Battlefields of negotiation control, agency, and ownership in World of Warcraft / Ren©♭ Glas.

Author/creator Glas, Ren©♭.
Format Electronic
Publication InfoAmsterdam : Amsterdam University Press, [2012]
Description220 pages ; 24 cm.
Supplemental ContentFull text available from Taylor & Francis eBooks
Subjects

SeriesMediamatters
MediaMatters. ^A1030723
Contents Pt. 1. Framing the game -- pt. 2. Controlling the game -- pt. 3. Gaming the game -- pt. 4. Claiming the game.
Summary 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.
Bibliography noteIncludes bibliographical references (pages 195-207) and index.
Access restrictionAvailable only to authorized users.
Technical detailsMode of access: World Wide Web
Genre/formElectronic books.
LCCN 2014429016
ISBN9789089645005
ISBN9089645004

Availability

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Electronic Resources Access Content Online ✔ Available