Coverart for item
The Resource Online gaming in context : the social and cultural significance of online games, edited by Garry Crawford, Victoria K. Gosling, and Ben Light, (electronic resource)

Online gaming in context : the social and cultural significance of online games, edited by Garry Crawford, Victoria K. Gosling, and Ben Light, (electronic resource)

Label
Online gaming in context : the social and cultural significance of online games
Title
Online gaming in context
Title remainder
the social and cultural significance of online games
Statement of responsibility
edited by Garry Crawford, Victoria K. Gosling, and Ben Light
Contributor
Subject
Language
eng
Summary
  • "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"--
  • "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"--
Member of
Assigning source
  • Provided by publisher
  • Provided by publisher
Cataloging source
N$T
Dewey number
306.4/87
Illustrations
illustrations
Index
index present
Literary form
non fiction
Nature of contents
  • dictionaries
  • bibliography
http://library.link/vocab/relatedWorkOrContributorName
  • Crawford, Garry
  • Gosling, Victoria K
  • Light, Ben
Series statement
Routledge advances in sociology
Series volume
56
http://library.link/vocab/subjectName
Internet games
Label
Online gaming in context : the social and cultural significance of online games, edited by Garry Crawford, Victoria K. Gosling, and Ben Light, (electronic resource)
Instantiates
Publication
Antecedent source
unknown
Bibliography note
Includes bibliographical references and index
Color
multicolored
Contents
  • Player production and innovation in online games: time for new rules?
  • Aphra Kerr
  • 3.
  • Conflict, thought communities and textual appropriation in MMORPGs
  • Esther Maccallum-Stewart
  • 4.
  • Thrift players in a twisted game world? A study of private online game servers
  • Chuen-Tsai Sun
  • 5.
  • The only (end)game in town: designing for retention in World of Warcraft
  • Machine generated contents note:
  • Douglas Brown
  • 6.
  • The boardgame online: simulating the experience of physical games
  • Neil Randall
  • 7.
  • Games in the mobile Internet: understanding contextual play in Flickr and Facebook
  • Frans Mayra
  • 8.
  • The whereabouts of play, or how the magic circle helps create social identities in virtual worlds
  • Jose Carlos Ribeiro
  • pt. I Introduction
  • 9.
  • Framing the game: four game-related approaches to Goffman's frames
  • Luca Rossi
  • pt. III
  • Communities and communication
  • 10.
  • Identity-as-place: the construction of game refugees and fictive ethnicities
  • Artemesia
  • 11.
  • The rise and fall of ̀Cardboard Tube Samurai': Kenneth Burke identifying with the World of Warcraft
  • 1.
  • Jeffrey Philpott
  • 12.
  • Analyzing player communication in multi-player games
  • Anders Drachen
  • 13.
  • Recallin' Fagin: linguistic accents, intertextuality and othering in narrative offline and online video games
  • Astrid Ensslin
  • 14.
  • Second Life as a digitally mediated third place: social capital in virtual world communities
  • Fern M. Delamere
  • The social and cultural significance of online gaming
  • 15.
  • Representations of race and gender within the gamespace of the MMO EverQuest
  • Keith Massie
  • 16.
  • Wordslinger: visualizing physical abuse in a virtual environment
  • Kate E. Taylor
  • pt. IV
  • Conclusion
  • 17.
  • It's not just a game: contemporary challenges for games research and the Internet
  • Ben Light
  • Ben Light
  • pt. II
  • Production and play
  • 2.
Control code
ocn781629116
Dimensions
unknown
Extent
1 online resource (xvi, 298 p.)
File format
unknown
Form of item
online
Isbn
9781135275051
Isbn Type
(electronic bk.)
Level of compression
unknown
Other physical details
ill
Quality assurance targets
not applicable
Reformatting quality
unknown
Sound
unknown sound
Specific material designation
remote
System control number
(OCoLC)781629116
Label
Online gaming in context : the social and cultural significance of online games, edited by Garry Crawford, Victoria K. Gosling, and Ben Light, (electronic resource)
Publication
Antecedent source
unknown
Bibliography note
Includes bibliographical references and index
Color
multicolored
Contents
  • Player production and innovation in online games: time for new rules?
  • Aphra Kerr
  • 3.
  • Conflict, thought communities and textual appropriation in MMORPGs
  • Esther Maccallum-Stewart
  • 4.
  • Thrift players in a twisted game world? A study of private online game servers
  • Chuen-Tsai Sun
  • 5.
  • The only (end)game in town: designing for retention in World of Warcraft
  • Machine generated contents note:
  • Douglas Brown
  • 6.
  • The boardgame online: simulating the experience of physical games
  • Neil Randall
  • 7.
  • Games in the mobile Internet: understanding contextual play in Flickr and Facebook
  • Frans Mayra
  • 8.
  • The whereabouts of play, or how the magic circle helps create social identities in virtual worlds
  • Jose Carlos Ribeiro
  • pt. I Introduction
  • 9.
  • Framing the game: four game-related approaches to Goffman's frames
  • Luca Rossi
  • pt. III
  • Communities and communication
  • 10.
  • Identity-as-place: the construction of game refugees and fictive ethnicities
  • Artemesia
  • 11.
  • The rise and fall of ̀Cardboard Tube Samurai': Kenneth Burke identifying with the World of Warcraft
  • 1.
  • Jeffrey Philpott
  • 12.
  • Analyzing player communication in multi-player games
  • Anders Drachen
  • 13.
  • Recallin' Fagin: linguistic accents, intertextuality and othering in narrative offline and online video games
  • Astrid Ensslin
  • 14.
  • Second Life as a digitally mediated third place: social capital in virtual world communities
  • Fern M. Delamere
  • The social and cultural significance of online gaming
  • 15.
  • Representations of race and gender within the gamespace of the MMO EverQuest
  • Keith Massie
  • 16.
  • Wordslinger: visualizing physical abuse in a virtual environment
  • Kate E. Taylor
  • pt. IV
  • Conclusion
  • 17.
  • It's not just a game: contemporary challenges for games research and the Internet
  • Ben Light
  • Ben Light
  • pt. II
  • Production and play
  • 2.
Control code
ocn781629116
Dimensions
unknown
Extent
1 online resource (xvi, 298 p.)
File format
unknown
Form of item
online
Isbn
9781135275051
Isbn Type
(electronic bk.)
Level of compression
unknown
Other physical details
ill
Quality assurance targets
not applicable
Reformatting quality
unknown
Sound
unknown sound
Specific material designation
remote
System control number
(OCoLC)781629116

Library Locations

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      Albany, Auckland, 0632, NZ
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