<?xml version="1.0" encoding="UTF-8"?>
<GoodreadsResponse>
	<Request>
		<authentication>false</authentication>
		    <method><![CDATA[]]></method>
	</Request>
	
<book>
  <id>2851179</id>
  <title><![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]></title>
  <isbn><![CDATA[0262033704]]></isbn>
  <isbn13><![CDATA[9780262033701]]></isbn13>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <description><![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]></description>
  <work>
  <best_book_id type="integer">2851179</best_book_id>
  <books_count type="integer">1</books_count>
  <desc_user_id type="integer" nil="true"></desc_user_id>
  <id type="integer">2877312</id>
  <media_type nil="true"></media_type>
  <original_language_id type="integer" nil="true"></original_language_id>
  <original_publication_day type="integer">31</original_publication_day>
  <original_publication_month type="integer">5</original_publication_month>
  <original_publication_year type="integer">2008</original_publication_year>
  <original_title>Digital Culture, Play, and Identity: A World of Warcraft&#174; Reader</original_title>
  <rating_dist>total:10|5:3|4:3|3:3|2:1|</rating_dist>
  <ratings_count type="integer">10</ratings_count>
  <ratings_sum type="integer">38</ratings_sum>
  <reviews_count type="integer">17</reviews_count>
  <text_reviews_count type="integer">3</text_reviews_count>
</work>

  <average_rating><![CDATA[3.80]]></average_rating>
  <ratings_count><![CDATA[10]]></ratings_count>
  <text_reviews_count><![CDATA[3]]></text_reviews_count>
  
  <url><![CDATA[http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader]]></url>
  <link><![CDATA[http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader]]></link>
  <authors>
    <author>
    <id>1238253</id>
        <name><![CDATA[Jill Walker Rettberg]]></name>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-200x266.jpg]]></image_url>
    <small_image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-50x66.jpg]]></small_image_url>
    <link><![CDATA[http://www.goodreads.com/author/show/1238253.Jill_Walker_Rettberg]]></link>
    <average_rating>3.82</average_rating>
    <ratings_count>11</ratings_count>
    <text_reviews_count>4</text_reviews_count>
  </author>
  </authors>
    <reviews start="1" end="17" total="17">
      <review>
  <id>50386029</id>
    <user>
    <id>2150634</id>
    <name><![CDATA[Diane]]></name>
    <location><![CDATA[Chicago, IL]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/2150634-diane-krawczak]]></link>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto-F-111x148.jpg]]></image_url>
    <small_image_url><![CDATA[http://www.goodreads.com/images/nophoto-F-50x66.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>4</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
        <shelf name="read" />
          </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at>Sun Mar 01 00:00:00 -0800 2009</read_at>
  <date_added>Wed Mar 25 03:50:09 -0700 2009</date_added>
  <date_updated>Wed Mar 25 03:55:58 -0700 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[Written by academics that play WoW.  They made some observations that were quite interesting-Almost legitimizes wow, made it relevant in real life.<br/><br/>Note: This was a library book that I had to skim through the last chapters because it was due and I could not renew it because another had re...<a href="http://www.goodreads.com/review/show/50386029">more...</a>]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/50386029]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/50386029]]></link>
</review>
      <review>
  <id>45932663</id>
    <user>
    <id>2017170</id>
    <name><![CDATA[Cirynne]]></name>
    <location><![CDATA[Lidköping, 28, Sweden]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/2017170-cirynne]]></link>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto-U-111x148.jpg]]></image_url>
    <small_image_url><![CDATA[http://www.goodreads.com/images/nophoto-U-50x66.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>4</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
        <shelf name="read" />
            <shelf name="facklitteratur" />
      </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at>Mon Dec 01 00:00:00 -0800 2008</read_at>
  <date_added>Tue Feb 10 09:07:27 -0800 2009</date_added>
  <date_updated>Tue Feb 10 09:07:48 -0800 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[Interesting]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/45932663]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/45932663]]></link>
</review>
      <review>
  <id>22698540</id>
    <user>
    <id>792081</id>
    <name><![CDATA[Trevor]]></name>
    <location><![CDATA[Portland, OR]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/792081-trevor]]></link>
    <image_url><![CDATA[http://photo.goodreads.com/users/1200522096p3/792081.jpg]]></image_url>
    <small_image_url><![CDATA[http://photo.goodreads.com/users/1200522096p2/792081.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>5</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
        <shelf name="read" />
            <shelf name="games" />
