Fellowship of the Online Gamers. Elizabeth Armstrong.
by Armstrong, Elizabeth; ProQuest Information and Learning Company.
Series: SIRS Enduring Issues 2004Article 76Business. Publisher: Christian Science Monitor, 2003ISSN: 1522-3191;.Subject(s): Fantasy games | Internet games | Role playing | Social interaction | Teenagers -- Attitudes | Video gamesDDC classification: 050 Summary: "In MMORPGs [massively multiplayer online role-playing games], real people play together in real time; they make lasting friendships and crushing animosities; they're tested in the heat of battle and the calm of peacetime. The goal is to strategize, not just to kill and subsist." (CHRISTIAN SCIENCE MONITOR) This article discusses the popularity of multiplayer online games among young people and reports that despite the violence in many of the games "the popularity seems rooted in the fellowship of the players, not in the virtual mayhem and carnage."Item type | Current location | Call number | Status | Date due |
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High School - old - to delete | REF SIRS 2004 Business Article 76 (Browse shelf) | Available |
Articles Contained in SIRS Enduring Issues 2004.
Originally Published: Fellowship of the Online Gamers, July 15, 2003; pp. n.p..
"In MMORPGs [massively multiplayer online role-playing games], real people play together in real time; they make lasting friendships and crushing animosities; they're tested in the heat of battle and the calm of peacetime. The goal is to strategize, not just to kill and subsist." (CHRISTIAN SCIENCE MONITOR) This article discusses the popularity of multiplayer online games among young people and reports that despite the violence in many of the games "the popularity seems rooted in the fellowship of the players, not in the virtual mayhem and carnage."
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