Proteus paradox :: how online games and virtual worlds change us, and how they don't /
"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,...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
New Haven :
Yale University Press,
[2014]
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | "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."-- |
Beschreibung: | 1 online resource (x, 248 pages) |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9780300199291 0300199295 1306209110 9781306209113 |
Internformat
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100 | 1 | |a Yee, Nick, |d 1979- |1 https://id.oclc.org/worldcat/entity/E39PCjGHxvPJgKkPpF86vtjpyd |0 http://id.loc.gov/authorities/names/n2013052777 | |
245 | 1 | 0 | |a Proteus paradox : |b how online games and virtual worlds change us, and how they don't / |c Nick Yee. |
264 | 1 | |a New Haven : |b Yale University Press, |c [2014] | |
300 | |a 1 online resource (x, 248 pages) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
504 | |a Includes bibliographical references and index. | ||
520 | |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."-- |c Provided by publisher | ||
588 | 0 | |a Print version record. | |
505 | 0 | |a Cover -- Contents -- Acknowledgments -- Introduction: Mirror, Mirror on the Wall -- CHAPTER 1: The New World -- CHAPTER 2: Who Plays and Why -- CHAPTER 3: Superstitions -- CHAPTER 4: The Labor of Fun -- CHAPTER 5: Yi-Shan-Guan -- CHAPTER 6: The Locker Room Utopia -- CHAPTER 7: The Impossible Romance -- CHAPTER 8: Tools of Persuasion and Control -- CHAPTER 9: Introverted Elves, Conscientious Gnomes, and the Quest for Big Data -- CHAPTER 10: Changing the Rules -- CHAPTER 11: The Hidden Logic of Avatars | |
650 | 0 | |a Video games. |0 http://id.loc.gov/authorities/subjects/sh85143202 | |
650 | 0 | |a Virtual reality. |0 http://id.loc.gov/authorities/subjects/sh92000880 | |
650 | 0 | |a Shared virtual environments. |0 http://id.loc.gov/authorities/subjects/sh2006004463 | |
650 | 6 | |a Réalité virtuelle. | |
650 | 6 | |a Environnements virtuels partagés. | |
650 | 7 | |a virtual reality. |2 aat | |
650 | 7 | |a GAMES |x Board. |2 bisacsh | |
650 | 7 | |a SOCIAL SCIENCE |x Media Studies. |2 bisacsh | |
650 | 7 | |a Computer games |2 fast | |
650 | 7 | |a Shared virtual environments |2 fast | |
650 | 7 | |a Virtual reality |2 fast | |
758 | |i has work: |a Proteus paradox (Text) |1 https://id.oclc.org/worldcat/entity/E39PCGH3cPQvqQXVhycK7MxWwy |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
776 | 0 | 8 | |i Print version: |a Yee, Nick. |t Proteus Paradox. |d Yale University Press 2014 |z 1306209110 |
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Datensatz im Suchindex
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adam_text | |
any_adam_object | |
author | Yee, Nick, 1979- |
author_GND | http://id.loc.gov/authorities/names/n2013052777 |
author_facet | Yee, Nick, 1979- |
author_role | |
author_sort | Yee, Nick, 1979- |
author_variant | n y ny |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.15 .Y44 2014 |
callnumber-search | GV1469.15 .Y44 2014 |
callnumber-sort | GV 41469.15 Y44 42014 |
callnumber-subject | GV - Leisure and Recreation |
collection | ZDB-4-EBA |
contents | Cover -- Contents -- Acknowledgments -- Introduction: Mirror, Mirror on the Wall -- CHAPTER 1: The New World -- CHAPTER 2: Who Plays and Why -- CHAPTER 3: Superstitions -- CHAPTER 4: The Labor of Fun -- CHAPTER 5: Yi-Shan-Guan -- CHAPTER 6: The Locker Room Utopia -- CHAPTER 7: The Impossible Romance -- CHAPTER 8: Tools of Persuasion and Control -- CHAPTER 9: Introverted Elves, Conscientious Gnomes, and the Quest for Big Data -- CHAPTER 10: Changing the Rules -- CHAPTER 11: The Hidden Logic of Avatars |
