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...
Clasificación: | Libro Electrónico |
---|---|
Otros Autores: | , , |
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.