World of Warcraft and Philosophy: Wrath of the Philosopher King (Popular Culture and Philosophy Book 45)
معرفی کتاب «World of Warcraft and Philosophy: Wrath of the Philosopher King (Popular Culture and Philosophy Book 45)» نوشتهٔ edited by Luke Cuddy and John Nordlinger، منتشرشده توسط نشر Open Court Publishing Company در سال 2009. این کتاب در فرمت epub، زبان انگلیسی ارائه شده است.
World of Warcraft is the most popular ever MMORPG (massively multiplayer online role playing game), with over twelve million subscribers and growing every day. WoW is everywhere—from episodes of South Park and The Simpsons, to online series like Watch the Guild, accolades and awards from game critics, prime-time commercials with William Shatner and Mr. T., and even criminal and civil courts in the real world. People marry and divorce individuals they have met in the game, realworld financial markets thrive in virtual WoW property, parents have their kids ‘treated’ for Warcraft addiction, and real-world lawsuits, vendettas, and murders have been provoked by the game. Since identities are known to be assumed, is it okay to totally misrepresent yourself in the game? Does the Corrupted Blood epidemic warn us of future public health catastrophes? How can it be wrong to steal something which doesn’t exist or torture characters who don’t feel pain? Is warfare really essential to the world of Warcraft? What can our own world learn from Azeroth’s blend of primitivism and high-tech? A specially commissioned guild of philosophers tackle these and other hard questions in __World of Warcraft and Philosophy__. Recognized By The Guinness Book Of World Records As The Most Popular Mmorpg (massively Multiplayer Online Role-playing Game) In Videogame History, World Of Warcraft Is Everywhere -- From Episodes Of South Park And The Simpsons, To Online Series. You Can Kill Your Friends But You Can't Save Gnomeregan / Monica Evans -- Render Unto Caesar / Kevin H. Haw -- Finding Adam Smith In Azeroth / Eli Kosminsky -- A Meaningless World ... Of Warcraft / Luke Cuddy -- A Mage In Motion / Juan Ferret -- Azeroth Versus The Experience Machine / Mark Silcox And Jon Cogburn -- Boredom, Power, And Self-actualization In Azeroth / Paul Brown -- World Of Warcraft As Collector's Paradise / Dario Compagno And Patrick Coppock -- A Flourishing Reolt / Miguel Sicart -- Ninja Ethics And The Virtual Theft Of Virtual Goods / Phil Serchuk -- Remaking Azeroth / Sean C. Duncan -- Utopian Fantasy And The Politics Of Difference / Debra Jackson -- Role Playing In World Of Warcraft As Cathartic Social Performance / Pauline Chan, Audrey Whitman, And Allan Baumer -- He's The Kind Of Girl Who Wants Matching Daggers / Phill Alexander -- In-game Identities And Meatspace Mistakes / Tim Christopher -- The Machiavellian Guild Leader / Moses Wolfenstein -- There Is No War In Warcraft / Ben Medler -- Game Developers, Gods, And Surveillance / Christian Hoffstadt And Michael Nagenbog -- Bits Of Ogres, Bytes Of Orcs / Kylie Prymus -- Future Pasts Of Magic And Deceit / Leon Spencer And Anna Janssen -- Can I Have Unlimited Power In World Of Warcraft? / Nicholas Michaud. Edited By Luke Cuddy And John Nordlinger. Includes Bibliographical References And Index. World of Warcraft is the most popular ever MMORPG (massively multiplayer online role playing game), with over twelve million subscribers and growing every day. WoW is everywhere—from episodes of South Park and The Simpsons, to online series like Watch the Guild, accolades and awards from game critics, prime-time commercials with William Shatner and Mr. T., and even criminal and civil courts in the real world. People marry and divorce individuals they have met in the game, realworld financial markets thrive in virtual WoW property, parents have their kids ‘treated’ for Warcraft addiction, and real-world lawsuits, vendettas, and murders have been provoked by the game. Since identities are known to be assumed, is it okay to totally misrepresent yourself in the game? Does the Corrupted Blood epidemic warn us of future public health catastrophes? How can it be wrong to steal something which doesn’t exist or torture characters who don’t feel pain? Is warfare really essential to the world of Warcraft? What can our own world learn from Azeroth’s blend of primitivism and high-tech? A specially commissioned guild of philosophers tackle these and other hard questions in World of Warcraft and Philosophy . Recognized by the Guinness Book of World Records as the most popular MMORPG (massively multiplayer online role-playing game) in videogame history, World of Warcraft is everywhere — from episodes of South Park and The Simpsons, to online series like Watch the Guild, accolades and awards from game critics, and prime-time commercials with Mr. T. Inevitably, such a cultural phenomenon triggers deeper questions. When does an assumed identity become real? Does the Corrupted Blood epidemic warn us of future public health catastrophes? What are the dangers when real life is invaded by events in the game? What can our own world learn from Azeroth's blend of primitivism and high-tech? In these lively essays, a specially commissioned guild of philosophers, including Yara Mitsuishi, Monica Evans, Tim Christopher, and Anna Janssen, tackles these and other complex questions arising from WoW.
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