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dc.contributor.authorGlas, René
dc.date.accessioned2013-12-31 23:55:55
dc.date.accessioned2019-12-10 14:46:32
dc.date.accessioned2020-04-01T15:09:53Z
dc.date.available2020-04-01T15:09:53Z
dc.date.issued2013
dc.identifier437366
dc.identifierOCN: 848180495en_US
dc.identifier.urihttp://library.oapen.org/handle/20.500.12657/34347
dc.description.abstractThe 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.
dc.languageEnglish
dc.relation.ispartofseriesMediaMatters
dc.subject.classificationthema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinemaen_US
dc.subject.classificationthema EDItEUR::A The Arts::AT Performing arts::ATJ Televisionen_US
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studiesen_US
dc.subject.othereducatie
dc.subject.othermotion pictures
dc.subject.otherfilm
dc.subject.othereducation
dc.subject.otherBlizzard Entertainment
dc.subject.otherFictional universe
dc.subject.otherMachinima
dc.subject.otherMassively multiplayer online role-playing game
dc.subject.otherTwink (gay slang)
dc.subject.otherTwinking
dc.subject.otherVirtual world
dc.subject.otherWarcraft
dc.subject.otherWorld of Warcraft
dc.titleBattlefields of Negotiation
dc.title.alternativeControl, Agency, and Ownership in World of Warcraft
dc.typebook
oapen.abstract.otherlanguageWorld 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.
oapen.identifier.doi10.26530/OAPEN_437366
oapen.relation.isPublishedBydd3d1a33-0ac2-4cfe-a101-355ae1bd857a
oapen.relation.isbn9789089645005
oapen.pages220
oapen.remark.publicRelevant 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


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