Online Gaming in Context (eBook, ePUB)
The social and cultural significance of online games
Redaktion: Crawford, Garry; Light, Ben; Gosling, Victoria K
Alle Infos zum eBook verschenken
Online Gaming in Context (eBook, ePUB)
The social and cultural significance of online games
Redaktion: Crawford, Garry; Light, Ben; Gosling, Victoria K
- Format: ePub
- Merkliste
- Auf die Merkliste
- Bewerten Bewerten
- Teilen
- Produkt teilen
- Produkterinnerung
- Produkterinnerung
Hier können Sie sich einloggen
Bitte loggen Sie sich zunächst in Ihr Kundenkonto ein oder registrieren Sie sich bei bücher.de, um das eBook-Abo tolino select nutzen zu können.
This book explores patterns of gameplay and sociality afforded by online gaming. Bringing together essays from leading and emerging academics, this book explores key issues in understanding online gaming, including: patterns of play, legality, production, identity, gamer communities, communication, social exclusion and inclusion, and considers future directions in online gaming.
- Geräte: eReader
- mit Kopierschutz
- eBook Hilfe
- Größe: 9.88MB
- Online Gaming in Context (eBook, PDF)46,95 €
- Psychology of Entertainment (eBook, ePUB)75,95 €
- Jill Terry RudyFairy-Tale TV (eBook, ePUB)33,95 €
- Andrea WalingExploring the Cultural Phenomenon of the Dick Pic (eBook, ePUB)42,95 €
- James BanksOnline Gambling and Crime (eBook, ePUB)42,95 €
- Psychology of Entertainment (eBook, PDF)75,95 €
- Margaret HendersonPostfeminism in Context (eBook, ePUB)42,95 €
-
-
-
Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.
- Produktdetails
- Verlag: Taylor & Francis
- Seitenzahl: 320
- Erscheinungstermin: 1. März 2013
- Englisch
- ISBN-13: 9781135275044
- Artikelnr.: 38260927
- Verlag: Taylor & Francis
- Seitenzahl: 320
- Erscheinungstermin: 1. März 2013
- Englisch
- ISBN-13: 9781135275044
- Artikelnr.: 38260927
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
Gaming Part II: Production and Play 2. Player Production and Innovation in
Online Games: Time for New Rules? 3. Conflict, Thought Communities and
Textual Appropriation in MMORPGs 4. Thrift Players in a Twisted Game World?
A Study of Private Online Game Servers 5. The Only (End)Game in Town:
Designing for Retention in 'World of Warcraft' 6. The Boardgame Online:
Simulating the Experience of Physical Games 7. Games in the Mobile
Internet: Understanding Contextual Play in Flickr and Facebook 8. The
Whereabouts of Play, or How the Magic Circle Helps Create Social Identities
in Virtual Worlds 9. Framing the Game: Four Game-related Approaches to
Goffman's Frames Part III: Communities and Communication 10.
Identity-as-Place: The Construction of Game Refugees and Fictive
Ethnicities 11. The Rise and Fall of 'Cardboard Tube Samurai': Kenneth
Burke Identifying with the 'World of Warcraft' 12. Analyzing Player
Communication in Multi-player Games 13. Recallin' Fagin: Linguistic
Accents, Intertextuality and Othering in Narrative Offline and Online Video
Games 14. 'Second Life' as a Digitally Mediated Third Place: Social Capital
in Virtual World Communities 15. Representations of Race and Gender within
the Gamespace of the MMO 'Everquest' 16. 'Wordslinger': Visualizing
Physical Abuse in a Virtual Environment Part IV: Conclusion 17. It's Not
Just a Game: Contemporary Challenges for Games Research and the Internet
Gaming Part II: Production and Play 2. Player Production and Innovation in
Online Games: Time for New Rules? 3. Conflict, Thought Communities and
Textual Appropriation in MMORPGs 4. Thrift Players in a Twisted Game World?
A Study of Private Online Game Servers 5. The Only (End)Game in Town:
Designing for Retention in 'World of Warcraft' 6. The Boardgame Online:
Simulating the Experience of Physical Games 7. Games in the Mobile
Internet: Understanding Contextual Play in Flickr and Facebook 8. The
Whereabouts of Play, or How the Magic Circle Helps Create Social Identities
in Virtual Worlds 9. Framing the Game: Four Game-related Approaches to
Goffman's Frames Part III: Communities and Communication 10.
Identity-as-Place: The Construction of Game Refugees and Fictive
Ethnicities 11. The Rise and Fall of 'Cardboard Tube Samurai': Kenneth
Burke Identifying with the 'World of Warcraft' 12. Analyzing Player
Communication in Multi-player Games 13. Recallin' Fagin: Linguistic
Accents, Intertextuality and Othering in Narrative Offline and Online Video
Games 14. 'Second Life' as a Digitally Mediated Third Place: Social Capital
in Virtual World Communities 15. Representations of Race and Gender within
the Gamespace of the MMO 'Everquest' 16. 'Wordslinger': Visualizing
Physical Abuse in a Virtual Environment Part IV: Conclusion 17. It's Not
Just a Game: Contemporary Challenges for Games Research and the Internet