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DEGRUYTEROA_ocn848180495 |
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|a 995187808
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|a 9789089645005
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|a Glas, René.
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|a Battlefields of Negotiation :
|b Control, Agency, and Ownership in World of Warcraft /
|c Glas, René.
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|a [Place of publication not identified] :
|b Amsterdam University Press, Amsterdam,
|c 2013.
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|a 1 online resource
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|a text
|b txt
|2 rdacontent
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|a computer
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|a online resource
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|a MediaMatters
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|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.
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|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.
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|a Battlefields of Negotiation -- Contents -- Acknowledgements -- Introduction -- Part I Framing the Game -- 1: The Definition Game -- 2: The Many Faces of Play -- 3: The Contracts of Play -- 4: Play and/as Participation -- 5: Battlefields of Negotiation -- Part II Controlling the Game -- 6. The Setup of Play -- 7: The Rules of Play -- 8: Playing with Fiction -- Part III Gaming the Game -- 9: It's about time -- 10: Twinking, or Playing Another Game -- 11: Playing the Interface -- Part IV Claiming the Game -- 12: Virtual Thievery -- 13: Performing on the Edge of Rules and Fiction -- 14: The Fragmented and the Multiple -- Conclusion -- Notes -- Bibliography -- Index.
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|a English.
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|a De Gruyter Online
|b De Gruyter Open Access eBooks
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|a General education.
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|a Communication. Mass media.
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|a Formation générale.
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|a Education.
|2 bicssc
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|a Film, TV and radio.
|2 bicssc
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|a Media studies.
|2 bicssc
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|a Society and culture: general.
|2 bicssc
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|a Society and social sciences Society and social sciences.
|2 bicssc
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|a The arts.
|2 bicssc
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|a SOCIAL SCIENCE / Media Studies.
|2 bisacsh
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|a General education
|2 fast
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|a Education
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|a Motion pictures
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|a Educatie
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653 |
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|a Film
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710 |
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|a Open Access Publishing in European Networks.
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|i has work:
|a Battlefields of negotiation (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCGQfyFkBBk46xqWMYmpRjy
|4 https://id.oclc.org/worldcat/ontology/hasWork
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|a MediaMatters.
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|u https://www.degruyter.com/openurl?genre=book&isbn=9789048518081
|z Texto completo
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