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Dungeons, Dragons, and Digital Deni : The Digital Role-playing Game - Gerald A Voorhees

Dungeons, Dragons, and Digital Deni

The Digital Role-playing Game

Hardcover Published: 29th March 2012
ISBN: 9781441191892
Number Of Pages: 272
For Ages: 22+ years old

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This book helps readers better understand their own relationships - as players, designers, consumers, and citizens - with digital role playing games. "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. "Approaches to Digital Game Studies" examines the medium of digital games and brings together a range of voices from different disciplines to ask questions fundamental to game studies. This innovative series advances ongoing conversations and initiates new areas of inquiry in the field. Each volume consists of a collection of essays organized around a single ludic, functional or thematic genre of digital game.

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Series Introduction - Genre and Disciplinarity in the Study of Games
Gerald Voorhees, Josh Call and Katie Whitlock
Introduction - From Dungeons to Digital Denizens
Section One - Game Master
Eco-Performance in the Digital RPG Gamescape
The Pathways of Time: Temporality and Procedures in MMORPGs
Game and Narrative in Dragon Age: Origins: Playing the Archive in Digital RPGs
When Language Goes Bad: The Localization's Effect on the Gameplay of Japanese RPGs
The Lord of the Rings Online: Issues in the Adaptation of MMORPGs
Section Two - In-Character
Traumatic Origins: Memory, Crisis and Identity in Digital RPGs
Risky Business: Neoliberal Rationality and the Computer RPG
Postcards from the Other Side: Interactive Revelation in Post-Apocalyptic RPGs
Constructing a Powerful Identity in World of Warcraft: A Sociolinguistic Approach to MMORPGs
In the Blood of Dragon Age: Origins: Metaphor and Identity in Digital RPGs
Epic Style: Re-compositional Performance in the Bioware Digital RPG
Section Three - Out-of-Character
Neoliberal Multiculturalism in Mass Effect: The Government of Difference in Digital RPGs
`Simply Fighting to Preserve Their Way of Life': Multiculturalism in World of Warcraft
From Meaning to Experience: Teaching Fiction Writing with Digital RPGs
Gaming the Meta: Metagame Culture and Player Motivation in RPGs
The Generalization of Configurable Being: From RPGs to Facebook
About the Contributors
Table of Contents provided by Publisher. All Rights Reserved.

ISBN: 9781441191892
ISBN-10: 1441191895
Series: Approaches to Digital
Audience: BAC
For Ages: 22+ years old
Format: Hardcover
Language: English
Number Of Pages: 272
Published: 29th March 2012
Publisher: Continuum Publishing Corporation
Country of Publication: US
Dimensions (cm): 21.6 x 13.8  x 3.18
Weight (kg): 0.66
Edition Number: 1

Earn 453 Qantas Points
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