EGods

EGods

Author: William Sims Bainbridge

Publisher: Oxford University Press

Published: 2013-04-04

Total Pages: 338

ISBN-13: 0199935831

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William Bainbridge contends that the worlds of massively multiplayer online roleplaying games provide a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles.


eGods

eGods

Author: William Sims Bainbridge

Publisher: Oxford University Press

Published: 2013-04-01

Total Pages: 336

ISBN-13: 0199323712

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What is the relationship between religion and multi-player online roleplaying games? Are such games simply a secular distraction from traditional religious practices, or do they in fact offer a different route to the sacred? In eGods, a leading scholar in the study of virtual gameworlds takes an in-depth look at the fantasy religions of 41 games and arrives at some surprising conclusions. William Sims Bainbridge investigates all aspects of the gameworlds' religious dimensions: the focus on sacred spaces; the prevalence of magic; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the gameworlds (and how this relates to cults in the real world); the predominance of polytheism; and, of course, how gameworld religions depict death. As avatars are multiple and immortal, death is merely a minor setback in most games. Nevertheless, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Examining EverQuest II, Lord of the Rings Online, Rift, World of Warcraft, Star Wars: The Old Republic, and many others, Bainbridge contends that gameworlds offer a new perspective on the human quest, one that combines the arts, simulates many aspects of real life, and provides meaningful narratives about achieving goals by overcoming obstacles. Indeed, Bainbridge suggests that such games take us back to those ancient nights around the fire, when shadows flickered and it was easy to imagine the monsters conjured by the storyteller lurking in the forest. Arguing that gameworlds reintroduce a curvilinear model of early religion, where today as in ancient times faith is inseparable from fantasy, eGods shows how the newest secular technology returns us to the very origins of religion so that we might "arrive where we started and know the place for the first time."


Diamond in the Rough

Diamond in the Rough

Author: Suzanne Simmons

Publisher: Topaz

Published: 1994

Total Pages: 390

ISBN-13: 9780451403841

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Lawrence, Duke of Deakin, is on a mission to get a rich wife. Miss Juliet Jones will do nicely, Lawrence decides. But there's just one hitch: Juliet is a romantic and will not allow herself to be married for her fortune. The game is on, with Lawrence in danger of losing his heart. . . .


The Proteus Paradox

The Proteus Paradox

Author: Nick Yee

Publisher: Yale University Press

Published: 2014-01-07

Total Pages: 262

ISBN-13: 0300190999

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A surprising assessment of the ways that virtual worlds are entangled with human psychology


The Warcraft Civilization

The Warcraft Civilization

Author: William Sims Bainbridge

Publisher: MIT Press

Published: 2012-09-21

Total Pages: 255

ISBN-13: 0262288370

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An exploration of the popular online role-playing game World of Warcraft as a virtual prototype of the real human future. World of Warcraft is more than a game. There is no ultimate goal, no winning hand, no princess to be rescued. WoW is an immersive virtual world in which characters must cope in a dangerous environment, assume identities, struggle to understand and communicate, learn to use technology, and compete for dwindling resources. Beyond the fantasy and science fiction details, as many have noted, it’s not entirely unlike today’s world. In The Warcraft Civilization, sociologist William Sims Bainbridge goes further, arguing that WoW can be seen not only as an allegory of today but also as a virtual prototype of tomorrow, of a real human future in which tribe-like groups will engage in combat over declining natural resources, build temporary alliances on the basis of mutual self-interest, and seek a set of values that transcend the need for war. What makes WoW an especially good place to look for insights about Western civilization, Bainbridge says, is that it bridges past and future. It is founded on Western cultural tradition, yet aimed toward the virtual worlds we could create in times to come.