00815nam0-2200265 --450 991027595800332120180704112201.0978178643848520180704d2018----kmuy0itay5050 baengGBy ca 001yyAutomated and autonomous spatial mobilitiesAharon KellermanCheltenhamEdward Elgar Publishing2018XVI, 201 p.24 cmTransport, mobilities and spatial changeTrasportiImpiego dell' automazioneKellerman,Aharon129778ITUNINAREICATUNIMARCBK9910275958003321URB.LE B 3072301/2018FARBCFARBCAutomated and autonomous spatial mobilities1506045UNINA03417nam 22007094a 450 991082336180332120241206234536.09786612100895978128210089312821008909780262284714026228471597814237745701423774574(CKB)1000000000461581(OCoLC)609322057(CaPaEBR)ebrary10173666(SSID)ssj0000222598(PQKBManifestationID)11173253(PQKBTitleCode)TC0000222598(PQKBWorkID)10174348(PQKB)10306291(MiAaPQ)EBC3338607(OCoLC)69669806(OCoLC)182530748(OCoLC)473754563(OCoLC)607747115(OCoLC)609322057(OCoLC)614968296(OCoLC)722565582(OCoLC)728037248(OCoLC)961575281(OCoLC)962612304(OCoLC)988477662(OCoLC)991949793(OCoLC)1037383710(OCoLC)1037913297(OCoLC)1038699342(OCoLC)1044567119(OCoLC)1055382819(OCoLC)1056409208(OCoLC)1060939209(OCoLC)1074313682(OCoLC)1077806448(OCoLC)1081231532(OCoLC)1083600664(OCoLC)1097352200(OCoLC-P)69669806(MaCbMITP)5418(Au-PeEL)EBL3338607(CaPaEBR)ebr10173666(CaONFJC)MIL210089(OCoLC)69669806(EXLCZ)99100000000046158120051116d2006 uy 0engurcn|||||||||txtrdacontentcrdamediacrrdacarrierPlay between worlds exploring online game culture /T.L. Taylor1st ed.Cambridge, Mass. MIT Pressc20061 online resource (206 p.)Bibliographic Level Mode of Issuance: Monograph9780262201636 0262201631 Includes bibliographical references (p. [165]-192) and index.Intro -- Acknowledgments -- 1 Finding New Worlds -- 2 Gaming Lifeworlds: Social Play in Persistent Environments -- 3 Beyond Fun: Instrumental Play and Power Gamers -- 4 Where the Women Are -- 5 Whose Game Is This Anyway? -- 6 The Future of Persistent Worlds and Critical Game Studies -- Glossary -- Notes -- References -- Index."In Play Between Worlds, T.L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps - as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular EverQuest, she argues, are fundamentally social spaces."--Jacket.Video gamesSocial aspectsFantasy gamesSocial aspectsRole playingSocial aspectsVideo gamesSocial aspects.Fantasy gamesSocial aspects.Role playingSocial aspects.794.8Taylor T. L627078MiAaPQMiAaPQMiAaPQBOOK9910823361803321Play Between Worlds1212567UNINA