000 02787cam a2200373Ii 4500
001 ocn865651596
003 OCoLC
005 20240726105451.0
008 131220s2014 ctu ob 001 0 eng d
040 _aIDEBK
_beng
_erda
_cIDEBK
_dNT
020 _a9780300199291
_q((electronic)l(electronic)ctronic)l((electronic)l(electronic)ctronic)ctronic bk.
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.
300 _a1 online resource (x, 248 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _adata file
_2rda
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.
530 _a2
_ub
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
994 _a02
_bNT
999 _c101196
_d101196
902 _a1
_bCynthia Snell
_c1
_dCynthia Snell