<p/><br></br><p><b> About the Book </b></p></br></br>This book helps readers better understand their own relationships - as players, designers, consumers, and citizens - with digital role playing games.<p/><br></br><p><b> Book Synopsis </b></p></br></br><em>Dungeons, Dragons, and Digital Denizens</em> is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. <br/><p>Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like <em>Final Fantasy</em> to blockbusters like <em>World of Warcraft</em> to obscure genre bending titles like <em>Lux Pain</em>. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games. </p><p/><br></br><p><b> Review Quotes </b></p></br></br><br>Dungeons, Dragons and Digital Denizens is as captivating as it sounds, a state of the art collection with provocative essays interrogating video games through close readings of game narrative, landscape, and digital structure. Space, time power, knowledge, language, and identity furnish rich interpretive accounts of an especially interesting array of games. --Bonnie Nardi, Professor in the Department of Informatics, University of California, Irvine<br><br>The digital role-playing game is a strange hybrid: the conventions of pen and paper games translated to the computer; stories and games mixed in new ways. This anthology is an excellent guide, presenting a range of inspiring new approaches for anyone interested in role-playing games. --Jesper Juul, Visiting Assistant Arts Professor, New York University Game Center, author of Half-Real: Video Games between Real Rules and Fictional Worlds<br><p/><br></br><p><b> About the Author </b></p></br></br><p>Joshua Call, Ph.D. is an Assistant Professor in the Department of English at Grand View University. <br>Katie Whitlock, Ph.D. is an Associate Professor in the Department of Theatre at California State University, Chico.</p>
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