Battlefields of Negotiation Control, Agency, and Ownership in World of Warcraft
Materialtyp:
ArtikelSerie: Utgivningsinformation: Amsterdam University Press 2013Beskrivning: 1 electronic resource (220 p.)Innehållstyp: - text
- computer
- online resource
- 9789089645005
- A The Arts
- AT Performing arts
- ATF Films
- ATJ Television
- Blizzard Entertainment
- Fictional universe
- J Society and Social Sciences
- JB Society and culture
- JBC Cultural and media studies
- JBCT Media studies
- Machinima
- Massively multiplayer online role-playing game
- Twink (gay slang)
- Twinking
- Virtual world
- Warcraft
- World of Warcraft
- cinema
- educatie
- education
- film
- general
- motion pictures
- thema EDItEUR
Open Access Unrestricted online access star
The massively multiplayer online role-playing game World of Warcraft has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames World of Warcraft as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game's owners, throwing new light on complex consumer-producer relationships in the increasingly participatory but still tightly controlled media of online games.
Accessibility options of PDF file not available
Creative Commons Licence cc by-nc-nd cc https://creativecommons.org/licenses/by-nc-nd/3.0/
eng
Freely available e-book