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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.
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Subjects
Media studies, Film, TV & radio, Education, Fantasy gamesShowing 4 featured editions. View all 4 editions?
Edition | Availability |
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1
Battlefields of Negotiation: Control, Agency, and Ownership in World of Warcraft
2013, Amsterdam University Press
in English
9048518091 9789048518098
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2
Battlefields of Negotiation: Control, Agency, and Ownership in World of Warcraft
2013, Amsterdam University Press
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3
Battlefields of Negotiation: Control, Agency, and Ownership in World of Warcraft
2013, Amsterdam University Press
in English
9048518083 9789048518081
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zzzz
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WorldCat
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4
Battlefields of Negotiation
Publish date unknown, Amsterdam University Press
in English
9089645004 9789089645005
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- Created July 21, 2020
- 2 revisions
August 17, 2022 | Edited by ImportBot | import existing book |
July 21, 2020 | Created by MARC Bot | Imported from marc_oapen MARC record. |