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.
In one volume, four original novels that reveal the rich backstory of the worldwide bestelling computer game--an essential omnibus for the millions of WarCraft game players.
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.
William Bainbridge contends that the worlds of massively multiplayer online roleplaying games provide a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles.
A single-volume compilation of the first three StarCraft novels includes the tales Liberty's Crusade, Shadow of the Zel'Naga, and Speed of Darkness, in an anthology that is complemented by the previously unprinted eBook, Uprising. Original. (A Blizzard Entertainment game)
An examination of how nonprofessional archivists, especially media fans, practice cultural preservation on the Internet and how “digital cultural memory” differs radically from print-era archiving. The task of archiving was once entrusted only to museums, libraries, and other institutions that acted as repositories of culture in material form. But with the rise of digital networked media, a multitude of self-designated archivists—fans, pirates, hackers—have become practitioners of cultural preservation on the Internet. These nonprofessional archivists have democratized cultural memory, building freely accessible online archives of whatever content they consider suitable for digital preservation. In Rogue Archives, Abigail De Kosnik examines the practice of archiving in the transition from print to digital media, looking in particular at Internet fan fiction archives. De Kosnik explains that media users today regard all of mass culture as an archive, from which they can redeploy content for their own creations. Hence, “remix culture” and fan fiction are core genres of digital cultural production. De Kosnik explores, among other things, the anticanonical archiving styles of Internet preservationists; the volunteer labor of online archiving; how fan archives serve women and queer users as cultural resources; archivists' efforts to attract racially and sexually diverse content; and how digital archives adhere to the logics of performance more than the logics of print. She also considers the similarities and differences among free culture, free software, and fan communities, and uses digital humanities tools to quantify and visualize the size, user base, and rate of growth of several online fan archives.
Electracy and Transmedia Studies | Series Editors: Jan Rune Holmevik and Cynthia Haynes. IDENTITY AND COLLABORATION IN WORLD OF WARCRAFT tells the story of what happens when a Cherokee gamer, using a storyteller’s perspective and a methodology built from equal parts Indigenous tradition and current academic field knowledge, spends a year in what was at-the-time the largest online video game in the world. Following from work by James Paul Gee and Bonnie Nardi, Phillip Michael Alexander ventured forth into the game world to see what someone who was a gamer long before he was an academic might see in this same fascinating virtual space. In working with, playing with, and sharing the stories of a ten-person “raid” group—players performing at the highest level within the game—he set out to determine how those gamers most invested in success built identities and communities. The resulting work is a reader-friendly, theory-informed, virtual-boots-on-the-virtual-ground look at how gamers craft in-game identities, find like-minded gamers to form group identities, then organize to do staggering amounts of work in a virtual world. For anyone who ever wondered what the appeal of World of Warcraft is, Phillip Michael Alexander illustrates how some of the most active, most engaged, and most talented players spend their time in that virtual world.
Blizzard Entertainment and Dark Horse Books are proud to present the third installment of their bestselling World of Warcraft Chronicle series! Like its predecessors, Volume III features beautiful full-color artwork by Peter Lee, Emily Chen, Stanton Feng, and other fan-favorite artists, as well as intricately detailed maps and spot art by Joseph Lacroix. Bolster your knowledge of Warcraftlore with this striking third volume!
If you play World of Warcraft, chances are you know what Deadly Boss Mods is: it's the most widely downloaded modification available for World of Warcraft, considered required software for many professional raid guilds, and arguably the most popular modern video game mod in history. Paul Emmerich, the author of Deadly Boss Mods, will take you from novice to elite with his approachable, up-to-date guide to building add-ons for the most popular video game in history. Using the powerful Lua scripting language and XML, you'll learn how to build and update powerful mods that can fundamentally remake your World of Warcraft experience and introduce you to the field of professional software development. Beginning Lua with World of Warcraft Add-ons teaches you the essentials of Lua and XML using exciting code examples that you can run and apply immediately. You'll gain competence in Lua specifics like tables and metatables and the imperative nature of Lua as a scripting language. More advanced techniques like file persistence, error handling, and script debugging are made clear as you learn everything within the familiar, exciting context of making tools that work in Azeroth. You'll not only learn all about the World of Warcraft application programming interface and programming, and gain coding skills that will make all your online friends think you're a coding god, but also gain hands-on Lua scripting experience that could translate into an exciting job in the video game industry!
- Author : Roger Dale Jones
- Publisher : Narr Francke Attempto Verlag
- Release Date : 2018-07-16
- Genre : Literary Criticism
- Pages : 361
- ISBN : 9783823392484
Video games are a major source of contact to English language and culture, and the need to develop critical video game competency is high. This text presents reasons for (and defines) video game literacy for the English as a foreign language classroom as well as empirical research which covers problems and potentials of game topics in the classroom. This book offers as a result of the theoretical and empirical research countless ideas for task and material design, teacher education, theoretical and conceptual development of video game literacy and impulses for future empirical research.
About the series: Technology builders, entrepreneurs, consultants, academicians, and futurists from around the world share their wisdom in The Future of the Internet surveys conducted by the Pew Internet & American Life Project and Elon University. The series of surveys garners smart, detailed assessments of multi-layered issues from a variety of voices, ranging from the scientists and engineers who created the first Internet architecture a decade ago to social commentators to technology leaders in corporations, media, government, and higher education. Among the respondents are people affiliated with many of the world's top organizations, including IBM, AOL, Microsoft, Intel, ICANN, the Internet Society, Google, W3C, Internet2, and Oracle; Harvard, MIT, and Yale; and the Federal Communications Commission, FBI, U.S. Census Bureau, Social Security Administration, and U.S. Department of State. They provide significant and telling responses to questions about the future of government, education, media, entertainment, commerce, and more. They foresee continuing conflicts over control of networked communications and the content produced and shared online. They also predict the major changes ahead for everyone in every field of endeavor. Hopes and Fears: The Future of the Internet, Volume 2 The 2006 Future of the Internet II survey asked its participants to react to variety of networked information technology scenarios related to national boundaries, human languages, artificial intelligence and other topics. Among the questions implicit in the scenarios were: Will more people choose to live "off the grid"? Will autonomous machines leave people out of the loop? Will English be the lingua franca? Will national boundaries be displaced by new groupings? Among the themes in the predictions: Continued serious erosion of individual privacy; the improvement of virtual reality and rising problems tied to it; greater economic opportunities in developing nations; changes in languages
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.
- Author : Valentine, Keri Duncan
- Publisher : IGI Global
- Release Date : 2016-06-20
- Genre : Computers
- Pages : 456
- ISBN : 9781522502623
With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.
There has been an explosion in the creation and use of digital media over the past quarter century and in particular over the past decade. As the varieties of digital media multiply, scholars are beginning to examine its origins, organization, and preservation, which present new challenges compared to the organization and preservation of traditional media such as books, papers, films, photographs, music scores, and works of art. In order to examine from multiple perspectives issues related to history, preservation, and ontology of digital media, editors of this volume organized an invitation-only workshop on digital media. The participants were carefully chosen to represent a variety of backgrounds and perspectives, ranging from humanities to informationstudies to technology to history to communication theory to fine arts. The book is organized in four parts, each representing a different perspective on digital media: preservation, interaction, organization, and history. The preservation section considers the problems of archiving digital media for long-term preservation. Many digital objects are readily copied but are fragile and not designed for preservation, and this nature of digital objects provides both challenges and opportunities for adapting archival practice. The remaining sections look at the interaction between technological changes and cultural practices, the organization of digital media, and the history of digital media and how technology has changed over time. The wealth of varied perspectives collected together in this volume provides new light on the topic of digital media.