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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spelling Glas, René, author.
Battlefields of negotiation : control, agency, and ownership in World of Warcraft / René Glas.
Amsterdam, The Netherlands : Amsterdam University Press, 2012.
©2012
1 online resource (220 pages) : digital, PDF file(s).
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
textfile rda
MediaMatters
Description based upon print version of record.
Includes bibliographical references and index.
Open access Unrestricted online access star
Part 1. Framing the game --Part 2. Controlling the game --Part 3. Gaming the game --Part 4. Claiming the game.
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.
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.
Also available in print form.
English
This eBook is made available Open Access under a CC BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0https://www.aup.nl/en/publish/open-access
World of Warcraft (Game) Social aspects.
Internet Social aspects.
Print version: 9789089645005
language English
format eBook
author Glas, René,
spellingShingle Glas, René,
Battlefields of negotiation : control, agency, and ownership in World of Warcraft /
MediaMatters
Part 1. Framing the game --Part 2. Controlling the game --Part 3. Gaming the game --Part 4. Claiming the game.
author_facet Glas, René,
author_variant r g rg
author_role VerfasserIn
author_sort Glas, René,
title Battlefields of negotiation : control, agency, and ownership in World of Warcraft /
title_sub control, agency, and ownership in World of Warcraft /
title_full Battlefields of negotiation : control, agency, and ownership in World of Warcraft / René Glas.
title_fullStr Battlefields of negotiation : control, agency, and ownership in World of Warcraft / René Glas.
title_full_unstemmed Battlefields of negotiation : control, agency, and ownership in World of Warcraft / René Glas.
title_auth Battlefields of negotiation : control, agency, and ownership in World of Warcraft /
title_new Battlefields of negotiation :
title_sort battlefields of negotiation : control, agency, and ownership in world of warcraft /
series MediaMatters
series2 MediaMatters
publisher Amsterdam University Press,
publishDate 2012
physical 1 online resource (220 pages) : digital, PDF file(s).
Also available in print form.
contents Part 1. Framing the game --Part 2. Controlling the game --Part 3. Gaming the game --Part 4. Claiming the game.
isbn 90-485-1808-3
9789089645005
callnumber-first G - Geography, Anthropology, Recreation
callnumber-subject GV - Leisure and Recreation
callnumber-label GV1469
callnumber-sort GV 41469.25 W64 G53 42012
illustrated Not Illustrated
dewey-hundreds 700 - Arts & recreation
dewey-tens 790 - Sports, games & entertainment
dewey-ones 794 - Indoor games of skill
dewey-full 794.8
dewey-sort 3794.8
dewey-raw 794.8
dewey-search 794.8
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is_hierarchy_title Battlefields of negotiation : control, agency, and ownership in World of Warcraft /
container_title MediaMatters
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