Abstract
In the last few years a strand of virtual worlds known as Massively Multiplayer Online Games (MMOGs) has catapulted the development and demand for online worlds to an unprecedented scale. This paper interrogates the commonly held assumption that places these online worlds in the same category as other digital games by seeing them as places which reconfigure the interaction between the real and imaginary through virtual technologies and proposes that the demand for these worlds is the contemporary techno-mediated manifestation for a desire for otherworlds in various forms that has persisted through time.
Originalsprog | Engelsk |
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Tidsskrift | Technoetic Arts |
ISSN | 1477-965X |
Status | Udgivet - 2006 |
Udgivet eksternt | Ja |
Emneord
- Massively Multiplayer Online Games
- otherworlds
- video games
- virtual worlds