======MMOGs and the Future of Literature======
This paper explores how Massively Multiplayer Online Games (MMOGs) may represent contemporary life better than traditional literature and film. \\
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(Generated with the help of GPT-4) \\
^ Quick Facts ^^
|Report location: |[[https://foresightfordevelopment.org/sobipro/download-file/46-970/54|source]] |
|Language: |English |
|Publisher: |
digital games research association (digra) \\
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|Authors: |Julian Kücklich |
|Geographic focus: |Global |
=====Methods=====
The research method involves a media-historical analysis, focusing on the concept of realism within the discourse of modernism and digital games. It employs textual analysis to examine the narratives and social dynamics within MMOGs. \\
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(Generated with the help of GPT-4) \\
=====Key Insights=====
The report examines the role of MMOGs as cultural texts, comparing them to the social commentary traditionally provided by literature and film. It discusses the evolution of computer games, the narrative potential of MMOGs, and their capacity to reflect and critique social realities. The paper also addresses the textual and intertextual nature of MMOGs, their relationship with society, and the implications of intellectual property in virtual worlds. It suggests that MMOGs, with their complex narratives and social dynamics, could be the new medium for understanding and modeling 21st-century society, potentially serving as the future of literature. \\
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(Generated with the help of GPT-4) \\
=====Additional Viewpoints=====
Categories: {{tag>English_publication_language}} | {{tag>Global_geographic_scope}} | {{tag>cultural_texts}} | {{tag>ict}} | {{tag>intellectual_property}} | {{tag>intertextuality}} | {{tag>literature}} | {{tag>massively_multiplayer_online_game}} | {{tag>mmogs}} | {{tag>realism}} | {{tag>social_commentary}} | {{tag>textual_analysis}} | {{tag>utopia}} | {{tag>virtual_worlds}}
~~DISCUSSION~~