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Zusatztext Dungeons, Dragons, and Digital Denizens is an exceptionally coherent and well-integrated collection. This collection is theoretically rich and engaging while remaining focused on the nuance and detail of a wide variety of games. The volume is essential reading for advanced scholars and students in game studies seeking to develop literary and cultural theoretical models of digital gaming as a mode of authorship, expression and critique. The papers in this collection push the envelope on the analysis of digital role playing games and provide fertile ground for further debate and new case studies as the landscape of digital gaming continues to change. This is a volume of papers by serious game scholars who can both attend to the detail and nuances of specific games as well as offer theoretical engaged and suggestive analysis. -- Bart Simon, Associate Professor, Director, Centre of Technoculture, Art and Games, Concordia University, Montreal Informationen zum Autor Joshua Call, Ph.D. is an Assistant Professor in the Department of English at Grand View University. Katie Whitlock, Ph.D. is an Associate Professor in the Department of Theatre at California State University, Chico. Vorwort This book helps readers better understand their own relationships - as players, designers, consumers, and citizens - with digital role playing games. Zusammenfassung 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. Inhaltsverzeichnis Acknowledgements Series Introduction - Genre and Disciplinarity in the Study of Games Gerald Voorhees, Josh Call and Katie Whitlock Introduction - From Dungeons to Digital Denizens Josh Call, Katie Whitlock and Gerald Voorhees Section One - Game Master Eco-Performance in the Digital RPG Gamescape Adele H. Bealer The Pathways of Time: Temporality and Procedures in MMORPGs Joshua Abboud Game and Narrative in Dragon Age: Origins: Playing the Archive in Digital RPGs Alice Henton When Language Goes Bad: The Localization's Effect on the Gameplay of Japanese RPGs Douglas Schules The Lord of the Rings Online: Issues in the Adaptation of MMORPGs Neil Randall and Kathleen Murphy Section Two - In-Character Traumatic Origins: Memory, Crisis and Identity in Digital RPGs Katie Whitlock Risky Business: Neoliberal Rationality and the Computer RPG Andrew Baerg Postcards from the Other Side: Interactive Revelation in Post-Apocalyptic RPGs Zachary McDowell Constructing a Powerful Identity in World of Warcraft: A Sociolinguistic Approach to MMORPGs Benjamin E. Friedline and Lauren B. Collister In the Blood of Dragon Age: Origins: Metaphor and Identity in Digital RPGs Karen Zook Epic Style: Re-compositional Performance in the Bio...
Summary
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. This book helps readers understand their own relationships - as players, designers, consumers, and citizens - with digital role playing games.