000 | 02787cam a2200373Ii 4500 | ||
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001 | ocn865651596 | ||
003 | OCoLC | ||
005 | 20240726105451.0 | ||
008 | 131220s2014 ctu ob 001 0 eng d | ||
040 |
_aIDEBK _beng _erda _cIDEBK _dNT |
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020 |
_a9780300199291 _q((electronic)l(electronic)ctronic)l((electronic)l(electronic)ctronic)ctronic bk. |
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020 |
_a9781306209113 _q((electronic)l(electronic)ctronic)l((electronic)l(electronic)ctronic)ctronic bk. |
||
050 | 0 | 4 |
_aGV1469 _b.P768 2014 |
049 | _aNTA | ||
100 | 1 |
_aYee, Nick, _d1979- _e1 |
|
245 | 1 | 0 |
_aProteus paradox _bhow online games and virtual worlds change us, and how they don't / _cNick Yee. |
260 |
_aNew Haven : _bYale University Press, _c(c)2014. |
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300 | _a1 online resource (x, 248 pages) | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_adata file _2rda |
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504 | _a2 | ||
520 | 0 |
_a"Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled--but rarely recognized--tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves."-- _cProvided by publisher. |
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530 |
_a2 _ub |
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650 | 0 | _aComputer games. | |
650 | 0 | _aVirtual reality. | |
650 | 0 | _aShared virtual environments. | |
655 | 1 | _aElectronic Books. | |
856 | 4 | 0 |
_uhttps://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=675801&site=eds-live&custid=s3260518 _zClick to access digital title | log in using your CIU ID number and my.ciu.edu password |
942 |
_cOB _D _eEB _hGV. _m2014 _QOL _R _x _8NFIC _2LOC |
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994 |
_a02 _bNT |
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999 |
_c101196 _d101196 |
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902 |
_a1 _bCynthia Snell _c1 _dCynthia Snell |