Ethnographies of the Videogame

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Author :
Publisher : Routledge
ISBN 13 : 1317140656
Total Pages : 224 pages
Book Rating : 4.3/5 (171 download)

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Book Synopsis Ethnographies of the Videogame by : Helen Thornham

Download or read book Ethnographies of the Videogame written by Helen Thornham and published by Routledge. This book was released on 2016-04-29 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.

Ethnographies of the Videogame

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Author :
Publisher : Ashgate Publishing, Ltd.
ISBN 13 : 1409494373
Total Pages : 232 pages
Book Rating : 4.4/5 (94 download)

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Book Synopsis Ethnographies of the Videogame by : Dr Helen Thornham

Download or read book Ethnographies of the Videogame written by Dr Helen Thornham and published by Ashgate Publishing, Ltd.. This book was released on 2013-01-28 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.

Exploring Minecraft

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Author :
Publisher : Springer Nature
ISBN 13 : 3030599086
Total Pages : 194 pages
Book Rating : 4.0/5 (35 download)

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Book Synopsis Exploring Minecraft by : Larissa Hjorth

Download or read book Exploring Minecraft written by Larissa Hjorth and published by Springer Nature. This book was released on 2021-01-04 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book directs critical attention to one of the most ubiquitous and yet under-analyzed games, Minecraft. Drawing on three years of ethnographic fieldwork into mobile games in Australian homes, the authors seek to take Minecraft seriously as a cultural practice. The book examines how Minecraft players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambivalently throughout everyday life. At the intersection of digital media, quotidian literacy, and ethnography, the book situates interdisciplinary debates around mundane play through the lens of Minecraft. Ultimately, Exploring Minecraft seeks to coalesce the discussion between formal and informal learning, fostering new forms of digital media creativity and ethnographic innovation around the analysis of games in everyday life.

Video Game Worlds

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Publisher : Left Coast Press
ISBN 13 : 1611320690
Total Pages : 203 pages
Book Rating : 4.6/5 (113 download)

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Book Synopsis Video Game Worlds by : Timothy Rowlands

Download or read book Video Game Worlds written by Timothy Rowlands and published by Left Coast Press. This book was released on 2012-01-15 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to analyze the massively multiplayer online game Everquest.

Indie Video Game Development Work

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Author :
Publisher : Springer Nature
ISBN 13 : 3030455459
Total Pages : 252 pages
Book Rating : 4.0/5 (34 download)

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Book Synopsis Indie Video Game Development Work by : Alexander Styhre

Download or read book Indie Video Game Development Work written by Alexander Styhre and published by Springer Nature. This book was released on 2020-06-13 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a study of so-called indie video game developers that are widely regarded as the creative and innovative fringe of the video game industry. The video game industry is an exemplary entrepreneurial high growth industry that combines digital media, cinematographic representations and interactive gaming technologies, and uses global digital distribution channels to reach local gaming communities. The study examines a number of issues, concerns, challenges, and opportunities that indie developers are handling as part of their development work. The love of gaming and video games more specifically is the shared and unifying force of both so-called Triple-A developers and the indie developer community. Still, issues such as how to raise financial capital or otherwise fund the development work, or how to optimize the return on investment when video games are released on digital platforms are issues that indie developers need to cope with. The study is theoretically framed as a case of an innovation-led sector of the economy, yet being anchored in the Swedish welfare state model, wherein e.g., free tertiary education and social insurances and health case at low cost are provided and supportive of enterprising. This book will be valuable reading for academics working in the fields of knowledge management, innovation, and the creative economy.

Developer's Dilemma

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Publisher : MIT Press
ISBN 13 : 0262028190
Total Pages : 351 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Developer's Dilemma by : Casey O'Donnell

Download or read book Developer's Dilemma written by Casey O'Donnell and published by MIT Press. This book was released on 2014-11-21 with total page 351 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of work—including the organization of work and the market forces that surround it—through the lens of the collaborative practice of game development. Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O’Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on our understanding of work, the organization of work, and the market forces that shape (and are shaped by) media industries. O’Donnell shows that the ability to play with the underlying systems—technical, conceptual, and social—is at the core of creative and collaborative practice, which is central to the New Economy. When access to underlying systems is undermined, so too is creative collaborative process. Drawing on extensive fieldwork in game studios in the United States and India, O’Donnell stakes out new territory empirically, conceptually, and methodologically. Mimicking the structure of videogames, the book is divided into worlds, within which are levels; and each world ends with a boss fight, a “rant” about lessons learned and tools mastered. O’Donnell describes the process of videogame development from pre-production through production, considering such aspects as experimental systems, “socially mandatory” overtime, and the perpetual startup machine that exhausts young, initially enthusiastic workers. He links work practice to broader systems of publishing, manufacturing, and distribution; introduces the concept of a privileged “actor-intra-internetwork”; and describes patent and copyright enforcement by industry and the state.

