Battlefields of negotiation control, agency, and ownership in World of Warcraft

The massively multiplayer online role-playing game 'World of Warcraft' has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate an...

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Detalles Bibliográficos
Autor principal: Glas, René (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Amsterdam : Amsterdam University Press 2012.
Colección:JSTOR Open Access monographs.
MediaMatters.
Acceso en línea:Conectar con la versión electrónica
Ver en Universidad de Navarra:https://innopac.unav.es/record=b38138359*spi
Descripción
Sumario:The massively multiplayer online role-playing game 'World of Warcraft' has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames 'World of Warcraft' as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game's owners, throwing new light on complex consumer- producer relationships in the increasingly participatory but still tightly controlled media of online games.
Descripción Física:1 recurso electrónico (220 p.)
Formato:Forma de acceso: World Wide Web.
Bibliografía:Incluye referencias bibliográficas e índice.
ISBN:9789048518081