LEADER 01881nam 2200397 450 001 996500660303316 005 20230628010132.0 035 $a(CKB)2550000001170077 035 $a(NjHacI)992550000001170077 035 $a(EXLCZ)992550000001170077 100 $a20230217d2012 uy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aBattlefields of Negotiation $eControl, Agency, and Ownership in World of Warcraft /$fRene Glas 210 1$aAmsterdam :$cAmsterdam University Press,$d2012. 215 $a1 online resource (220 pages) 225 1 $aMediaMatters 311 $a1-306-20811-4 330 $aThe massively multiplayer online role-playing game 'World of Warcraft' has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames 'World of Warcraft' as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game's owners, throwing new light on complex consumer- producer relationships in the increasingly participatory but still tightly controlled media of online games. 410 0$aMediaMatters. 517 $aBattlefields of Negotiation 606 $aVideo games 606 $aWorld of Warcraft (Game) 615 0$aVideo games. 615 0$aWorld of Warcraft (Game) 676 $a794.8 700 $aGlas$b Rene$0801869 801 0$bNjHacI 801 1$bNjHacl 906 $aBOOK 912 $a996500660303316 996 $aBattlefields of Negotiation$91803133 997 $aUNISA