The Psychgeist of Pop Culture

Have you ever wanted to be the hero? Save the world with an unlikely team of misfits? Spark and inspire change? The Dragon Age video game series allows players to play as a hero and a leader to fight monsters, overcome challenges, and shape a story, leaving a mark on a digital world and the hearts o...

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Định dạng: Online
Ngôn ngữ:Tiếng Anh
Được phát hành: Play Story Press 2026
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Truy cập trực tuyến:ONIX_20260529T152920_9781300333739_40
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collection Directory of Open Access Books
description Have you ever wanted to be the hero? Save the world with an unlikely team of misfits? Spark and inspire change? The Dragon Age video game series allows players to play as a hero and a leader to fight monsters, overcome challenges, and shape a story, leaving a mark on a digital world and the hearts of the virtual people within it. Beginning in 2009, the video games, novels, and graphic novels that explore the game’s world, Thedas, have given role-playing game enthusiasts the chance to explore concepts of morality, leadership, identity, and even love. Join us in this adventure to explore the world of Dragon’s Age and its impact on players with the help of social scientific theory.
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id doab-20.500.12854ir-176963
institution Directory of Open Access Books
language eng
publishDate 2026
publishDateRange 2026
publishDateSort 2026
publisher Play Story Press
publisherStr Play Story Press
record_format ojs
spelling doab-20.500.12854ir-1769632026-05-29T13:38:17Z The Psychgeist of Pop Culture Tomlinson, Christine Dragon age Video games Identity Player experience Game design thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies::JBCC1 Popular culture Have you ever wanted to be the hero? Save the world with an unlikely team of misfits? Spark and inspire change? The Dragon Age video game series allows players to play as a hero and a leader to fight monsters, overcome challenges, and shape a story, leaving a mark on a digital world and the hearts of the virtual people within it. Beginning in 2009, the video games, novels, and graphic novels that explore the game’s world, Thedas, have given role-playing game enthusiasts the chance to explore concepts of morality, leadership, identity, and even love. Join us in this adventure to explore the world of Dragon’s Age and its impact on players with the help of social scientific theory. 2026-05-29T13:38:16Z 2026-05-29T13:38:16Z 2025 book ONIX_20260529T152920_9781300333739_40 9781300333739 9781300333814 https://directory.doabooks.org/handle/20.500.12854/176963 eng image/png Attribution-NonCommercial-NoDerivatives 4.0 International https://playstorypress.org/books/the-psychgeist-of-pop-culture-dragon-age/ https://works.hcommons.org/records/r2mw6-a1468/files/The-Psychgeist-of-Pop-Culture-DragonAge-Repository.pdf?download=1 Play Story Press Play Story Press 10.17613/kr8zq-ae579 10.17613/kr8zq-ae579 b81bccd1-e4f6-45a3-a336-f32dd4e6af5d 9781300333739 9781300333814 Play Story Press Pittsburgh, PA open access
spellingShingle Dragon age
Video games
Identity
Player experience
Game design
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies::JBCC1 Popular culture
The Psychgeist of Pop Culture
title The Psychgeist of Pop Culture
title_full The Psychgeist of Pop Culture
title_fullStr The Psychgeist of Pop Culture
title_full_unstemmed The Psychgeist of Pop Culture
title_short The Psychgeist of Pop Culture
title_sort psychgeist of pop culture
topic Dragon age
Video games
Identity
Player experience
Game design
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies::JBCC1 Popular culture
topic_facet Dragon age
Video games
Identity
Player experience
Game design
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies::JBCC1 Popular culture
url ONIX_20260529T152920_9781300333739_40