Online Gaming in Context (eBook, PDF)
The social and cultural significance of online games
Redaktion: Crawford, Garry; Light, Ben; Gosling, Victoria K
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Online Gaming in Context (eBook, PDF)
The social and cultural significance of online games
Redaktion: Crawford, Garry; Light, Ben; Gosling, Victoria K
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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.
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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.
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Produktdetails
- Produktdetails
- Verlag: Taylor & Francis
- Seitenzahl: 320
- Erscheinungstermin: 1. März 2013
- Englisch
- ISBN-13: 9781135275051
- Artikelnr.: 38257669
- Verlag: Taylor & Francis
- Seitenzahl: 320
- Erscheinungstermin: 1. März 2013
- Englisch
- ISBN-13: 9781135275051
- Artikelnr.: 38257669
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
Garry Crawford is a Senior Lecturer in Sociology at the University of Salford, UK. His teaching and research primarily focus upon audiences, fan cultures and the everyday uses of media technologies. He is the author of Consuming Sport (2004), and the co-author of the second edition of Introducing Cultural Studies (2008, with B. Longhurst, G. Smith, G. Bagnall, and M. Osborn) and the Sage Dictionary of Leisure Studies (forthcoming 2009, with T. Blackshaw). Victoria K. Gosling is a Lecturer in Sociology at the University of Salford, UK. Her teaching and research interests encompass gender, urban regeneration, social exclusion, leisure, popular culture and digital games. She is the current editor of the British Sociological Association newsletter Network, an editorial board member for the journal Sociology, and the former post-graduate forum convenor of the BSA. Ben Light is Professor of Digital Media in the School of Media, Music and Performance, and a member of the Communication, Cultural and Media Studies Research Centre at the University of Salford, UK. His current research interests centre on analysing the development and use of social media in everyday life.
Part I: Introduction 1. The Social and Cultural Significance of Online
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
Part I: Introduction 1. The Social and Cultural Significance of Online
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