World Of Warcraft Paragons
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📒World Of Warcraft Paragons ✍ Blizzard Entertainment
✏World of Warcraft Paragons Book Summary : Though their soldiers form a unified front on the battlefield, both the Alliance and the Horde include diverse races and nations within their ranks. Each of those nations has at its helm a leader of heroism and legend. Their actions and decisions shape Azeroth and forge its destiny. They inspire loyalty and loathing, fervor and fear, sometimes all from their own people. What do these heroes do when faced with conflict and strife? How do they handle the tremendous responsibility of guiding their armies and citizens on the front line and at home? In this anthology of sixteen short stories, each champion finds his or her own answers to these questions. Read their tales and learn what makes them who they are today—learn what makes them paragons. © 2014 Blizzard Entertainment, Inc. All Rights Reserved. Blizzard Entertainment and World of Warcraft are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the U.S. and/or other countries.
📒World Of Warcraft War Crimes ✍ Christie Golden
✏World of Warcraft War Crimes Book Summary : The national bestseller and direct tie-in to the new game expansion pack Warlords of Draenor—a thrilling novel set in the universe of the record-breaking, internationally bestselling video game World of Warcraft! The brutal siege of Orgrimmar is over. Alliance and Horde forces have stripped Garrosh Hellscream, one of the most reviled figures on Azeroth, of his title as warchief. His thirst for conquest devastated cities, nearly tore the Horde apart, and destroyed countless lives. Now, on the legendary continent of Pandaria, he will stand trial for his transgressions. Renowned leaders from across the world have gathered to witness this historic event. As the trial unfolds, agents of the bronze dragonflight present shocking visions of Garrosh’s atrocities. For many of those in attendance, these glimpses into history force them to relive painful memories and even question their own innocence or guilt. For others, the chilling details stoke the flames of their hatred. Unbeknownst to anyone, shadowy forces are at work on Azeroth, threatening not only the court’s ability to mete out justice…but also the lives of everyone at the trial. © 2015 Blizzard Entertainment, Inc. All Rights Reserved. Blizzard Entertainment and World of Warcraft are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the US and/or other countries.
📒World Of Warcraft Chronicle ✍ BLIZZARD ENTERTAINMENT
✏World of Warcraft Chronicle Book Summary : World of Warcraft: Chronicle Volume 1 is a journey through an age of myth and legend, a time long before the Horde and the Alliance came to be. This definitive tome of Warcraft history reveals untold stories about the birth of the cosmos, the rise of ancient empires, and the forces that shaped the world of Azeroth and its people. This beautiful hardcover features twenty-five full-page paintings by World of Warcraft artist Peter Lee, as well as a cosmology chart, half a dozen maps charting changes through time, and other line art illustrations by Joseph Lacroix, and marks the first in a multipart series exploring the Warcraft universe; from the distant past to the modern era.
📒Pocket Guide To World Of Warcraft Mists Of Pandaria ✍ Super Gamer Guides
✏Pocket Guide to World of Warcraft Mists of Pandaria Book Summary : World of Warcraft: Mists of Pandaria is the fourth expansion for Blizzard Entertainment's award winning massively multiplayer online role playing game, World of Warcraft. Pocket Guide to World of Warcraft: Mists of Pandaria spills all of the juice, bringing you the need to know information that will give you a head start in Pandaria.
📒The Traveler The Spiral Path World Of Warcraft ✍ Greg Weisman
✏The Traveler The Spiral Path World of Warcraft Book Summary : Twelve-year-old Aramar Thorne’s life was turned upside down by the sudden reappearance of his father, Captain Greydon Thorne, who took his son with him on the high seas. After several months aboard Greydon’s ship, it was attacked by a deadly band of raiders known as the Hidden, leaving Aram and Second Mate Makasa Flintwill shipwrecked. But of even greater concern are the unanswered questions his father left behind. Who are the Hidden? And what of the strange compass Greydon gave to him--the compass that doesn’t point north? Aram and Makasa are on a journey to unravel these mysteries, picking up a few friends--and more than a few foes on their travels. Aram, a once-struggling student in the ways of the world, is now looked to for guidance by his friends as they combat swarms of undead and come face-to-face with the trolls’ mysterious gods. Can Aram be the leader his father always believed he could be? Includes 17 all-new illustrations!
📒Virtually Sacred ✍ Robert M. Geraci
✏Virtually Sacred Book Summary : Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.
📒Play Between Worlds ✍ T. L. Taylor
✏Play Between Worlds Book Summary : In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps -- as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer) -- including her attendance at an Everquest Fan Faire, with its blurring of online -- and offline life -- and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play -- and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space -- what happens when emergent player culture confronts the major corporation behind the game.
✏PC Magazine Book Summary :
📒Playing With Religion In Digital Games ✍ Heidi A. Campbell
✏Playing with Religion in Digital Games Book Summary : Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game Okami to the internationally popular The Legend of Zelda and Halo, many video games rely on religious themes and symbols to drive the narrative and frame the storyline. Playing with Religion in Digital Games explores the increasingly complex relationship between gaming and global religious practices. For example, how does religion help organize the communities in MMORPGs such as World of Warcraft? What role has censorship played in localizing games like Actraiser in the western world? How do evangelical Christians react to violence, gore, and sexuality in some of the most popular games such as Mass Effect or Grand Theft Auto? With contributions by scholars and gamers from all over the world, this collection offers a unique perspective to the intersections of religion and the virtual world.
✏PC Gamer Book Summary :