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EBOOKCENTRAL_ocn775301980 |
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|a UAMI
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100 |
1 |
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|a Rowlands, Timothy.
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245 |
1 |
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|a Video Game Worlds :
|b Working at Play in the Culture of Everquest.
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260 |
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|a Walnut Creek :
|b Left Coast Press,
|c 2012.
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300 |
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|a 1 online resource (203 pages)
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336 |
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|a text
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|a 1. Introduction; 2. The Emergence of the Dominant Strategy; 3. The Holy Trinity Camp Group; 4. A Textual Reality; 5. The Membership Career; 6. Playing at Empire; 7. Whither Open Space?; 8. Conclusion; Glossary; References; Index; About the Author.
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520 |
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|a As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this culture shaped by the decisions made by game designers and the collective interpretations of a game's player base? In this book, Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to the virtual world of EverQuest. Through first-hand player experiences and interviews of other gamers, Rowlands analyzes a gaming environment that, as time goes on, looks less like leisure and more like a workspace. This gr.
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504 |
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|a Includes bibliographical references and index.
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588 |
0 |
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|a Print version record.
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546 |
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|a English.
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590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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650 |
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0 |
|a Video games
|x Social aspects.
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650 |
|
6 |
|a Jeux vidéo
|x Aspect social.
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650 |
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7 |
|a GAMES
|x Video & Electronic.
|2 bisacsh
|
650 |
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7 |
|a Video games
|x Social aspects
|2 fast
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758 |
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|i has work:
|a Video game worlds (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCYPmrqR7PJ4pDGgd8GyjYd
|4 https://id.oclc.org/worldcat/ontology/hasWork
|
776 |
0 |
8 |
|i Print version:
|a Rowlands, Timothy.
|t Video Game Worlds : Working at Play in the Culture of Everquest.
|d Walnut Creek : Left Coast Press, ©2012
|z 9781611320671
|
856 |
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