      </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at>Fri Aug 01 00:00:00 -0700 2008</read_at>
  <date_added>Wed May 21 13:12:27 -0700 2008</date_added>
  <date_updated>Fri Aug 29 13:03:47 -0700 2008</date_updated>
  <read_count></read_count>
    <body><![CDATA[An excellent resource for anyone interested in how World of Warcraft is both reflecting and directing the culture(s) that produced it.  Shane Hinton and I recorded a full review of the book for our games podcast First Wall Rebate (<a rel="nofollow" target="_blank" href="http://firstwallrebate.com">firstwallrebate.com</a>); look for the review episode to appear there wit...<a href="http://www.goodreads.com/review/show/22698540">more...</a>]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/22698540]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/22698540]]></link>
</review>
      <review>
  <id>80890557</id>
    <user>
    <id>2732077</id>
    <name><![CDATA[Amy]]></name>
    <location><![CDATA[The United States]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/2732077-amy]]></link>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto-F-111x148.jpg]]></image_url>
    <small_image_url><![CDATA[http://www.goodreads.com/images/nophoto-F-50x66.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>0</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
            <shelf name="to-read" />
      </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at></read_at>
  <date_added>Sun Dec 13 16:01:44 -0800 2009</date_added>
  <date_updated>Sun Dec 13 16:01:44 -0800 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/80890557]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/80890557]]></link>
</review>
      <review>
  <id>75457086</id>
    <user>
    <id>2354530</id>
    <name><![CDATA[Ipublishcentral]]></name>
    <location><![CDATA[The United States]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/2354530-ipublishcentral]]></link>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto-U-111x148.jpg]]></image_url>
    <small_image_url><![CDATA[http://www.goodreads.com/images/nophoto-U-50x66.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>0</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
        <shelf name="read" />
          </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at></read_at>
  <date_added>Thu Oct 22 23:43:23 -0700 2009</date_added>
  <date_updated>Tue Oct 27 17:52:11 -0700 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/75457086]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/75457086]]></link>
</review>
      <review>
  <id>74458460</id>
    <user>
    <id>2837793</id>
    <name><![CDATA[Ye]]></name>
    <location><![CDATA[Singapore, 00, Singapore]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/2837793-ye-tun]]></link>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto-U-111x148.jpg]]></image_url>
    <small_image_url><![CDATA[http://www.goodreads.com/images/nophoto-U-50x66.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>0</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
            <shelf name="to-read" />
      </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at></read_at>
  <date_added>Tue Oct 13 19:57:30 -0700 2009</date_added>
  <date_updated>Tue Oct 13 19:57:30 -0700 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/74458460]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/74458460]]></link>
</review>
      <review>
  <id>65702800</id>
    <user>
    <id>2426890</id>
    <name><![CDATA[Deanna]]></name>
    <location><![CDATA[Turlock, CA]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/2426890-deanna]]></link>
    <image_url><![CDATA[http://photo.goodreads.com/users/1256852943p3/2426890.jpg]]></image_url>
    <small_image_url><![CDATA[http://photo.goodreads.com/users/1256852943p2/2426890.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>0</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
        <shelf name="read" />
          </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at></read_at>
  <date_added>Fri Jul 31 16:12:57 -0700 2009</date_added>
  <date_updated>Fri Jul 31 16:12:57 -0700 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/65702800]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/65702800]]></link>
</review>
      <review>
  <id>59370645</id>
    <user>
    <id>2410586</id>
    <name><![CDATA[John Carter]]></name>
    <location><![CDATA[The United States]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/2410586-john-carter-mcknight]]></link>
    <image_url><![CDATA[http://photo.goodreads.com/users/1244788882p3/2410586.jpg]]></image_url>
    <small_image_url><![CDATA[http://photo.goodreads.com/users/1244788882p2/2410586.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>5</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
        <shelf name="read" />
          </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at></read_at>
  <date_added>Thu Jun 11 23:52:31 -0700 2009</date_added>
  <date_updated>Thu Jun 11 23:52:31 -0700 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/59370645]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/59370645]]></link>
</review>
      <review>
  <id>56564185</id>
    <user>
    <id>2331913</id>
