Dungeons and Dreamers

Dungeons and Dreamers
Title Dungeons and Dreamers PDF eBook
Author Brad King
Publisher McGraw-Hill/Osborne Media
Pages 304
Release 2003
Genre Computers
ISBN

Download Dungeons and Dreamers Book in PDF, Epub and Kindle

Part I. The rise of digital gaming. Together -- Machines at play -- Building community, building business -- Brave new worlds -- Part II. Networked gaming age. Log on, shoot down -- Homebrewed gamers -- Losing the game -- Part III. The era of gamers. Gamers, interrupted -- Unleashed -- Herding gamers.

Dungeons and Dreamers

Dungeons and Dreamers
Title Dungeons and Dreamers PDF eBook
Author Brad King
Publisher Etc Press
Pages 278
Release 2014-03
Genre Games
ISBN 9780991222728

Download Dungeons and Dreamers Book in PDF, Epub and Kindle

Before the multibillion computer game industry, there was Dungeons & Dragons, a tabletop game created by Gary Gygax and Dave Arneson in 1974. D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.

Dungeons and Dreamers

Dungeons and Dreamers
Title Dungeons and Dreamers PDF eBook
Author Alex Lidell
Publisher
Pages 160
Release 2019-06-27
Genre
ISBN 9781076752451

Download Dungeons and Dreamers Book in PDF, Epub and Kindle

Two dark pasts. One bond beyond their control. For a month, Coal has tried to stay away from the beautiful cadet who makes him feel things he shouldn't, each day of separation spiraling him deeper into worsening nightmares. Already on edge, it takes Coal one split second to plunge into violence--and find himself in shackles once more. Lera has finally struck a tentative peace with the stone-cold deputy headmaster--that is, until she disobeys River's direct orders and inserts herself into Coal's troubles. Now, locked away in the academy's dungeon, Lera's darkest memories come to life. And someone else's along with them. As the magical bond between Lera and Coal awakens, there's nowhere to run--and nowhere to hide. DUNGEONS AND DREAMERS is the fifth episode in the GREAT FALLS ACADEMY novella series, featuring the same reverse-harem cast as Alex Lidell's internationally bestselling POWER OF FIVE series. (Reading the POWER OF FIVE novels is not necessary to enjoy GREAT FALLS ACADEMY.)

Virtually Sacred

Virtually Sacred
Title Virtually Sacred PDF eBook
Author Robert M. Geraci
Publisher Oxford University Press
Pages 369
Release 2014-06-13
Genre Religion
ISBN 0199344701

Download Virtually Sacred Book in PDF, Epub and Kindle

Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.

Dungeons, Dragons, and Digital Denizens

Dungeons, Dragons, and Digital Denizens
Title Dungeons, Dragons, and Digital Denizens PDF eBook
Author Gerald A. Voorhees
Publisher Bloomsbury Publishing USA
Pages 387
Release 2012-02-16
Genre Social Science
ISBN 1441141081

Download Dungeons, Dragons, and Digital Denizens Book in PDF, Epub and Kindle

Dungeons, Dragons, and Digital Denizens is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games.

Seven Sublimes

Seven Sublimes
Title Seven Sublimes PDF eBook
Author David E. Nye
Publisher MIT Press
Pages 229
Release 2022-05-17
Genre Technology & Engineering
ISBN 0262369834

Download Seven Sublimes Book in PDF, Epub and Kindle

A reconception of the sublime to include experiences of disaster, war, outer space, virtual reality, and the Anthropocene. We experience the sublime—overwhelming amazement and exhilaration—in at least seven different forms. Gazing from the top of a mountain at a majestic vista is not the same thing as looking at a city from the observation deck of a skyscraper; looking at images constructed from Hubble Space Telescope data is not the same as living through a powerful earthquake. The varieties of sublime experience have increased during the last two centuries, and we need an expanded terminology to distinguish between them. In this book, David Nye delineates seven forms of the sublime: natural, technological, disastrous, martial, intangible, digital, and environmental, which express seven different relationships to space, time, and identity. These forms of the sublime can be experienced at historic sites, ruins, cities, national parks, or on the computer screen. We find them in beautiful landscapes and gigantic dams, in battle and on battlefields, in images of black holes and microscopic particles. The older forms are tangible, when we are physically present and our senses are fully engaged; increasingly, others are intangible, mediated through technology. Nye examines each of the seven sublimes, framed by philosophy but focused on historical examples.

Virtual Ascendance

Virtual Ascendance
Title Virtual Ascendance PDF eBook
Author Devin C. Griffiths
Publisher Rowman & Littlefield
Pages 236
Release 2013-09-19
Genre Games & Activities
ISBN 1442216964

Download Virtual Ascendance Book in PDF, Epub and Kindle

Video gaming is wildly popular and getting even more so as interfaces and devices improve. This popular account of the rise of gaming offers insight into its popularity and place in our culture as well as the impact it has on our daily lives – from the doctor’s office to the family room sofa.