings—did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His Brothers, J. R. R. Tolkien's Lord of the Rings, Marvel's Spiderman, and the complex stories of such television shows as Dr. Who, The Sopranos, and Lost all present vast fictional worlds. Third Person explores strategies of vast narrative across a variety of media, including video games, television, literature, comic books, tabletop games, and digital art. The contributors—media and television scholars, novelists, comic creators, game designers, and others—investigate such issues as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media phenomena. Chapters examine a range of topics, including storytelling in a multiplayer environment; narrative techniques for a 3,000,000-page novel; continuity (or the impossibility of it) in Doctor Who; managing multiple intertwined narratives in superhero comics; the spatial experience of the Final Fantasy role-playing games; World of Warcraft adventure texts created by designers and fans; and the serial storytelling of The Wire. Taken together, the multidisciplinary conversations in Third Person, along with Harrigan and Wardrip-Fruin's earlier collections First Person and Second Person, offer essential insights into how fictions are constructed and maintained in very different forms of media at the beginning of the twenty-first century.