header

Digital culture, play, and identity

Digital culture, play, and identity a World of Warcraft reader / [electronic resource] : edited by Hilde G. Corneliussen and Jill Walker Rettberg. - Cambridge, MA : MIT Press, c2008. - viii, 304 p. : ill.

Includes bibliographical references and index.

Introduction: "Orc professor LFG," or, Researching in Azeroth culture / Corporate ideology in World of Warcraft / "Never such innocence again" : war and histories in World of Warcraft / World of Warcraft as a playground for feminism / The familiar and the foreign : playing (post)colonialism in World of Warcraft world / A hollow world : World of Warcaft as spatial practice / What makes World of Warcraft a world? : a note on death and dying / Lisbeth Klastrup -- Quests in World of Warcraft : deferral and repetition play / Does World of Warcraft change everything? : how a PVP server, multinational playerbase, and surveillance mod scene caused me pause / Humans playing World of Warcraft, or, Deviant strategies? / Role-play vs gameplay : the difficulties of playing a role in World of Warcraft identity / Character identification in World of Warcraft : the relationship between capacity and appearance / Playing with names : gaming and naming in World of Warcraft / Hilde Corneliussen and Jill Walker -- Scott Rettberg -- Esther MacCallum-Stewart -- Hilde Corneliussen -- Jessica Langer -- Espen Aarseth -- World creation and lore : World of Warcraft as rich text / Tanya Krzywinska -- Jill Walker -- T.L. Taylor -- Torill Elvira Mortensen -- Esther MacCallum-Stewart and Justin Parsler -- Ragnhild Tronstad -- Charlotte Hagstr�om.


Electronic reproduction.
Palo Alto, Calif. :
ebrary,
2013.
Available via World Wide Web.
Access may be limited to ebrary affiliated libraries.






World of Warcraft.


Computer games--Social aspects.


Electronic books.

GV1469.27 / .D55 2008eb

794.8

© 2026 Rongo University
Contact us: librarian | system librarian | Rongo university