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Game worlds get real: how who we are online became who we are offline

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This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products.


- Explains how social rigidity in digital communities often robs these spaces of experimentation and identity play

- Suggests that new technologies such as virtual reality are unlikely to revolutionize the media or cause dramatic social change

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£58.50
Product Details
Praeger
1440851298 / 9781440851292
eBook (Adobe Pdf)
793.932
31/07/2017
English
247 pages
Copy: 10%; print: 10%