LEADER 04406oam 2200757Ia 450 001 9910780990603321 005 20190503073352.0 010 $a0-262-28837-0 010 $a1-282-54191-9 010 $a9786612541919 010 $a0-262-26758-6 024 8 $a9786612541919 024 8 $a3177400 035 $a(CKB)2520000000006503 035 $a(OCoLC)827743152 035 $a(CaPaEBR)ebrary10367817 035 $a(SSID)ssj0000344326 035 $a(PQKBManifestationID)11244882 035 $a(PQKBTitleCode)TC0000344326 035 $a(PQKBWorkID)10306957 035 $a(PQKB)10080943 035 $a(MiAaPQ)EBC3339112 035 $a(OCoLC)593287037$z(OCoLC)647882152$z(OCoLC)656480380$z(OCoLC)743436444$z(OCoLC)768696359$z(OCoLC)771146294$z(OCoLC)827743152$z(OCoLC)961507888$z(OCoLC)962585593$z(OCoLC)964612149$z(OCoLC)967767697$z(OCoLC)988503575$z(OCoLC)992079499$z(OCoLC)994931065$z(OCoLC)1037943825$z(OCoLC)1038700401$z(OCoLC)1045531839$z(OCoLC)1050965526$z(OCoLC)1055315908$z(OCoLC)1061071811$z(OCoLC)1062887869$z(OCoLC)1064183648 035 $a(OCoLC-P)593287037 035 $a(MaCbMITP)8329 035 $a(Au-PeEL)EBL3339112 035 $a(CaPaEBR)ebr10367817 035 $a(CaONFJC)MIL254191 035 $a(OCoLC)593287037 035 $a(EXLCZ)992520000000006503 100 $a20100402d2010 uy 0 101 0 $aeng 135 $aurcn||||||||| 181 $ctxt 182 $cc 183 $acr 200 14$aThe Warcraft civilization $esocial science in a virtual world /$fWilliam Sims Bainbridge 210 $aCambridge, Mass. $cMIT Press$dİ2010 215 $a1 online resource (255 p.) 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a0-262-01370-3 320 $aIncludes bibliographical references and index. 330 $aFrom the Publisher: World of Warcraft is more than a game. There is no ultimate goal, no winning hard, no princess to be rescued. WoW contains more than 5,000 possible quests, games within the game, and encompasses hundreds of separate parallel realms (computer serves, each of which can handle 4,000 players simultaneously). WoW is an immerse 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 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. Bainbridge explored the complex Warcraft universe firsthand, spending more than 2,300 hours there, deploying twenty-two characters of all ten races, all then classes, and numerous professions. Each chapter begins with one character's narrative, then goes on to explore a major social issue such as religion, learning, cooperation, economy, or identity through the lens of that character's experience. 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. 606 $aWorld of Warcraft (Game) 606 $aComputer games$xSocial aspects 606 $aShared virtual environments 606 $aVirtual reality$xSocial aspects 606 $aOnline identities$xSocial aspects 610 $aGAME STUDIES/Online Games 610 $aGAME STUDIES/General 610 $aSOCIAL SCIENCES/Media Studies 615 0$aWorld of Warcraft (Game) 615 0$aComputer games$xSocial aspects. 615 0$aShared virtual environments. 615 0$aVirtual reality$xSocial aspects. 615 0$aOnline identities$xSocial aspects. 676 $a794.8 686 $a71.50$2bcl 686 $a76.31$2bcl 700 $aBainbridge$b William Sims$0868695 801 0$bOCoLC-P 801 1$bOCoLC-P 906 $aBOOK 912 $a9910780990603321 996 $aThe Warcraft civilization$93737711 997 $aUNINA