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World of Warcraft and Philosophy: Wrath of the Philosopher King
Contributor(s): Cuddy, Luke (Editor), Nordlinger, John (Editor)
ISBN: 0812696735     ISBN-13: 9780812696738
Publisher: Open Court
OUR PRICE:   $17.96  
Product Type: Paperback - Other Formats
Published: October 2009
Qty:
Temporarily out of stock - Will ship within 2 to 5 weeks
Annotation: 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."
Additional Information
BISAC Categories:
- Philosophy | Criticism
- Games & Activities | Video & Electronic
Dewey: 794.801
LCCN: 2009033112
Series: Popular Culture & Philosophy
Physical Information: 0.56" H x 6.5" W x 9.06" (0.78 lbs) 288 pages
 
Descriptions, Reviews, Etc.
Publisher Description:
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.