LEADER 05467nam 2200721Ia 450 001 9910820072303321 005 20200520144314.0 010 $a1-135-27504-1 010 $a0-415-71497-4 010 $a1-283-44206-X 010 $a9786613442062 010 $a1-135-27505-X 010 $a0-203-86959-1 024 7 $a10.4324/9780203869598 035 $a(CKB)2670000000148593 035 $a(EBL)957249 035 $a(OCoLC)798532896 035 $a(SSID)ssj0000585440 035 $a(PQKBManifestationID)11353929 035 $a(PQKBTitleCode)TC0000585440 035 $a(PQKBWorkID)10580642 035 $a(PQKB)11207524 035 $a(MiAaPQ)EBC957249 035 $a(OCoLC)781629116 035 $a(FINmELB)ELB133310 035 $a(EXLCZ)992670000000148593 100 $a20101216d2011 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aOnline gaming in context $ethe social and cultural significance of online games /$fedited by Garry Crawford, Victoria K. Gosling and Ben Light 205 $a1st ed. 210 $aAbingdon, Oxon ;$aNew York $cRoutledge$d2011 215 $a1 online resource (313 p.) 225 0$aRoutledge advances in sociology ;$v56 300 $aDescription based upon print version of record. 311 $a0-415-55620-1 311 $a0-415-55619-8 320 $aIncludes bibliographical references and index. 327 $aFront 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 Sun 327 $a5. 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 Ma?yra?; 8. The whereabouts of play, or how the magic circle helps create social identities in virtual worlds: Thiago Falca?o and Jose? Carlos Ribeiro; 9. Framing the game: four game-related approaches to Goffman's frames: Rene? Glas, Kristine Jørgensen, Torill Mortensen and Luca Rossi; Part III: Communities and Communication 327 $a10. 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. Delamere 327 $a15. 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 330 $a"There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming"--$cProvided by publisher. 410 0$aRoutledge Advances in Sociology 606 $aInternet games$xSocial aspects 606 $aElectronic games$xSocial aspects 615 0$aInternet games$xSocial aspects. 615 0$aElectronic games$xSocial aspects. 676 $a306.482 686 $aSOC000000$aSOC026000$2bisacsh 701 $aCrawford$b Garry$0853999 701 $aGosling$b Victoria K$01659329 701 $aLight$b Ben$01659330 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910820072303321 996 $aOnline gaming in context$94013916 997 $aUNINA