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How the MMORPG Genre Became a Popular Global Ga...
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This essay sheds light on how the MMORPG genre became a popular global gaming phenomenon and how the MMORPG genre changed people's lives. Moreover, how the average gamer can earn a living playing massive multiplayer online role playing games is delineated in this essay. It is no surprise that the massive multiplayer online role playing game (MMORPG) genre has attain unprecedented popularity amid the advent of the digital era that led to it becoming a global gaming phenomenon. The MMORPG reached its pinnacle amid the early 2010s with the illustrious MMORPG video game World of Warcraft, having reached over 12 million active subscribers. This ultimately allowed Blizzard Entertainment to generate over $180,000,000 per month from subscription fee revenue alone. The proliferation of the MMORPG genre that culminated in it becoming a global gaming phenomenon in the early 2010s was spearheaded by renowned MMORPG video games, such as World of Warcraft (WoW), EverQuest, Ultima Online, Guild Wars, Lineage, Aion, Second Life, Runescape, Lord of the Rings Online (LOTRO), and Star Wars: The Old Republic (SWTOR). There are ample reasons as to why the MMORPG genre evolved into becoming a global phenomenon and cemented itself as one of the utmost popular video game genres of all time in the early 2010s. First and foremost, the MMORPG genre ushered in ample innovations into the gaming landscape. In other words, they allowed you to explore new worlds and experience epic perilous adventures with a myriad of friends. They allowed you to complete simple quests with a fellowship or embark on perilous journey of surviving the cumbersome 24-man raid instances with multiple cohorts of adventurers. The greatest novelty that MMORPG genre brought into the video game landscape entailed adding new dimensions of immersion and interactivity to video games which rendered them all the more robust, imme 1. Language: English. Narrator: Courtney Shimmins. Audio sample: http://samples.audible.de/bk/acx0/184102/bk_acx0_184102_sample.mp3. Digital audiobook in aax.

Anbieter: Audible
Stand: 30.11.2020
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Living In Guild Wars®
68,00 € *
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Massive multiplayer online gaming (MMOG) is a concept that has been around for about 25 years. As technology has evolved, so has the capability to create a realistic, immersive and social gaming environment that has a mass appeal. In spite of this technological evolution, there has been little naturalistic inquiry of what virtual gaming environments are like. This is a qualitative cultural study of the massive multiplayer online role-playing game (MMORPG), Guild Wars®. Using ethnographic methods, participant observation for a period of 130 hours, and discourse analysis of external game forum chat we explore what this world is truly like. As a result, we gain a better understanding of how people can become immersed, even obsessed with MMOGs. Several communication concepts are explored in the virtual environment including: Baudrillard s simulacra, Bourdieu s concept of capital, and the notion of gender based hegemonic relationships. Designed to be read by MMOG novices and experts alike, Living in Guild Wars® offers support that virtual reality has become actual Reality for many MMOG players. This study presents ground breaking work in the study of emerging social communities online.

Anbieter: Dodax
Stand: 30.11.2020
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Living In Guild Wars®
116,00 CHF *
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Massive multiplayer online gaming (MMOG) is a concept that has been around for about 25 years. As technology has evolved, so has the capability to create a realistic, immersive and social gaming environment that has a mass appeal. In spite of this technological evolution, there has been little naturalistic inquiry of what virtual gaming environments are like. This is a qualitative cultural study of the massive multiplayer online role-playing game (MMORPG), Guild Wars®. Using ethnographic methods, participant observation for a period of 130 hours, and discourse analysis of external game forum chat we explore what this world is truly like. As a result, we gain a better understanding of how people can become immersed, even obsessed with MMOGs. Several communication concepts are explored in the virtual environment including: Baudrillard's simulacra, Bourdieu's concept of capital, and the notion of gender based hegemonic relationships. Designed to be read by MMOG novices and experts alike, Living in Guild Wars® offers support that virtual reality has become actual Reality for many MMOG players. This study presents ground breaking work in the study of emerging social communities online.

Anbieter: Orell Fuessli CH
Stand: 30.11.2020
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Living In Guild Wars®
61,99 € *
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Massive multiplayer online gaming (MMOG) is a concept that has been around for about 25 years. As technology has evolved, so has the capability to create a realistic, immersive and social gaming environment that has a mass appeal. In spite of this technological evolution, there has been little naturalistic inquiry of what virtual gaming environments are like. This is a qualitative cultural study of the massive multiplayer online role-playing game (MMORPG), Guild Wars®. Using ethnographic methods, participant observation for a period of 130 hours, and discourse analysis of external game forum chat we explore what this world is truly like. As a result, we gain a better understanding of how people can become immersed, even obsessed with MMOGs. Several communication concepts are explored in the virtual environment including: Baudrillard's simulacra, Bourdieu's concept of capital, and the notion of gender based hegemonic relationships. Designed to be read by MMOG novices and experts alike, Living in Guild Wars® offers support that virtual reality has become actual Reality for many MMOG players. This study presents ground breaking work in the study of emerging social communities online.

Anbieter: Thalia AT
Stand: 30.11.2020
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