The Warcraft Civilization

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The Warcraft Civilization

Author : William Sims Bainbridge
Publisher : MIT Press
Page : 255 pages
File Size : 43,6 Mb
Release : 2012-09-21
Category : Games & Activities
ISBN : 9780262288378

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The Warcraft Civilization by William Sims Bainbridge Pdf

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.

The Year’s Work in Medievalism, 2011

Author : Edward L. Risden
Publisher : Wipf and Stock Publishers
Page : 98 pages
File Size : 42,8 Mb
Release : 2012-12-20
Category : History
ISBN : 9781621899013

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The Year’s Work in Medievalism, 2011 by Edward L. Risden Pdf

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

My Life as a Night Elf Priest

Author : Bonnie Nardi
Publisher : University of Michigan Press
Page : 250 pages
File Size : 53,7 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

Managing Screen Time in an Online Society

Author : Oliveira, Lídia
Publisher : IGI Global
Page : 393 pages
File Size : 43,9 Mb
Release : 2019-02-22
Category : Computers
ISBN : 9781522581642

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Managing Screen Time in an Online Society by Oliveira, Lídia Pdf

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

Author : Robert M. Geraci
Publisher : Oxford University Press
Page : 352 pages
File Size : 55,7 Mb
Release : 2014-06-13
Category : Religion
ISBN : 9780199379972

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Virtually Sacred by Robert M. Geraci Pdf

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

Author : Charles Steinfield,Shenja van der Graaf,Pieter Ballon,Aphra Kerr,James D. Ivory,Sandra Braman,Dorothea Kleine,David J. Grimshaw
Publisher : John Wiley & Sons
Page : 1023 pages
File Size : 54,6 Mb
Release : 2015-02-17
Category : Language Arts & Disciplines
ISBN : 9781118290743

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The International Encyclopedia of Digital Communication and Society, 3 Volume Set by Charles Steinfield,Shenja van der Graaf,Pieter Ballon,Aphra Kerr,James D. Ivory,Sandra Braman,Dorothea Kleine,David J. Grimshaw Pdf

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

Author : William Sims Bainbridge
Publisher : Springer
Page : 260 pages
File Size : 48,6 Mb
Release : 2016-07-06
Category : Computers
ISBN : 9783319330204

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Virtual Sociocultural Convergence by William Sims Bainbridge Pdf

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

Author : Karl Fugelso
Publisher : DS Brewer
Page : 226 pages
File Size : 52,6 Mb
Release : 2012
Category : Business & Economics
ISBN : 9781843843221

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Corporate Medievalism by Karl Fugelso Pdf

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

Author : Astrid Ensslin
Publisher : Bloomsbury Publishing
Page : 219 pages
File Size : 50,5 Mb
Release : 2017-09-16
Category : Language Arts & Disciplines
ISBN : 9780230357082

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The Language of Gaming by Astrid Ensslin Pdf

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.

Alone Together

Author : Sherry Turkle
Publisher : Basic Books
Page : 400 pages
File Size : 42,5 Mb
Release : 2017-11-07
Category : Psychology
ISBN : 9780465093663

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Alone Together by Sherry Turkle Pdf

"Savvy and insightful." --New York Times Technology has become the architect of our intimacies. Online, we fall prey to the illusion of companionship, gathering thousands of Twitter and Facebook friends, and confusing tweets and wall posts with authentic communication. But this relentless connection leads to a deep solitude. MIT professor Sherry Turkle argues that as technology ramps up, our emotional lives ramp down. Based on hundreds of interviews and with a new introduction taking us to the present day, Alone Together describes changing, unsettling relationships between friends, lovers, and families.

Fifty Key Video Games

Author : Bernard Perron,Kelly Boudreau,Mark J.P. Wolf,Dominic Arsenault
Publisher : Taylor & Francis
Page : 351 pages
File Size : 55,9 Mb
Release : 2022-07-26
Category : Games & Activities
ISBN : 9781000596168

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Fifty Key Video Games by Bernard Perron,Kelly Boudreau,Mark J.P. Wolf,Dominic Arsenault Pdf

This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.

Dynamic Secularization

Author : William Sims Bainbridge
Publisher : Springer
Page : 268 pages
File Size : 54,9 Mb
Release : 2017-05-11
Category : Computers
ISBN : 9783319565026

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Dynamic Secularization by William Sims Bainbridge Pdf

This book discusses secularization, arguing that it may be more complex and significant than is generally recognized. Using a number of online exploration methods, the author provides insights into how religion may be changing, and how information technology might be energized in this process. Working from the premise that the relationship between science and religion is complex, the author demonstrates that while science has contradicted some specific religious beliefs, science itself may have been facilitated by beliefs formed many centuries ago. Science assists engineers in the development of powerful new technologies, and asserts that the universe is based on a set of fundamental principles that can be understood by humans through the assistance of mathematics. The challenging ideas discussed will benefit readers through sharing a variety of Internet-based research methods and cultural discoveries. The book provides a balance between quantitative methods, illustrated by 24 tables of statistics, and qualitative methods, illustrated by 30 screenshots of computer-generated virtual worlds. Analysis interweaves with description, creating a sense of involvement in the experience of exploring online realities at the same time as radical insights are shared.

Virtual, Augmented and Mixed Reality

Author : Stephanie Lackey,Jessie Chen
Publisher : Springer
Page : 568 pages
File Size : 44,6 Mb
Release : 2017-06-28
Category : Computers
ISBN : 9783319579870

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Virtual, Augmented and Mixed Reality by Stephanie Lackey,Jessie Chen Pdf

This book constitutes the refereed proceedings of the 9th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2017, held as part of HCI International 2017 in Vancouver, BC, Canada. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 45 papers presented in this volume were organized in topical sections named: developing virtual and augmented environments; interaction techniques in VAMR; VAMR in education and training; virtual worlds and games; user experience in VAMR; and health issues in VR.

Narrative in Performance

Author : Barbara Sellers-Young,Jade Rosina McCutcheon
Publisher : Bloomsbury Publishing
Page : 304 pages
File Size : 49,6 Mb
Release : 2018-11-15
Category : Performing Arts
ISBN : 9781352004175

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Narrative in Performance by Barbara Sellers-Young,Jade Rosina McCutcheon Pdf

A far-reaching and engaging overview of the role of narrative in dance and theatre performance, bringing together chapters written by an international range of scholars and subsequently creating a critical dialogue for approaching this fundamental topic within performance studies. Drawing on historical and contemporary examples of a variety of different performance genres, the book will provide a method for exploring the context of a particular form or artist and enhance students' ability to critically reflect on performance.

The Virtual Future

Author : William Sims Bainbridge
Publisher : Springer Science & Business Media
Page : 202 pages
File Size : 52,6 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.