05713oam 2200793I 450 991082007230332120240516192848.01-135-27504-10-415-71497-41-283-44206-X97866134420621-135-27505-X0-203-86959-110.4324/9780203869598(CKB)2670000000148593(EBL)957249(OCoLC)798532896(SSID)ssj0000585440(PQKBManifestationID)11353929(PQKBTitleCode)TC0000585440(PQKBWorkID)10580642(PQKB)11207524(MiAaPQ)EBC957249(OCoLC)781629116(EXLCZ)99267000000014859320180706d2011 uy 0engur|n|---|||||txtccrOnline gaming in context the social and cultural significance of online games /edited by Garry Crawford, Victoria K. Gosling and Ben Light1st ed.Milton Park, Abingdon, Oxon ;New York :Routledge,2011.1 online resource (313 p.)Routledge Advances in SociologyDescription based upon print version of record.0-415-55620-1 0-415-55619-8 Front Cover; Online Gaming in Context; Copyright Page; Contents; List of contributors; Acknowledgements; Part I: Introduction; 1. The social and cultural significance of online gaming: Garry Crawford, Victoria K. Gosling and Ben Light; Part II: Production and play; 2. Player production and innovation in online games: time for new rules?: Aphra Kerr; 3. Conflict, thought communities and textual appropriation in MMORPGs: Esther MacCallum-Stewart; 4. Thrift players in a twisted game world? A study of private online game servers: Holin Lin and Chuen-Tsai Sun5. The only (end)game in town: designing for retention in World of Warcraft: Douglas Brown6. The boardgame online: Simulating the experience of physical games: Neil Randall; 7. Games in the mobile Internet: understanding contextual play in Flickr and Facebook: Frans Mäyrä; 8. The whereabouts of play, or how the magic circle helps create social identities in virtual worlds: Thiago Falcão and José Carlos Ribeiro; 9. Framing the game: four game-related approaches to Goffman's frames: René Glas, Kristine Jørgensen, Torill Mortensen and Luca Rossi; Part III: Communities and Communication10. Identity-as-place: the construction of game refugees and fictive ethnicities: Celia Pearce and Artemesia11. The rise and fall of 'Cardboard Tube Samurai': Kenneth Burke identifying with the World of Warcraft: Christopher A. Paul and Jeffrey Philpott; 12. Analyzing player communication in multi-player games: Anders Drachen; 13. Recallin' Fagin: linguistic accents, intertextuality and othering in narrative offline and online video games: Astrid Ensslin; 14. Second Life as a digitally mediated third place: social capital in virtual world communities: Fern M. Delamere15. Representations of race and gender within the gamespace of the MMO EverQuest: Keith Massie16. Wordslinger: visualizing physical abuse in a virtual environment: Kate E. Taylor; Part IV: Conclusion; 17. It's not just a game: contemporary challenges for games research and the internet: Garry Crawford, Victoria K. Gosling and Ben Light; Index"There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming"--Provided by publisher.Routledge Advances in SociologyInternet games - Social aspectsSOCIAL SCIENCE / GeneralSOCIAL SCIENCE / Sociology / GeneralVideo gamesSocial aspectsSocial SciencesHILCCRecreation & SportsHILCCInternet games - Social aspects.SOCIAL SCIENCE / General.SOCIAL SCIENCE / Sociology / General.Video gamesSocial aspectsSocial SciencesRecreation & Sports306.482SOC000000SOC026000bisacshCrawford Garry853999Gosling Victoria K1659329Light Ben1659330AU-PeELAU-PeELAU-PeELBOOK9910820072303321Online gaming in context4013916UNINA