My Life as a Night Elf Priest

My Life as a Night Elf Priest PDF Author: Bonnie Nardi
Publisher: University of Michigan Press
ISBN: 0472026712
Category : Social Science
Languages : en
Pages : 250

Book Description
"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

Ethnography and Virtual Worlds

Ethnography and Virtual Worlds PDF Author: Tom Boellstorff
Publisher: Princeton University Press
ISBN: 0691264864
Category : Social Science
Languages : en
Pages : 264

Book Description
A practical guide to the ethnographic study of online cultures, and beyond Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results. Provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame Draws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of Warcraft Provides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issues Guides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research results Addresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography

Shadows Rising (World of Warcraft: Shadowlands)

Shadows Rising (World of Warcraft: Shadowlands) PDF Author: Madeleine Roux
Publisher: Random House Worlds
ISBN: 0399594132
Category : Fiction
Languages : en
Pages : 285

Book Description
An all-new official prequel novel to Shadowlands, the next expansion for Blizzard Entertainment’s legendary online game World of Warcraft “The Horde is nothing!” With those infamous words, Sylvanas Windrunner betrayed and abandoned the Horde she vowed to serve. The Dark Lady and her forces now work in the shadows as both the Horde and Alliance, including her own sister, Alleria, race to uncover her next move. Struggling to shoulder the crushing weight of leadership, King Anduin entrusts the void elf and High Exarch Turalyon to uncover Sylvanas’s whereabouts. The Horde now stands at a crossroads. The various factions form a council, leaving the mantle of warchief to rest. Thrall, Lor’themar Theron, Baine Bloodhoof, First Arcanist Thalyssra, and many other familiar faces rise to this new challenge. But the threats are numerous, and the distrust runs too deep. When the council is derailed by a failed assassination attempt on Talanji—the Zandalari queen and a key ally—Thrall and the rest of the Horde leaders are forced into action. They empower the young troll shaman Zekhan, still grieving the loss of Varok Saurfang, with a critical mission to aid Talanji and help uncover the rising threat against her. Meanwhile, Nathanos Blightcaller and Sira Moonwarden have been tasked by the Dark Lady with a terrifying gambit: to kill the troll loa of death himself, Bwonsamdi. As Zekhan and Talanji work to save Bwonsamdi, their journey will be a key turning point in bolstering the Horde against the coming darkness and finding themselves along the way. Failure to save their allies and the trickster god will surely doom them—but through success, they may rediscover what makes the Horde strong.

The Warcraft Civilization

The Warcraft Civilization PDF Author: William Sims Bainbridge
Publisher: MIT Press
ISBN: 0262288370
Category : Games & Activities
Languages : en
Pages : 255

Book Description
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.

DOOM

DOOM PDF Author: Dan Pinchbeck
Publisher: University of Michigan Press
ISBN: 0472028936
Category : Games & Activities
Languages : en
Pages : 199

Book Description
In December 1993, gaming changed forever. id Software's seminal shooter DOOM was released, and it shook the foundations of the medium. Daniel Pinchbeck brings together the complete story of DOOM for the first time. This book takes a look at the early days of first-person gaming and the video game studio system. It discusses the prototypes and the groundbreaking technology that drove the game forward and offers a detailed analysis of gameplay and level design. Pinchbeck also examines DOOM's contributions to wider gaming culture, such as online multiplay and the modding community, and the first-person gaming genre, focusing on DOOM's status as a foundational title and the development of the genre since 1993. Pinchbeck draws extensively from primary data: from the game itself, from the massive fan culture surrounding the title, and from interviews with the developers who made it. This book is not only the definitive work on DOOM but a snapshot of a period of gaming history, a manifesto for a development ethos, and a celebration of game culture at its best.

