Online gaming in context : the social and cultural significance of online games / / edited by Garry Crawford, Victoria K. Gosling and Ben Light |
Pubbl/distr/stampa | Milton Park, Abingdon, Oxon ; ; New York : , : Routledge, , 2011 |
Descrizione fisica | 1 online resource (313 p.) |
Disciplina | 306.482 |
Altri autori (Persone) |
CrawfordGarry
GoslingVictoria K LightBen |
Collana | Routledge Advances in Sociology |
Soggetto topico |
Internet games - Social aspects
SOCIAL SCIENCE / General SOCIAL SCIENCE / Sociology / General Social Sciences Recreation & Sports |
Soggetto genere / forma | Electronic books. |
ISBN |
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 | eng |
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 |
Record Nr. | UNINA-9910461531003321 |
Milton Park, Abingdon, Oxon ; ; New York : , : Routledge, , 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Online gaming in context : the social and cultural significance of online games / / edited by Garry Crawford, Victoria K. Gosling and Ben Light |
Pubbl/distr/stampa | Milton Park, Abingdon, Oxon ; ; New York : , : Routledge, , 2011 |
Descrizione fisica | 1 online resource (313 p.) |
Disciplina | 306.482 |
Altri autori (Persone) |
CrawfordGarry
GoslingVictoria K LightBen |
Collana | Routledge Advances in Sociology |
Soggetto topico |
Internet games - Social aspects
SOCIAL SCIENCE / General SOCIAL SCIENCE / Sociology / General Video games - Social aspects Social Sciences Recreation & Sports |
ISBN |
1-135-27504-1
0-415-71497-4 1-283-44206-X 9786613442062 1-135-27505-X 0-203-86959-1 |
Classificazione | SOC000000SOC026000 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 |
Record Nr. | UNINA-9910790447203321 |
Milton Park, Abingdon, Oxon ; ; New York : , : Routledge, , 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Online gaming in context : the social and cultural significance of online games / / edited by Garry Crawford, Victoria K. Gosling and Ben Light |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Abingdon, Oxon ; ; New York, : Routledge, 2011 |
Descrizione fisica | 1 online resource (313 p.) |
Disciplina | 306.482 |
Altri autori (Persone) |
CrawfordGarry
GoslingVictoria K LightBen |
Collana | Routledge advances in sociology |
Soggetto topico |
Internet games - Social aspects
Electronic games - Social aspects |
ISBN |
1-135-27504-1
0-415-71497-4 1-283-44206-X 9786613442062 1-135-27505-X 0-203-86959-1 |
Classificazione | SOC000000SOC026000 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 |
Record Nr. | UNINA-9910820072303321 |
Abingdon, Oxon ; ; New York, : Routledge, 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|