Ancient Greece and Rome in Videogames

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 135015721X
Total Pages : 241 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis Ancient Greece and Rome in Videogames by : Ross Clare

Download or read book Ancient Greece and Rome in Videogames written by Ross Clare and published by Bloomsbury Publishing. This book was released on 2021-06-03 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the “epic mode” of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such “ancient games”.

Gamer Citizens

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Publisher : Taylor & Francis
ISBN 13 : 1040038956
Total Pages : 134 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Gamer Citizens by : Ilya Brookwell

Download or read book Gamer Citizens written by Ilya Brookwell and published by Taylor & Francis. This book was released on 2024-06-25 with total page 134 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the politics of being a gamer in the digital age with an in-depth study of the communities of gamers who populate live-video streaming sites. This text offers an innovative theoretical and methodological study of gamers in their community. It explores gamers as citizens and asks how gamers are political in view of their activities on stream. Ilya Brookwell examines how gamers live out their daily lives on live-video streams and how they use their associated new platforms and tools, including live-video streams such as Twitch.tv and online web fora, to engage with “live-video politics”. It explores the relationship between gamers, gaming, and streaming, highlighting how gamers develop a notion of self that is fundamentally located in community. Gamers consequently create, inhabit, as well as inherit a political world. With streaming communities offering unique insights into what it means to live in a digital age, the book explores how gamers find hopeful openings, as well as limits, through streaming. The book highlights how gamers can take an active role in politics and democracy in a digital age. Interesting reading for undergraduate students, postgraduate researchers, and academics of media, cultural and communication studies, video game studies, and digital media studies.

The Performance of Video Games

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Author :
Publisher : McFarland
ISBN 13 : 1476685495
Total Pages : 231 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis The Performance of Video Games by : Kelly I. Aliano

Download or read book The Performance of Video Games written by Kelly I. Aliano and published by McFarland. This book was released on 2022-10-27 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.

Video Games as Culture

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Publisher : Routledge
ISBN 13 : 1317223926
Total Pages : 198 pages
Book Rating : 4.3/5 (172 download)

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Book Synopsis Video Games as Culture by : Daniel Muriel

Download or read book Video Games as Culture written by Daniel Muriel and published by Routledge. This book was released on 2018-03-14 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives

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Publisher : IGI Global
ISBN 13 : 1522502629
Total Pages : 491 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives by : Valentine, Keri Duncan

Download or read book Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives written by Valentine, Keri Duncan and published by IGI Global. This book was released on 2016-06-20 with total page 491 pages. Available in PDF, EPUB and Kindle. Book excerpt: With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.

Videogames, Identity and Digital Subjectivity

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1315390930
Total Pages : 223 pages
Book Rating : 4.3/5 (153 download)

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Book Synopsis Videogames, Identity and Digital Subjectivity by : Rob Gallagher

Download or read book Videogames, Identity and Digital Subjectivity written by Rob Gallagher and published by Taylor & Francis. This book was released on 2017-07-06 with total page 223 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Contents -- List of Figures -- Acknowledgements -- 1 Digital Subjects: Videogames, Technology and Identity -- 2 Datafied Subjects: Profiling and Personal Data -- 3 Private Subjects: Secrecy, Scandal and Surveillance -- 4 Beastly Subjects: Bodies and Interfaces -- 5 Synthetic Subjects: Horror and Artificial Intelligence -- 6 Mobile Subjects: Framing Selves and Spaces -- 7 Productive Subjects: Time, Value and Gendered Feelings -- Index

Videogames Studies: Concepts, Cultures, and Communication

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Author :
Publisher : BRILL
ISBN 13 : 1848880596
Total Pages : 160 pages
Book Rating : 4.8/5 (488 download)

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Book Synopsis Videogames Studies: Concepts, Cultures, and Communication by : Monica Evans

Download or read book Videogames Studies: Concepts, Cultures, and Communication written by Monica Evans and published by BRILL. This book was released on 2020-04-14 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume reflects the discussions that occurred during the 2nd Global Conference on Videogame Cultures and the Future of Interactive Entertainment in July 2010. The chapters in this volume cover four primary topics: new frameworks for game studies and analysis, the various cultures surrounding gaming, questions of ethics and controversial...

