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|a Online gaming in context :
|b the social and cultural significance of online games /
|c edited by Garry Crawford, Victoria K. Gosling, and Ben Light.
|
260 |
|
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|a London ;
|a New York :
|b Routledge,
|c 2011.
|
300 |
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|a 1 online resource (xvi, 298 pages) :
|b illustrations.
|
336 |
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|a text
|b txt
|2 rdacontent
|
337 |
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|a computer
|b c
|2 rdamedia
|
338 |
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|a online resource
|b cr
|2 rdacarrier
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490 |
1 |
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|a Routledge advances in sociology ;
|v 56
|
504 |
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|a Includes bibliographical references and index.
|
520 |
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|a "There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming"--
|c Provided by publisher.
|
520 |
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|a "Over only a few decades, digital gaming has become a major global leisure activity that now rivals the movie and music sectors. Due to this increasingly widespread popularity, gaming has in recent years become the focus of increased academic interest and activity, but still little is know about those who play digital games. Online Gaming in Context is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks, and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the virtual world"--
|c Provided by publisher.
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588 |
0 |
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|a Print version record.
|
505 |
0 |
0 |
|g Part I.
|t Introduction : --
|g 1.
|t The Social and Cultural Significance of Online Gaming /
|r by Garry Crawford, Victoria K. Gosling and Ben Light --
|g Part II.
|t Production and Play : --
|g 2.
|t Player Production and Innovation in Online Games: Time for New Rules? /
|r by Aphra Kerr --
|g 3.
|t Conflict, Thought Communities and Textual Appropriation in MMORPGs /
|r by Esther MacCallum-Stewart --
|g 4.
|t Thrift Players in a Twisted Game World? A Study of Private Online Game Servers /
|r by Holin Lin and Chuen-Tsai Sun --
|g 5.
|t The Only (End)Game in Town: Designing for Retention in 'World of Warcraft' /
|r by Douglas Brown --
|g 6.
|t The Boardgame Online: Simulating the Experience of Physical Games /
|r by Neil Randall --
|g 7.
|t Games in the Mobile Internet: Understanding Contextual Play in Flickr and Facebook /
|r by Frans Mäyrä --
|g 8.
|t The Whereabouts of Play, or How the Magic Circle Helps Create Social Identities in Virtual Worlds /
|r by Thiago Falcão and José Carlos Ribeiro --
|g 9.
|t Framing the Game: Four Game-related Approaches to Goffman's Frames /
|r by René Glas, Kristine Jørgensen, Torill Mortensen and Luca Rossi --
|g Part III.
|t Communities and Communication : --
|g 10.
|t Identity-as-Place: The Construction of Game Refugees and Fictive Ethnicities /
|r by Celia Pearce and Artemesia --
|g 11.
|t The Rise and Fall of 'Cardboard Tube Samurai': Kenneth Burke Identifying with the 'World of Warcraft' /
|r by Christopher A. Paul and Jeffrey Philpott --
|g 12.
|t Analyzing Player Communication in Multi-player Games /
|r by Anders Drachen --
|g 13.
|t Recallin' Fagin: Linguistic Accents, Intertextuality and Othering in Narrative Offline and Online Video Games /
|r by Astrid Ensslin --
|g 14.
|t 'Second Life' as a Digitally Mediated Third Place: Social Capital in Virtual World Communities /
|r by Fern M. Delamere --
|g 15.
|t Representations of Race and Gender within the Gamespace of the MMO 'Everquest' /
|r by Keith Massie --
|g 16.
|t 'Wordslinger': Visualizing Physical Abuse in a Virtual Environment /
|r by Kate E. Taylor --
|g Part IV.
|t Conclusion : --
|g 17.
|t It's Not Just a Game: Contemporary Challenges for Games Research and the Internet /
|r by Garry Crawford, Ben Light and Victoria Gosling.
|
590 |
|
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
|
650 |
|
0 |
|a Video games
|x Social aspects.
|
650 |
|
6 |
|a Jeux sur Internet
|x Aspect social.
|
650 |
|
7 |
|a SOCIAL SCIENCE
|x General.
|2 bisacsh
|
650 |
|
7 |
|a SOCIAL SCIENCE
|x Sociology
|x General.
|2 bisacsh
|
650 |
|
7 |
|a POLITICAL SCIENCE
|x Public Policy
|x Cultural Policy.
|2 bisacsh
|
650 |
|
7 |
|a SOCIAL SCIENCE
|x Anthropology
|x Cultural.
|2 bisacsh
|
650 |
|
7 |
|a SOCIAL SCIENCE
|x Popular Culture.
|2 bisacsh
|
700 |
1 |
|
|a Crawford, Garry.
|
700 |
1 |
|
|a Gosling, Victoria K.
|
700 |
1 |
|
|a Light, Ben.
|
758 |
|
|
|i has work:
|a Online gaming in context (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCFwCfGQ4dTDHjJyPtXkXbd
|4 https://id.oclc.org/worldcat/ontology/hasWork
|
776 |
0 |
8 |
|i Print version:
|t Online gaming in context.
|d London ; New York : Routledge, 2011
|z 9780415556194
|w (DLC) 2010050590
|w (OCoLC)641536133
|
830 |
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|a Routledge advances in sociology ;
|v 56.
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