Game Worlds Get Real: How Who We Are Online Became Who We Are Offline
byZek Valkyrie, PhD, is an instructor of sociology at the University of Colorado, Colorado Springs (UCCS).
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eBook
9781440851292
MLA
Valkyrie, Zek. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline. Praeger, 2017. ABC-CLIO, publisher.abc-clio.com/9781440851292.
Chicago Manual of Style
Valkyrie, Zek. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline. Praeger, 2017. http://publisher.abc-clio.com/9781440851292
APA
Valkyrie, Z. (2017). Game Worlds Get Real: How Who We Are Online Became Who We Are Offline. Retrieved from http://publisher.abc-clio.com/9781440851292
- Description
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This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products.
• Explains how social rigidity in digital communities often robs these spaces of experimentation and identity play• Suggests that new technologies such as virtual reality are unlikely to revolutionize the media or cause dramatic social change
- Table of Contents
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Table of Contents
Game Worlds Get Real: How Who We Are Online Became Who We Are Offline
Author(s): Valkyrie, Zek;Contributors: Valkyrie, Zek;Abstract:This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products.
• Explains how social rigidity in digital communities often robs these spaces of experimentation and identity play• Suggests that new technologies such as virtual reality are unlikely to revolutionize the media or cause dramatic social change
SortTitle: game worlds get real: how who we are online became who we are offlineAuthor Info:Zek ValkyrieauthorZek Valkyrie, PhD, is an instructor of sociology at the University of Colorado, Colorado Springs (UCCS).
eISBN-13: 9781440851292Cover Image URL: ~~FreeAttachments/9781440851292.jpgPrint ISBN-13: 9781440851285Imprint: PraegerPages: 256Publication Date: 20170731- Cover Cover11
- Title iii4
- Copyright iv5
- Contents v6
- Acknowledgments vii8
- Chapter 1. Frameworks and Realities 110
- Chapter 2. Gamer Identity Politics 1928
- Chapter 3. Rationalization of Play 3746
- Chapter 4. Stigma and Gamer Communities 5968
- The Stigma of Ignorance: The Affliction of Not Knowing 6170
- The Stigma of Serendipity: The Affliction of Unanticipated Outcomes 6675
- The Stigma of False Choice: The Affliction of Choosing Calculable Negatives 6877
- The Stigma of Wasted Time: The Affliction of Playing Too Much 7281
- The Stigma of Chaotic Fun: The Affliction of Play without Purpose 7685
- Chapter 5. Digital Consumption 8190
- Chapter 6. Pixel Profiteers 101110
- Chapter 7. Gender Authenticity 127136
- Chapter 8. Goddess Paradox 147156
- Chapter 9. Cybersexuality 163172
- Chapter 10. Gamer Masculinity 187196
- Epilogue 211220
- Notes 215224
- Index 243252
- About the Author 247256