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.
The peaceful realm of Azeroth stands on the brink of war as its civilization faces a fearsome race of invaders: orc warriors fleeing their dying home to colonize another.
What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line ...
This book and its topic are enmeshed in a eulture weir. The two sides are not clearly drawn, but on one side we can vaguely see conservative forces that want to preserve traditional American culture including old-time religion, ...
... “Collective Behavior and Social Movements,” in Sociology, ed. Rodney Stark (Belmont, CA: Wadsworth, 1985), 492–523; James G. Flanagan, “Hierarchy in Simple 'Egalitarian' Societies,” Annual Review of Anthropology 18 ...
It is crucial to note that online gaming has a past as well as a future, and the current popularity of a game does not ... Ideally, this would be true for multiplayer online games as well, but there exists no library of out-of- print ...
... 22 threshold effect, 76 Timberlake,James H., 85 Toulmin, Stephen, 132 Townsend, Joan B., 126 Transcendental Meditation, 105, 112-116 trust, 187 Tuke, ...
What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line ...
Filled with stunning concept art, unit photography, and visual effects breakdowns, this book also features insightful interviews with the incredible cast and crew, as they share the secrets behind bringing war-torn Azeroth to life.
A Simon & Schuster eBook. Simon & Schuster has a great book for every reader.
John Bohannon, “Flunking Spore,” Science, October 24, 2008,531; John Bohannon, T. Ryan Gregory, Niles Eldredge, and William Sims Bainbridge, “Spore: Assessment of the Science in an Evolution-Oriented Game,” in Online Worlds: Convergence ...