TY - DATA AU - Glas, Rene, TI - Battlefields of negotiation: control, agency, and ownership in W orld of Warcraft T2 - Mediamatters SN - 9789089645005 U1 - 070.4 PY - 2012///] CY - Amsterdam PB - Amsterdam University Press KW - World of Warcraft (Game) KW - Social aspects N1 - 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 N2 - 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 UR - http://www.doabooks.org/doab?func=search&u iLanguage=en&template=&query=Battlefields+of+negotiation+%3A+control%2C +agency%2C+and+ownership+in+World+of+Warcraft ER -