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        Battlefields of Negotiation

        Control, Agency, and Ownership in World of Warcraft

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        Author(s)
        Glas, René
        Language
        English
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        Abstract
        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.
         
        World of Warcraft is één van de meest populaire computergames van het afgelopen decennium. Het spel liet miljoenen spelers kennismaken met het gemeenschappelijk online spelen van computerspellen. Het spel is zo ontworpen dat het, binnen zekere grenzen, spelers uitnodigt en uitdaagt zich de virtuele wereld toe te eigenen. Het resultaat is dat spelers zeer divers spelgedrag vertonen en op heel verschillende manieren deelnemen. Deze studie naar World of Warcraft benadert het spel als een complex socio-cultureel fenomeen, dat wordt gedefinieerd door en zich evolueert als gevolg van onderhandelingen tussen spelersgroepen en makers. Het laat de complexe consument-producentrelatie zien bij dit type online games, die in toenemende mate participatie van de spelers toestaan, maar waarin de spelers tegelijkertijd sterk beteugeld worden.
         
        URI
        http://library.oapen.org/handle/20.500.12657/34347
        Keywords
        educatie; motion pictures; film; education; Blizzard Entertainment; Fictional universe; Machinima; Massively multiplayer online role-playing game; Twink (gay slang); Twinking; Virtual world; Warcraft; World of Warcraft
        DOI
        10.26530/OAPEN_437366
        ISBN
        9789048518081, 9789089645005
        Publisher
        Amsterdam University Press
        Publisher website
        https://www.aup.nl/
        Publication date and place
        2013
        Series
        MediaMatters,
        Classification
        Films, cinema
        Television
        Media studies
        Pages
        220
        Public remark
        Relevant Wikipedia pages: Blizzard Entertainment - https://en.wikipedia.org/wiki/Blizzard_Entertainment; Fictional universe - https://en.wikipedia.org/wiki/Fictional_universe; Machinima - https://en.wikipedia.org/wiki/Machinima; Massively multiplayer online role-playing game - https://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game; Twink (gay slang) - https://en.wikipedia.org/wiki/Twink_(gay_slang); Twinking - https://en.wikipedia.org/wiki/Twinking; Virtual world - https://en.wikipedia.org/wiki/Virtual_world; Warcraft - https://en.wikipedia.org/wiki/Warcraft; World of Warcraft - https://en.wikipedia.org/wiki/World_of_Warcraft
        Rights
        https://creativecommons.org/licenses/by-nc-nd/4.0/
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        • If not noted otherwise all contents are available under Attribution 4.0 International (CC BY 4.0)

        Credits

        • logo EU
        • This project received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 683680, 810640, 871069 and 964352.

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