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Online gaming in context : the social and cultural significance of online games / / edited by Garry Crawford, Victoria K. Gosling and Ben Light



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Titolo: Online gaming in context : the social and cultural significance of online games / / edited by Garry Crawford, Victoria K. Gosling and Ben Light Visualizza cluster
Pubblicazione: Abingdon, Oxon ; ; New York, : Routledge, 2011
Edizione: 1st ed.
Descrizione fisica: 1 online resource (313 p.)
Disciplina: 306.482
Soggetto topico: Internet games - Social aspects
Electronic games - Social aspects
Classificazione: SOC000000SOC026000
Altri autori: CrawfordGarry  
GoslingVictoria K  
LightBen  
Note generali: Description based upon print version of record.
Nota di bibliografia: Includes bibliographical references and index.
Nota di contenuto: 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 Sun
5. 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 Communication
10. 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
15. 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
Sommario/riassunto: "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"--
Titolo autorizzato: Online gaming in context  Visualizza cluster
ISBN: 1-135-27504-1
0-415-71497-4
1-283-44206-X
9786613442062
1-135-27505-X
0-203-86959-1
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910820072303321
Lo trovi qui: Univ. Federico II
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Serie: Routledge Advances in Sociology