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