Virtual Nature: Environmentalism in Two Multi-player Online Games
The newest genre of popular culture, computer supported online gameworlds like World of Warcraft (WoW) and Lord of the Rings Online (LOTRO), offers fictional environments where people may explore real-world ethical issues. WoW assumes that people are inevitably locked in competition over scarce reso...
Main Author: | |
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Format: | Electronic Article |
Language: | English |
Check availability: | HBZ Gateway |
Journals Online & Print: | |
Interlibrary Loan: | Interlibrary Loan for the Fachinformationsdienste (Specialized Information Services in Germany) |
Published: |
2010
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In: |
Journal for the study of religion, nature and culture
Year: 2010, Volume: 4, Issue: 3, Pages: 135-152 |
Further subjects: | B
nature religion
B online gaming |
Online Access: |
Volltext (lizenzpflichtig) Volltext (lizenzpflichtig) |
Summary: | The newest genre of popular culture, computer supported online gameworlds like World of Warcraft (WoW) and Lord of the Rings Online (LOTRO), offers fictional environments where people may explore real-world ethical issues. WoW assumes that people are inevitably locked in competition over scarce resources, and therefore cannot come to a consensus to preserve nature. LOTRO, in contrast, suggests that a religious consensus is possible, but it may never be able to triumph completely over evils like pollution. Both of these gameworlds offer environments where people may enjoy social life and achieve social status at lower resource use than in the so-called ‘real world’. |
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ISSN: | 1749-4915 |
Contains: | Enthalten in: Journal for the study of religion, nature and culture
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Persistent identifiers: | DOI: 10.1558/jsrnc.v4i3.135 |