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Blood Plagues and Endless Raids

A Hundred Million Lives in the World of Warcraft

ebook
1 of 1 copy available
1 of 1 copy available
In 2005, the video game World of Warcraft struck the cultural landscape with tidal force. One hundred million people have played WoW in the twelve years since.
But those people did more than play. They worked, they fought, they triumphed, they held entire game servers hostage, they even married each other in real life. They developed new identities, swapping their workaday selves for warriors, mages, assassins, and healers. They built communities and rose to lead them. WoW was the world's first mass virtualization: before Facebook or Twitter, millions of people established online identities and had to reckon with the consequences in their real lives.
Blood Plagues and Endless Raids explores this wild, incredibly complex culture partly through the author's engaging personal story, from absolute neophyte to leader of North America's top Spanish-speaking guild, but also through the stories of other players and the game's developers. It is the definitive account of one of the world's biggest pop culture phenomena.
World of Warcraft is more than ones and zeroes, more than lines of code, and so its history must be more than pushing buttons or slaying dragons. It's the tale of a huge and passionate community of people: the connections they made, the experiences they shared, and the love they held for one another.
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    • Booklist

      April 15, 2017
      Since its release in 2004 by Blizzard Entertainment, the World of Warcraft (WoW), a massively multiplayer online role-playing game, or MMORPG, has attracted an enormous following. The subtitle of this engaging report on the game from veteran journalist and WoW devotee Palumbi pegs the player tally at 100 million. Without disguising his enthusiasm for the game, Palumbi gives a full accounting of his own WoW involvement, from neophyte to guild leader, while providing both clearly elucidated details about the game's rules and colorfully designed virtual environments. Anyone needing more information on game geography, avatar classes, quests, and the differences between PvE (player versus environment) and PvP (player versus player) realms will find explanations aplenty here. Palumbi also provides a multilayered analysis of WoW's many appealing features as well as entertaining anecdotes from his fellow players' lives. Although WoW disciples and other MMORPG participants are the author's obvious primary target audiences, readers interested in all games, tech trends, sociology, and marketing will also glean valuable insights from this fascinating peek inside one of the Internet's most popular online communities.(Reprinted with permission of Booklist, copyright 2017, American Library Association.)

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  • English

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