Text:
"Transmission" by Hari Kunzru, Page 268: "The incident woud barely have registered had the center not housed the servers for ElderQuest, an online role-playing game vastly popular in Korea."
Meaning:
I would think this translates into real life EverQuest, a game developed by Sony Online Entertainment. The game has gotten to be so addicting for many high school-college youth, that it's been nicknamed EverCrack. I believe SOE also implemented some sort of /pizza feature, or perhaps that was just a joke. I never got into that whole Massively-Multiplayer Role-Playing genre. The book interprets all the ElderQuest fans as fanatics who live real and virtual lives and take serious offense to anything that happens to their virtual selves. This is actually a big phenomenon in US, Korean, and I believe Japanese markets too.
Anyone's welcome to elaborate on this, I don't play it, but felt that general knowledge of it could help some.
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