Digital Culture, Play, and Identity

Digital Culture, Play, and Identity PDF Author: Hilde Corneliussen
Publisher: MIT Press
ISBN: 0262033704
Category : Games & Activities
Languages : en
Pages : 313

Book Description
"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.

eGods

eGods PDF Author: William Sims Bainbridge
Publisher: Oxford University Press
ISBN: 0199323712
Category : Religion
Languages : en
Pages : 336

Book Description
What is the relationship between religion and multi-player online roleplaying games? Are such games simply a secular distraction from traditional religious practices, or do they in fact offer a different route to the sacred? In eGods, a leading scholar in the study of virtual gameworlds takes an in-depth look at the fantasy religions of 41 games and arrives at some surprising conclusions. William Sims Bainbridge investigates all aspects of the gameworlds' religious dimensions: the focus on sacred spaces; the prevalence of magic; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the gameworlds (and how this relates to cults in the real world); the predominance of polytheism; and, of course, how gameworld religions depict death. As avatars are multiple and immortal, death is merely a minor setback in most games. Nevertheless, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Examining EverQuest II, Lord of the Rings Online, Rift, World of Warcraft, Star Wars: The Old Republic, and many others, Bainbridge contends that gameworlds offer a new perspective on the human quest, one that combines the arts, simulates many aspects of real life, and provides meaningful narratives about achieving goals by overcoming obstacles. Indeed, Bainbridge suggests that such games take us back to those ancient nights around the fire, when shadows flickered and it was easy to imagine the monsters conjured by the storyteller lurking in the forest. Arguing that gameworlds reintroduce a curvilinear model of early religion, where today as in ancient times faith is inseparable from fantasy, eGods shows how the newest secular technology returns us to the very origins of religion so that we might "arrive where we started and know the place for the first time."

Warcraft: War of the Ancients #1: The Well of Eternity

Warcraft: War of the Ancients #1: The Well of Eternity PDF Author: Richard A. Knaak
Publisher: Pocket Star
ISBN: 9780743471190
Category : Fiction
Languages : en
Pages : 0

Book Description
Many months have passed since the cataclysmic Battle of Mount Hyjal, where the demonic Burning Legion was banished from Azeroth forever. But now, a mysterious energy rift within the mountains of Kalimdor propels three former warriors into the distant past -- a time long before orcs, humans or even high elves roamed the land. A time when the Dark Titan Sargeras, and his demon pawns persuaded Queen Azshara and her Highborne to cleanse Azeroth of its lesser races. A time when the Dragon Aspects were at the height of their power -- unaware that one of their own would soon usher in an age of darkness that would engulf the world of...War Craft®. In the first chapter of this epic trilogy, the outcome of the historic War of the Ancients is forever altered by the arrival of three time-lost heroes: Krasus, the dragon mage whose great power and memories of the ancient conflict have inexplicably diminished; the human wizard Rhonin, whose thoughts are divided between his family and the seductive source of his now-growing power; and Broxigar, a weathered orc veteran who seeks a glorious death in combat. But unless these unlikely allies can convince the demigod, Cenarius, and the untrusting night elves of their queen's treachery, the burning Legion's gateway into Azeroth will open anew. And this time -- the struggles of the past may well spill over into the future...

Heteromation, and Other Stories of Computing and Capitalism

Heteromation, and Other Stories of Computing and Capitalism PDF Author: Hamid R. Ekbia
Publisher: MIT Press
ISBN: 0262036258
Category : Computers
Languages : en
Pages : 282

Book Description
An exploration of a new division of labor between machines and humans, in which people provide value to the economy with little or no compensation. The computerization of the economy—and everyday life—has transformed the division of labor between humans and machines, shifting many people into work that is hidden, poorly compensated, or accepted as part of being a “user” of digital technology. Through our clicks and swipes, logins and profiles, emails and posts, we are, more or less willingly, participating in digital activities that yield economic value to others but little or no return to us. Hamid Ekbia and Bonnie Nardi call this kind of participation—the extraction of economic value from low-cost or free labor in computer-mediated networks—“heteromation.” In this book, they explore the social and technological processes through which economic value is extracted from digitally mediated work, the nature of the value created, and what prompts people to participate in the process. Arguing that heteromation is a new logic of capital accumulation, Ekbia and Nardi consider different kinds of heteromated labor: communicative labor, seen in user-generated content on social media; cognitive labor, including microwork and self-service; creative labor, from gaming environments to literary productions; emotional labor, often hidden within paid jobs; and organizing labor, made up of collaborative groups such as citizen scientists. Ekbia and Nardi then offer a utopian vision: heteromation refigured to bring end users more fully into the prosperity of capitalism.
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