Online Gaming in Context : The Social and Cultural Significance of Online Games.
Materialtyp:
TextSerie: Utgivningsuppgift: Oxford : Taylor & Francis Group, 2011Datum för upphovsrätt: ©2011Utgåva: 1st edBeskrivning: 1 online resource (313 pages)Innehållstyp: - text
- computer
- online resource
- 9780203869598
- 306.4/87
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 Brown -- 6. 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 Artemesia -- 11. 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 Massie.
16. 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.
This book explores patterns of gameplay and sociality afforded by online gaming. Bringing together essays from leading and emerging academics, this book explores key issues in understanding online gaming, including: patterns of play, legality, production, identity, gamer communities, communication, social exclusion and inclusion, and considers future directions in online gaming.
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