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Gamer Culture

Gamer CultureMassively Multiplayer Online Role-Playing Games (MMORPGs) like World of Warcraft and Multiuser Virtual Environments (MUVEs) like Second Life have received much
attention in the last few years. These are but two examples of a large number of similar games and virtual worlds that enable human beings to interact and play over
distances. Much has been written about these environments, typically addressing one or more of the following:-how users express their individual identity by customizing their avatars
-the kinds of relationships formed with other players
forms of teamwork and collaboration among users
-new kinds of art and creativity using these tools
-ways of making money and even earning a livingSee Media Now!, Chapter 13 for ideas, but cite and provide a reference list of at least 4 separate articles. At least two of these must be from academic journals (not
news magazines or popular press). An area of particular usefulness in Chapter 13 is the section Spoiling the Fun.Your paper should conclude by explaining to your reader the importance of play, not only as diversion and recreation, but as a component of more task-oriented
activities.

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