    <name><![CDATA[Murray]]></name>
    <location><![CDATA[Basingstoke, F8, The United Kingdom]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/2331913-murray-thomson]]></link>
    <image_url><![CDATA[http://photo.goodreads.com/users/1245084874p3/2331913.jpg]]></image_url>
    <small_image_url><![CDATA[http://photo.goodreads.com/users/1245084874p2/2331913.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>5</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
        <shelf name="read" />
            <shelf name="own" />
      </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at></read_at>
  <date_added>Mon May 18 19:55:14 -0700 2009</date_added>
  <date_updated>Mon May 18 19:55:14 -0700 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/56564185]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/56564185]]></link>
</review>
      <review>
  <id>56291532</id>
    <user>
    <id>2321794</id>
    <name><![CDATA[Riley]]></name>
    <location><![CDATA[Topeka, KS]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/2321794-riley]]></link>
    <image_url><![CDATA[http://photo.goodreads.com/users/1242500872p3/2321794.jpg]]></image_url>
    <small_image_url><![CDATA[http://photo.goodreads.com/users/1242500872p2/2321794.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>3</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
        <shelf name="read" />
          </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at></read_at>
  <date_added>Sat May 16 11:30:10 -0700 2009</date_added>
  <date_updated>Sat May 16 11:30:10 -0700 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/56291532]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/56291532]]></link>
</review>
      <review>
  <id>53168794</id>
    <user>
    <id>7661</id>
    <name><![CDATA[Michelle]]></name>
    <location><![CDATA[Somerville, MA]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/7661-michelle]]></link>
    <image_url><![CDATA[http://photo.goodreads.com/users/1204126448p3/7661.jpg]]></image_url>
    <small_image_url><![CDATA[http://photo.goodreads.com/users/1204126448p2/7661.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>0</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
            <shelf name="checked-out-from-mit" />
        <shelf name="games" />
        <shelf name="mit-press" />
        <shelf name="thesis" />
        <shelf name="to-read" />
      </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at></read_at>
  <date_added>Sat Apr 18 17:39:00 -0700 2009</date_added>
  <date_updated>Sat Apr 18 17:39:00 -0700 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/53168794]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/53168794]]></link>
</review>
      <review>
  <id>43035460</id>
    <user>
    <id>813593</id>
    <name><![CDATA[LorellinJ]]></name>
    <location><![CDATA[Canada]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/813593-lorellinj]]></link>
    <image_url><![CDATA[http://photo.goodreads.com/users/1228850309p3/813593.jpg]]></image_url>
    <small_image_url><![CDATA[http://photo.goodreads.com/users/1228850309p2/813593.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>0</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
            <shelf name="game-related-wow" />
        <shelf name="to-read" />
      </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at></read_at>
  <date_added>Wed Jan 14 12:34:39 -0800 2009</date_added>
  <date_updated>Wed Jan 14 12:34:42 -0800 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/43035460]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/43035460]]></link>
</review>
      <review>
  <id>39804477</id>
    <user>
    <id>1642104</id>
    <name><![CDATA[Gwen]]></name>
    <location><![CDATA[Ottawa, Ontario, Canada]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/1642104-gwen]]></link>
    <image_url><![CDATA[http://photo.goodreads.com/users/1235055913p3/1642104.jpg]]></image_url>
    <small_image_url><![CDATA[http://photo.goodreads.com/users/1235055913p2/1642104.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>2</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
        <shelf name="read" />
          </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at></read_at>
  <date_added>Wed Dec 10 13:37:05 -0800 2008</date_added>
  <date_updated>Wed Dec 10 13:37:05 -0800 2008</date_updated>
  <read_count></read_count>
    <body><![CDATA[]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/39804477]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/39804477]]></link>
</review>
      <review>
  <id>38555662</id>
    <user>
    <id>199734</id>
    <name><![CDATA[Jam]]></name>
    <location><![CDATA[The United States]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/199734-jam]]></link>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto-F-111x148.jpg]]></image_url>
    <small_image_url><![CDATA[http://www.goodreads.com/images/nophoto-F-50x66.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>3</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
        <shelf name="read" />
          </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at></read_at>
  <date_added>Mon Nov 24 14:01:54 -0800 2008</date_added>
