A player's omnibus of four original tales traces the game's backstory, from the arrival of the Burning Legion demonic army on the diverse world of Azeroth to the ongoing battle for supremacy between warring kingdoms, in a compendium that includes the titles, Day of the Dragon, Lord of the Clans, The Last Guardian, and Blood and Honor. Original. 25,000 first printing.
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Based on the record-shattering computer game, the complete War of the Ancients trilogy is collected in one volume, and includes The Well of Eternity, The Demon Soul, and The Sundering. Original.
An anthology of the first three Diablo novels includes Legacy of Blood, The Black Road, and The Kingdom of Shadow, and is complemented by the original eBook title, Demonsbane, in which a warrior, the sole survivor of a massacre, is driven to avenge his fallen comrades. Original. 35,000 first printing.
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.
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.
High Quality Content by WIKIPEDIA articles! Warcraft: Of Blood and Honor is the fourth novel set in Blizzard Entertainment's Warcraft universe. The book is written by series co-creator Chris Metzen and was released as an e-book. It was later included in the trade paperback compilation The Warcraft Archive. The story follows Tirion Fordring, a paladin who makes a pact of honor with an orc named Eitrigg who had saved him from being crushed under a collapsing tower. He ultimately gives up everything to hold onto his honor, and for that he is exiled while Eitrigg is taken back by the orcs.
Videogame, Player, Text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment.
Now in one volume--the popular trilogy set in the world of Blizzard Entertainment's dark fantasy computer game
This book includes descriptions of Web sites where readers can find the hottest online real-time games, in addition to how-to and strategy guides, non-real-time, proprietary, e-mail and listserv games.
Includes thousands of links to gaming sites and secrets on playing the games. CD-ROM contains cheat codes and game hacks, trial versions of new games, and a complete HTML version of the book.
Now in its 19th edition, this comprehensive directory details companies active in multimedia, which continues to evolve alongside the industry that it tracks. The text contains details of approximately 16,000 companies. Entries include company descriptions and classifications by activity, sector, platform, product type, size, turnover and more. The database section is indexed. This year articles from industry leaders and shapers, as well as interviews with heads of trend-setting companies and a round-up of statistics, should make this a useful item for professionals in the industry, and those who purchase multimedia professionally.
Share your home movies or download new software Find safe files to download, create your own, and use BitTorrent for business There's certainly a torrent of interest in BitTorrent! But while it enables you to download all kinds of cool files and to distribute your own creative efforts, it also carries some risks. This book not only shows you how to acquire BitTorrent, but also how to use it without picking up worms, viruses, and lawsuits. Discover how to Select, download, and install a BitTorrent client Manage and store files you download Choose software for making movies and audio files Understand the legal risks of file sharing Trim business costs with BitTorrent
The book deals with the challenges that arise when virtual worlds are used for learning and teaching. The ideas and practices emerging from this field are relevant to all educators, and offers insights into the development of a pedagogy that is authentic, inclusive and enjoyable. Each chapter addresses a particular issue and is illustrated with examples drawn from both research and practice. These examples cover a wide range of learning scenarios, both formal and informal, involving teenagers, school pupils, undergraduate and postgraduate students as well as a variety of lifelong learners. The issues include the importance of virtual worlds, the influence of online games and physical-world economics and politics, the relationship between avatars and learner identity, the challenges of ensuring child safety and protection, interaction between real-world and in-world environments and activities, accessibility and the development of new pedagogues. The authors are all teachers and learners in virtual worlds; many have been responsible for designing, programming and maintaining virtual environments.
The Royal Museum of Fine Arts in Antwerp is a highly respected institute with a large collection of paintings, statues and drawings. The mainly Flemish and Belgian collection of the museum is internationally renowned. Visitors can admire the works of Jean Fouquet, Antonello da Messina, Jan Van Eyck, Quinten Massijs, the altarpieces of Rubens and his contemporaries. The museum possesses not only the largest collection of paintings and drawings of Ensor, but also has a rich collection of modern works. This book, which is illustrated with many unpublished documents and photographs, tells the fascinating story of the Antwerp museum. Several authors describe the search for the ideal building, the expansion of the collection and the important role of engaged art lovers, the restorers' devotion in the nineteenth century, the work of the researchers and the library, the discovery of the general public and the concept of 'community-mindedness'. 220 colour
Vision On narrates the turbulent yet distinguished history of one of the fundamental pillars of British broadcasting?the arts. This volume chronicles the years of dynamic and often controversial collaboration between broadcasters and the Arts Council, a key player in bringing art films to the wider public audience. Beginning with the earliest TV documentaries, the arts became central to the remit of public broadcasters, and by the 1980s Channel 4 and the Arts Council were boldly redefining the relationship of the arts and the media by commissioning and airing exclusive and innovative films. With detailed discussion of the cultural role of television programmes such as Civilisation (1966) and Arena (1974 onwards), close analysis of over 25 films and exclusive access to the Arts Council's collection of the 450 films supported between 1953 and 1999, this volume illuminates the vanguard role the arts have played in the proud history of British public broadcasting, and attempts to locate the place of arts broadcasting in today's multi-channel, multi-media world.