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Video Game Worlds : Working at Play in the Culture of Everquest.

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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Rowlands, Timothy
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Walnut Creek : Left Coast Press, 2012.
Temas:
Acceso en línea:Texto completo

MARC

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245 1 0 |a Video Game Worlds :  |b Working at Play in the Culture of Everquest. 
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505 0 |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. 
520 |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. 
504 |a Includes bibliographical references and index. 
588 0 |a Print version record. 
546 |a English. 
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650 0 |a Video games  |x Social aspects. 
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