The Stranger at the Feast

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Publisher : Univ of California Press
ISBN 13 : 0520296494
Total Pages : 194 pages
Book Rating : 4.5/5 (22 download)

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Book Synopsis The Stranger at the Feast by : Tom Boylston

Download or read book The Stranger at the Feast written by Tom Boylston and published by Univ of California Press. This book was released on 2018-02-06 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduction : prohibition and a ritual regime -- A history of mediation -- Fasting, bodies, and the calendar -- Proliferations of mediators -- Blood, silver, and coffee -- Spirits in the marketplace -- Concrete, bones, and feasts -- Echoes of the host -- The media landscape -- The knowledge of the world -- Conclusion

Global Ethnography

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Publisher : Univ of California Press
ISBN 13 : 0520222164
Total Pages : 410 pages
Book Rating : 4.5/5 (22 download)

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Book Synopsis Global Ethnography by : Michael Burawoy

Download or read book Global Ethnography written by Michael Burawoy and published by Univ of California Press. This book was released on 2000-10 with total page 410 pages. Available in PDF, EPUB and Kindle. Book excerpt: "At last world.com meets ethnography.eudora. This book shows how ethnography can have a global reach and a global relevance, its humanistic and direct methods actually made more not less relevant by recent developments in global culture and economy. Globalisation is not a singular, unilinear process, fatalistically unfolding towards inevitable ends: it entails gaps, contradictions, counter-tendencies, and marked unevenness. And just as capital flows more freely around the globe, so do human ideas and imaginings, glimpses of other possible futures. These elements all interact in really existing sites, situations and localities, not in outer space or near-earth orbit. Unprefigurably, they are taken up into all kinds of local meanings-makings by active humans struggling and creating with conditions on the ground, so producing new kinds of meanings and identities, themselves up for export on the world market. This book, conceptually rich, empirically concrete, shows how global neo-liberalism spawns a grounded globalisation, ethnographically observable, out of which is emerging the mosaic of a new kind of global civil society. As this book so richly shows, tracing the lineaments of these possibilities and changes is the special province of ethnography."—Paul Willis, author of Learning to Labor and editor of the journal Ethnography "The authors of Global Ethnography bring globalization 'down to earth' and show us how it impacts the everyday lives of Kerala nurses, U.S. homeless recyclers, Irish software programmers, Hungarian welfare recipients, Brazilian feminists, and a host of other protagonists in a global postmodern world. This is superb ethnography -- refreshing and vivid descriptions grounded in historical and social contexts with important theoretical implications."—Louise Lamphere, President of the American Anthropological Association "The global inhabits and constitutes specific structuration of the political, economic, cultural, and subjective. How to study this is a challenge. Global Ethnography makes an enormous contribution to this effort."—Saskia Sassen, author of Globalization and Its Discontents "This fascinating volume will quickly find its place in fieldwork courses, but it should also be read by transnationalists and students of the political economy, economic sociologists, methodologists of all stripes--and doubting macrosociologists."—Herbert J. Gans, Robert S. Lynd Professor of Sociology, Columbia University "Not only matches the originality and quality of Ethnography Unbound, but raises the ante by literally expanding the methodological and analytical repertory of ethnographic sociology to address the theoretical and logistical challenges of a globalized discipline and social world."—Judith Stacey, author of In the Name of the Family: Rethinking Family Values in the Postmodern Age "In the best traditions of radical Berkeley scholarship, Burawoy's collective recaptures the ground(s) of an engaged sociology embedded in the culturalpolitics of the global without losing the ethnographer's magic—the local touch."—Nancy Scheper-Hughes, author of Death without Weeping

Player and Avatar

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Author :
Publisher : McFarland
ISBN 13 : 1476629420
Total Pages : 239 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis Player and Avatar by : David Owen

Download or read book Player and Avatar written by David Owen and published by McFarland. This book was released on 2017-06-19 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "Ouch!" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them "physically" within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the "body without organs."

The Warcraft Civilization

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Author :
Publisher : MIT Press
ISBN 13 : 0262288370
Total Pages : 255 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis The Warcraft Civilization by : William Sims Bainbridge

Download or read book The Warcraft Civilization written by William Sims Bainbridge and published by MIT Press. This book was released on 2012-09-21 with total page 255 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.