  <date_updated>Mon Nov 24 14:01:54 -0800 2008</date_updated>
  <read_count></read_count>
    <body><![CDATA[]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/38555662]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/38555662]]></link>
</review>
      <review>
  <id>29525257</id>
    <user>
    <id>72891</id>
    <name><![CDATA[Phillip]]></name>
    <location><![CDATA[Long Beach, CA]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/72891-phillip]]></link>
    <image_url><![CDATA[http://photo.goodreads.com/users/1177951659p3/72891.jpg]]></image_url>
    <small_image_url><![CDATA[http://photo.goodreads.com/users/1177951659p2/72891.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>4</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
        <shelf name="read" />
          </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at></read_at>
  <date_added>Thu Aug 07 10:49:32 -0700 2008</date_added>
  <date_updated>Thu Aug 07 10:49:32 -0700 2008</date_updated>
  <read_count></read_count>
    <body><![CDATA[]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/29525257]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/29525257]]></link>
</review>
      <review>
  <id>22677697</id>
    <user>
    <id>163358</id>
    <name><![CDATA[Joe]]></name>
    <location><![CDATA[Baltimore, MD]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/163358-joe]]></link>
    <image_url><![CDATA[http://photo.goodreads.com/users/1191364957p3/163358.jpg]]></image_url>
    <small_image_url><![CDATA[http://photo.goodreads.com/users/1191364957p2/163358.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>0</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
            <shelf name="to-read" />
      </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at></read_at>
  <date_added>Wed May 21 07:51:12 -0700 2008</date_added>
  <date_updated>Wed May 21 07:51:39 -0700 2008</date_updated>
  <read_count></read_count>
    <body><![CDATA[]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/22677697]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/22677697]]></link>
</review>
      <review>
  <id>22582363</id>
    <user>
    <id>1015753</id>
    <name><![CDATA[Gealach]]></name>
    <location><![CDATA[The United States]]></location>
    <link><![CDATA[http://www.goodreads.com/user/show/1015753-gealach]]></link>
    <image_url><![CDATA[http://photo.goodreads.com/users/1206482129p3/1015753.jpg]]></image_url>
    <small_image_url><![CDATA[http://photo.goodreads.com/users/1206482129p2/1015753.jpg]]></small_image_url>
  </user>
    <book>
  <id type="integer">2851179</id>
  <isbn>0262033704</isbn>
  <isbn13>9780262033701</isbn13>
  <text_reviews_count type="integer">3</text_reviews_count>
  <title>
    <![CDATA[Digital Culture, Play, and Identity: A World of WarcraftÂ® Reader]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1231965251m/2851179.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1231965251s/2851179.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/2851179.Digital_Culture_Play_and_Identity_A_World_of_Warcraft_Reader</link>
  <average_rating>3.80</average_rating>
  <ratings_count>10</ratings_count>
  <description>
    <![CDATA[<em>World of Warcraft</em> is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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 <em>World of Warcraft</em> 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 <em>World of Warcraft</em> 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.<br/> <br/> The contributors examine the ways that gameworlds reflect the real world--exploring such topics as <em>World of Warcraft</em> as a &quot;capitalist fairytale&quot; 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 &quot;deviant strategies&quot; 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.<br/> <br/> <strong>Contributors</strong>:<br/> Espen Aarseth, Hilde G. Corneliussen, Charlotte HagstrÃ¶m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.]]>
  </description>
  <published>2008</published>
</book>

    <rating>3</rating>
  <votes>0</votes>
  <spoiler_flag>false</spoiler_flag>
  <shelves>
        <shelf name="read" />
            <shelf name="home-library" />
      </shelves>
  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at></read_at>
  <date_added>Mon May 19 17:45:55 -0700 2008</date_added>
  <date_updated>Sun Nov 23 09:26:17 -0800 2008</date_updated>
  <read_count></read_count>
    <body><![CDATA[]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/22582363]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/22582363]]></link>
</review>
    </reviews>
  <popular_shelves>
          <shelf name="to-read" />
          <shelf name="games" />
          <shelf name="checked-out-from-mit" />
          <shelf name="thesis" />
          <shelf name="mit-press" />
          <shelf name="facklitteratur" />
          <shelf name="game-related-wow" />
          <shelf name="professional" />
          <shelf name="home-library" />
      </popular_shelves>
  <book_links>
    <book_link>
  <id>8</id>
  <name><![CDATA[WorldCat]]></name>
  <link>http://www.goodreads.com/book_link/follow/8?book_id=2851179</link>
</book_link>
  </book_links>
</book>
</GoodreadsResponse>