Do people truly disappear when they immerse themselves in virtual realms? Regardless, millions worldwide engage in virtual worlds like World of Warcraft and Second Life, embarking on adventures, fostering friendships, and even earning a living in digital domains.
"MMORPGs as Virtual Worlds" delves into the history of virtual realms and the mechanics that bestow upon them an irresistible allure once you dedicate your leisure time to them.
At the heart of this allure is immersion, the magical term that grants significance to both places and individuals in these virtual landscapes. Immersion operates across four levels: narrative, spatial, ludic, and social. It transforms games into living worlds, textures into tangible spaces, and pixelated characters into cherished companions. Consequently, a significant portion of the book focuses on explaining the immersive processes that generate this magnetic pull.
"MMORPGs as Virtual Worlds" dares to venture beyond the present moment. How does residing in a virtual world alter our behavior? Are we veering towards addiction, isolating ourselves from reality? Or could these virtual realms instead serve as a valuable platform for communication, sustaining long-distance friendships, and honing teamwork skills?
MMORPGs als virtuelle Welten: Immersion und Repräsentation
Publishers: #VerlagWernerHülsbusch (Verlag Werner Hülsbusch)
#MMO (Massively Multiplayer Online)
#VirtualWorld (Virtual Worlds)
#VWHGameStudies (VWH Game Studies)