Digital Culture, Play, and Identity

Digital Culture, Play, and Identity

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This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.You complete quests to get more experience points than you would through simple grinding (killing monsters mechanically without role-playing or quest motivation). ... In addition, quests are used to guide a player through gameplay and toward higher levels. ... everywhere, or the quests given to warlocks and paladins at level 60 that lead to their learning the spell required to summon a special mount.

Title:Digital Culture, Play, and Identity
Author:Hilde Corneliussen, Jill Walker Rettberg
Publisher:MIT Press - 2008


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