Battlefields of negotiation : : control, agency, and ownership in World of Warcraft / / René Glas.

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...

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Superior document:MediaMatters
VerfasserIn:
Place / Publishing House:Amsterdam, The Netherlands : : Amsterdam University Press,, 2012.
©2012
Year of Publication:2012
Language:English
Series:MediaMatters
Physical Description:1 online resource (220 pages) :; digital, PDF file(s).
Notes:Description based upon print version of record.
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264 4 |c ©2012 
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504 |a Includes bibliographical references and index. 
506 |a Open access  |f Unrestricted online access  |2 star 
505 0 |a Part 1. Framing the game --Part 2. Controlling the game --Part 3. Gaming the game --Part 4. Claiming the game. 
520 |a 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. 
520 |a World of Warcraft is één van de meest populaire computergames van het afgelopen decennium. Het spel liet miljoenen spelers kennismaken met het gemeenschappelijk online spelen van computerspellen. Het spel is zo ontworpen dat het, binnen zekere grenzen, spelers uitnodigt en uitdaagt zich de virtuele wereld toe te eigenen. Het resultaat is dat spelers zeer divers spelgedrag vertonen en op heel verschillende manieren deelnemen. Deze studie naar World of Warcraft benadert het spel als een complex socio-cultureel fenomeen, dat wordt gedefinieerd door en zich evolueert als gevolg van onderhandelingen tussen spelersgroepen en makers. Het laat de complexe consument-producentrelatie zien bij dit type online games, die in toenemende mate participatie van de spelers toestaan, maar waarin de spelers tegelijkertijd sterk beteugeld worden. 
530 |a Also available in print form. 
546 |a English 
540 |a This eBook is made available Open Access under a CC BY-NC-ND 4.0 license:  |u https://creativecommons.org/licenses/by-nc-nd/4.0https://www.aup.nl/en/publish/open-access 
650 0 |a World of Warcraft (Game)  |x Social aspects. 
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