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Online gaming in context : the social and cultural significance of online games /

"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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Crawford, Garry, Gosling, Victoria K., Light, Ben
Formato: Electrónico eBook
Idioma:Inglés
Publicado: London ; New York : Routledge, 2011.
Colección:Routledge advances in sociology ; 56.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Part I. Introduction :
  • 1. The Social and Cultural Significance of Online Gaming / by Garry Crawford, Victoria K. Gosling and Ben Light
  • Part II. Production and Play :
  • 2. Player Production and Innovation in Online Games: Time for New Rules? / by Aphra Kerr
  • 3. Conflict, Thought Communities and Textual Appropriation in MMORPGs / by Esther MacCallum-Stewart
  • 4. Thrift Players in a Twisted Game World? A Study of Private Online Game Servers / by Holin Lin and Chuen-Tsai Sun
  • 5. The Only (End)Game in Town: Designing for Retention in 'World of Warcraft' / by Douglas Brown
  • 6. The Boardgame Online: Simulating the Experience of Physical Games / by Neil Randall
  • 7. Games in the Mobile Internet: Understanding Contextual Play in Flickr and Facebook / by Frans Mäyrä
  • 8. The Whereabouts of Play, or How the Magic Circle Helps Create Social Identities in Virtual Worlds / by Thiago Falcão and José Carlos Ribeiro
  • 9. Framing the Game: Four Game-related Approaches to Goffman's Frames / by René Glas, Kristine Jørgensen, Torill Mortensen and Luca Rossi
  • Part III. Communities and Communication :
  • 10. Identity-as-Place: The Construction of Game Refugees and Fictive Ethnicities / by Celia Pearce and Artemesia
  • 11. The Rise and Fall of 'Cardboard Tube Samurai': Kenneth Burke Identifying with the 'World of Warcraft' / by Christopher A. Paul and Jeffrey Philpott
  • 12. Analyzing Player Communication in Multi-player Games / by Anders Drachen
  • 13. Recallin' Fagin: Linguistic Accents, Intertextuality and Othering in Narrative Offline and Online Video Games / by Astrid Ensslin
  • 14. 'Second Life' as a Digitally Mediated Third Place: Social Capital in Virtual World Communities / by Fern M. Delamere
  • 15. Representations of Race and Gender within the Gamespace of the MMO 'Everquest' / by Keith Massie
  • 16. 'Wordslinger': Visualizing Physical Abuse in a Virtual Environment / by Kate E. Taylor
  • Part IV. Conclusion :
  • 17. It's Not Just a Game: Contemporary Challenges for Games Research and the Internet / by Garry Crawford, Ben Light and Victoria Gosling.