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Communities of play [[electronic resource] ] : emergent cultures in multiplayer games and virtual worlds / / Celia Pearce and Artemesia
Communities of play [[electronic resource] ] : emergent cultures in multiplayer games and virtual worlds / / Celia Pearce and Artemesia
Autore Pearce Celia
Pubbl/distr/stampa Cambridge, MA, : MIT Press, c2009
Descrizione fisica 1 online resource (342 p.)
Disciplina 794.8/1
Soggetto topico Internet games - Social aspects
Fantasy games - Social aspects
Role playing - Social aspects
Shared virtual environments - Social aspects
Communities
Community life
Soggetto genere / forma Electronic books.
ISBN 1-282-69471-5
9786612694714
0-262-25912-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910454561103321
Pearce Celia  
Cambridge, MA, : MIT Press, c2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
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New perspectives on the social aspects of digital gaming : multiplayer 2 / / edited by Rachel Kowert and Thorsten Quandt
New perspectives on the social aspects of digital gaming : multiplayer 2 / / edited by Rachel Kowert and Thorsten Quandt
Pubbl/distr/stampa New York : , : Routledge, , 2017
Descrizione fisica 1 online resource (195 pages) : illustrations, tables
Disciplina 794.81
Altri autori (Persone) KowertRachel
QuandtThorsten
Collana Routledge Advances in Game Studies
Soggetto topico Internet games - Social aspects
Shared virtual environments
Soggetto genere / forma Electronic books.
ISBN 1-315-62930-5
1-317-24362-5
1-317-24363-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto pt. I. Social forms of gaming -- pt. II. Online gaming -- pt. III. Gender issues in gaming communities -- pt. IV. Games for change.
Record Nr. UNINA-9910164029803321
New York : , : Routledge, , 2017
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
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 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-9910820072303321
Milton Park, Abingdon, Oxon ; ; New York : , : Routledge, , 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Play between worlds [[electronic resource] ] : exploring online game culture / / T.L. Taylor
Play between worlds [[electronic resource] ] : exploring online game culture / / T.L. Taylor
Autore Taylor T. L
Pubbl/distr/stampa Cambridge, Mass., : MIT Press, c2006
Descrizione fisica 1 online resource (206 p.)
Disciplina 794.8
Soggetto topico Internet games - Social aspects
Fantasy games - Social aspects
Role playing - Social aspects
Soggetto genere / forma Electronic books.
ISBN 1-282-10089-0
9786612100895
0-262-28471-5
1-4237-7457-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910451927203321
Taylor T. L  
Cambridge, Mass., : MIT Press, c2006
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Synthetic worlds [[electronic resource] ] : the business and culture of online games / / Edward Castronova
Synthetic worlds [[electronic resource] ] : the business and culture of online games / / Edward Castronova
Autore Castronova Edward
Pubbl/distr/stampa Chicago, : University of Chicago Press, c2005
Descrizione fisica 1 online resource (346 p.)
Disciplina 794.8/14678
Soggetto topico Internet games - Social aspects
Internet games - Economic aspects
Soggetto genere / forma Electronic books.
ISBN 1-281-95932-4
9786611959326
0-226-09631-9
Classificazione AP 18200
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Frontmatter -- CONTENTS -- ACKNOWLEDGMENTS -- INTRODUCTION: THE CHANGING MEANING OF PLAY -- 1. Daily Life on a Synthetic Earth -- 2. The User -- 3. The Mechanics of World-Making -- 4. Emergent Culture: Institutions within Synthetic Reality -- 5. The Business of World-Making -- 6. The Almost-Magic Circle -- 7. Free Commerce -- 8. The Economics of Fun: Behavior and Design -- 9. Governance -- 10. Topographies of Terror -- 11. Toxic Immersion and Internal Security -- 12. Implications and Policies -- 13. Into the Age of Wonder -- Appendix: A Digression on Virtual Reality -- Notes -- References -- Index
Record Nr. UNINA-9910453863303321
Castronova Edward  
Chicago, : University of Chicago Press, c2005
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
A world of excesses : online games and excessive playing / / Faltin Karlsen
A world of excesses : online games and excessive playing / / Faltin Karlsen
Autore Karlsen Faltin
Pubbl/distr/stampa London ; ; New York : , : Routledge, , 2016
Descrizione fisica x, 167 p. : ill
Disciplina 794.8
Soggetto topico Internet games - Social aspects
Soggetto genere / forma Electronic books.
ISBN 1-315-56537-4
1-317-18621-4
1-4094-2764-1
1-317-18622-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Introduction -- 2. Game genre, case and empirical material -- 3. Media narratives and public concerns -- 4. Addiction and randomness -- 5. Game structure and loyalty programmes -- 6. Pathological gaming and social context -- 7. Theorycrafting : between collective intelligence and intrinsic satisfaction -- 8. Life phase and meaningful play.
Record Nr. UNINA-9910466633303321
Karlsen Faltin  
London ; ; New York : , : Routledge, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui