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Battlefields of negotiation : control, agency, and ownership in W orld of Warcraft / Renâe Glas.

By: Material type: Computer fileComputer fileSeries: Mediamatters | MediaMatters Amsterdam : Amsterdam University Press, [2012]Description: 220 pages ; 24 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 9789089645005
  • 9089645004
Subject(s): DDC classification:
  • 070.4
Online resources:
Contents:
Pt. 1. Framing the game -- pt. 2. Controlling the game -- pt. 3. Gam ing the game -- pt. 4. Claiming the game.
Summary: The massively multiplayer online role-playing game 'World of Warcraf t' 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 appro priate and shape the game to their own wishes, resulting in highly dive rse forms of play and participation. This illuminating study frames 'Wo rld of Warcraft' as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as w ell as the game's owners, throwing new light on complex consumer- produ cer relationships in the increasingly participatory but still tightly c ontrolled media of online games.
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Includes bibliographical references (pages 195-207) and index.

Pt. 1. Framing the game -- pt. 2. Controlling the game -- pt. 3. Gam ing the game -- pt. 4. Claiming the game.

The massively multiplayer online role-playing game 'World of Warcraf t' 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 appro priate and shape the game to their own wishes, resulting in highly dive rse forms of play and participation. This illuminating study frames 'Wo rld of Warcraft' as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as w ell as the game's owners, throwing new light on complex consumer- produ cer relationships in the increasingly participatory but still tightly c ontrolled media of online games.

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