|Product Name||Digital Culture, Play, and Identity: A World of Warcraft® Reader (MIT Press)|
|Category||Book / Magazine / Publication|
|Short Description||Height:9.02 inches / Length:7.01 inches / Weight:1.35 pounds / Width:0.59 inches|
|Amazon.com||Buy on Amazon ~ 0262516691|
|Price New||10.98 US Dollars (curriencies)|
|Price Used||7.07 US Dollars (curriencies)|
|Width||0.63 inches (convert)|
|Height||9 inches (convert)|
|Length||7 inches (convert)|
|Weight||19.52 ounces (convert)|
|Long Description||World of Warcraft is the world's most popular massively multiplayer online game (MMOG), with (as of March 2007) more than eight million active subscribers across Europe, North America, Asia, and Australia, who play the game an astonishing average of twenty hours a week. 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. The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design -- as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted. The contributors examine the ways that gameworlds reflect the real world -- exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character -- both players' identification with their characters and the game's culture of naming characters. The varied perspectives of the contributors -- who come from such fields as game studies, textual analysis, gender studies, and postcolonial studies -- reflect the breadth and vitality of current interest in MMOGs.|
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Article of interest
This time it wasn't our fault. There were power issues due to a substation down the street catching fire. We don't know the details of how it happened. But we do know that there were a lot of surges and some made it through our UPS to take out our main server.
We keep everything backed up so we only lost about 1 day of data. But because the equipment was damaged we had to rebuild some parts our system from scratch.
Sadly, it took a little longer than expected. Once the main systems came back up there were some confugration issues that we struggled with. But we are back and we have replaced our dead UPS boxes with new ones. They saved most of the equipment from any real damage. Only one box suffered serious damage. It just happened to be our main server instad of one of our backup systems.
Oh well, we will get any lingering bugs ironed out in the next day or two and then start back up on our system upgrade to help speed up the site some more.
Thanks for your understanding.