ctrlnum | (OCoLC)865651596 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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spelling | Yee, Nick, 1979- https://id.oclc.org/worldcat/entity/E39PCjGHxvPJgKkPpF86vtjpyd http://id.loc.gov/authorities/names/n2013052777 Proteus paradox : how online games and virtual worlds change us, and how they don't / Nick Yee. New Haven : Yale University Press, [2014] 1 online resource (x, 248 pages) text txt rdacontent computer c rdamedia online resource cr rdacarrier Includes bibliographical references and index. "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."-- Provided by publisher Print version record. Cover -- Contents -- Acknowledgments -- Introduction: Mirror, Mirror on the Wall -- CHAPTER 1: The New World -- CHAPTER 2: Who Plays and Why -- CHAPTER 3: Superstitions -- CHAPTER 4: The Labor of Fun -- CHAPTER 5: Yi-Shan-Guan -- CHAPTER 6: The Locker Room Utopia -- CHAPTER 7: The Impossible Romance -- CHAPTER 8: Tools of Persuasion and Control -- CHAPTER 9: Introverted Elves, Conscientious Gnomes, and the Quest for Big Data -- CHAPTER 10: Changing the Rules -- CHAPTER 11: The Hidden Logic of Avatars Video games. http://id.loc.gov/authorities/subjects/sh85143202 Virtual reality. http://id.loc.gov/authorities/subjects/sh92000880 Shared virtual environments. http://id.loc.gov/authorities/subjects/sh2006004463 Réalité virtuelle. Environnements virtuels partagés. virtual reality. aat GAMES Board. bisacsh SOCIAL SCIENCE Media Studies. bisacsh Computer games fast Shared virtual environments fast Virtual reality fast has work: Proteus paradox (Text) https://id.oclc.org/worldcat/entity/E39PCGH3cPQvqQXVhycK7MxWwy https://id.oclc.org/worldcat/ontology/hasWork Print version: Yee, Nick. Proteus Paradox. Yale University Press 2014 1306209110 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=675801 Volltext |
spellingShingle | Yee, Nick, 1979- Proteus paradox : how online games and virtual worlds change us, and how they don't / Cover -- Contents -- Acknowledgments -- Introduction: Mirror, Mirror on the Wall -- CHAPTER 1: The New World -- CHAPTER 2: Who Plays and Why -- CHAPTER 3: Superstitions -- CHAPTER 4: The Labor of Fun -- CHAPTER 5: Yi-Shan-Guan -- CHAPTER 6: The Locker Room Utopia -- CHAPTER 7: The Impossible Romance -- CHAPTER 8: Tools of Persuasion and Control -- CHAPTER 9: Introverted Elves, Conscientious Gnomes, and the Quest for Big Data -- CHAPTER 10: Changing the Rules -- CHAPTER 11: The Hidden Logic of Avatars Video games. http://id.loc.gov/authorities/subjects/sh85143202 Virtual reality. http://id.loc.gov/authorities/subjects/sh92000880 Shared virtual environments. http://id.loc.gov/authorities/subjects/sh2006004463 Réalité virtuelle. Environnements virtuels partagés. virtual reality. aat GAMES Board. bisacsh SOCIAL SCIENCE Media Studies. bisacsh Computer games fast Shared virtual environments fast Virtual reality fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh85143202 http://id.loc.gov/authorities/subjects/sh92000880 http://id.loc.gov/authorities/subjects/sh2006004463 |
title | Proteus paradox : how online games and virtual worlds change us, and how they don't / |
title_auth | Proteus paradox : how online games and virtual worlds change us, and how they don't / |
title_exact_search | Proteus paradox : how online games and virtual worlds change us, and how they don't / |
title_full | Proteus paradox : how online games and virtual worlds change us, and how they don't / Nick Yee. |
title_fullStr | Proteus paradox : how online games and virtual worlds change us, and how they don't / Nick Yee. |
title_full_unstemmed | Proteus paradox : how online games and virtual worlds change us, and how they don't / Nick Yee. |
title_short | Proteus paradox : |
title_sort | proteus paradox how online games and virtual worlds change us and how they don t |
title_sub | how online games and virtual worlds change us, and how they don't / |
topic | Video games. http://id.loc.gov/authorities/subjects/sh85143202 Virtual reality. http://id.loc.gov/authorities/subjects/sh92000880 Shared virtual environments. http://id.loc.gov/authorities/subjects/sh2006004463 Réalité virtuelle. Environnements virtuels partagés. virtual reality. aat GAMES Board. bisacsh SOCIAL SCIENCE Media Studies. bisacsh Computer games fast Shared virtual environments fast Virtual reality fast |
topic_facet | Video games. Virtual reality. Shared virtual environments. Réalité virtuelle. Environnements virtuels partagés. virtual reality. GAMES Board. SOCIAL SCIENCE Media Studies. Computer games Shared virtual environments Virtual reality |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=675801 |
work_keys_str_mv | AT yeenick proteusparadoxhowonlinegamesandvirtualworldschangeusandhowtheydont |