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[null,"1.","Record Nr.",null,"UNISA996394909103316"]
[null,null,"Autore",null,"Sergeant John <1622-1707.>"]
[null,null,"Titolo",null,"The second Catholick letter; or, Reflections on the reflecters defence of Dr. Stillingfleet's first letter to Mr. G [[electronic resource] ] : against the ansvver to the arguing part of it / Published with allowance"]
[null,null,"Pubbl/distr/stampa",null,"London, : Printed, and sold by Matthew Turner at the Lamb in High-Holbourn., 1687"]
[null,null,"Descrizione fisica",null,"[4], 80 p"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,"2.","Record Nr.",null,"UNINA9910141477803321"]
[null,null,"Autore",null,"Glas René"]
[null,null,"Titolo",null,"Battlefields of negotiation : control, agency, and ownership in World of Warcraft / / René Glas"]
[null,null,"Pubbl/distr/stampa",null,"Amsterdam, The Netherlands : , : Amsterdam University Press, , 2012"]
[{"$nulls":4},"©2012"]
[null,null,"ISBN",null,"90-485-1808-3"]
[null,null,"Descrizione fisica",null,"1 online resource (220 pages) : digital, PDF file(s)"]
[null,null,"Collana",null,"MediaMatters"]
[null,null,"Disciplina",null,"794.8"]
[null,null,"Soggetti",null,"World of Warcraft (Game) - Social aspects"]
[{"$nulls":4},"Internet - Social aspects"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Description based upon print version of record."]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"Part 1. Framing the game --Part 2. Controlling the game --Part 3. Gaming the game --Part 4. Claiming the game."]
[null,null,null,"Sommario/riassunto","The 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."]
[{"$nulls":4},"World of Warcraft is één van de meest populaire computergames van het afgelopen decennium. Het spel liet miljoenen spelers kennismaken met het gemeenschappelijk online spelen van computerspellen. Het spel is zo ontworpen dat het, binnen zekere grenzen, spelers uitnodigt en uitdaagt zich de virtuele wereld toe te eigenen. Het resultaat is dat spelers zeer divers spelgedrag vertonen en op heel verschillende manieren deelnemen. Deze studie naar World of Warcraft benadert het spel als een complex socio-cultureel fenomeen, dat wordt gedefinieerd door en zich evolueert als gevolg van onderhandelingen tussen spelersgroepen en makers. Het laat de complexe consument-producentrelatie zien bij dit type online games, die in toenemende "]
[{"$nulls":4},"mate participatie van de spelers toestaan, maar waarin de spelers tegelijkertijd sterk beteugeld worden."]