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|a Dungeons, dragons, and digital denizens :
|b the digital role-playing game /
|c edited by Gerald Voorhees, Josh Call, and Katie Whitlock.
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|a New York :
|b Continuum,
|c [2012]
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|c ©2012
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|a Approaches to digital game studies ;
|v volume 1
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|a Includes bibliographical references and indexes.
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|a Section 1: Game master -- 1. Eco-performance in the digital RPG gamescape / Adele H. Bealer -- 2. The pathways of time: temporality and procedures in MMORPGs / Joshua Abboud -- 3. Game and narrative in Dragon Age: Origins: playing the archive in digital RPGs / Alice Henton -- 4. When language goes bad: localization's effect on the gameplay of Japanese RPGs / Douglas Schules -- 5. The Lord of the Rings Online: issues in the adaptation of MMORPGs / Neil Randall, Kathleen Murphy -- Section 2: In character -- 6. Traumatic origins: memory, crisis, and identity in digital RPGs / Katie Whitlock -- 7. Risky business: neo-liberal rationality and the computer RPG / Andrew Baerg -- 8. Postcards from the other side: interactive revelation in post-apocalyptic RPGs / Zachary McDowell -- 9. Constructing a powerful identity in World of Warcraft: a sociolinguistic approach to MMORPGs / Benjamin E. Friedline, Lauren B. Collister -- 10. In the blood of Dragon Age: Origins: metaphor and identity in digital RPGs / Karen Zook -- 11. Epic style: re-compositional performance in the BioWare digital RPG / Roger Travis -- Section 3: Out-of-character -- 12. Neo-liberal multiculturalism in Mass Effect: the government of difference in digital RPGs / Gerald Voorhees -- 13. 'Simply fighting to preserve their way of life': multiculturalism in World of Warcraft / Christopher Douglas -- 14. From meaning to experience: teaching fiction writing with digital RPGs / Trent Hergenrader -- 15. Gaming the meta: metagame culture and player motivation in RPGs / Josh Call -- 16. The generalization of configurable being: from RPGs to Facebook / Chuk Moran.
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|a Online resource; title from PDF title page (EBSCO, viewed April 14, 2015).
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|a "Dungeons, Dragons, and Digital Denizens is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games."--Bloomsbury Publishing
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|a Compliant with Level AA of the Web Content Accessibility Guidelines. Content is displayed as HTML full text which can easily be resized or read with assistive technology, with mark-up that allows screen readers and keyboard-only users to navigate easily.
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|a eBooks on EBSCOhost
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|a Fantasy games.
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|a Electronic games.
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|a Whitlock, Katie,
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|i Print version:
|a Voorhees, Gerald A.
|t Dungeons, Dragons, and Digital Denizens : The Digital Role-Playing Game.
|d New York : Bloomsbury Publishing, ©2012
|z 9781441191892
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830 |
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|a Approaches to digital game studies ;
|v v. 1.
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