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Online Gaming in Context : The Social and Cultural Significance of Online Games

Online Gaming in Context : The Social and Cultural Significance of Online Games (Paperback)

Garry Crawford, Victoria K. Gosling, Ben Light (엮은이)
Taylor & Francis
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Online Gaming in Context : The Social and Cultural Significance of Online Games
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책 정보

· 제목 : Online Gaming in Context : The Social and Cultural Significance of Online Games (Paperback) 
· 분류 : 외국도서 > 인문/사회 > 사회과학 > 대중문화
· ISBN : 9780415714976
· 쪽수 : 302쪽
· 출판일 : 2013-07-29

목차

Part I: Introduction  1. The Social and Cultural Significance of Online Gaming by Garry Crawford, Victoria K. Gosling and Ben Light  Part II: Production and Play  2. Player Production and Innovation in Online Games: Time for New Rules? by Aphra Kerr  3. Conflict, Thought Communities and Textual Appropriation in MMORPGs by Esther MacCallum-Stewart  4. Thrift Players in a Twisted Game World? A Study of Private Online Game Servers by Holin Lin and Chuen-Tsai Sun  5. The Only (End)Game in Town: Designing for Retention in 'World of Warcraft' by Douglas Brown  6. The Boardgame Online: Simulating the Experience of Physical Games by Neil Randall  7. Games in the Mobile Internet: Understanding Contextual Play in Flickr and Facebook by Frans Mayra  8. The Whereabouts of Play, or How the Magic Circle Helps Create Social Identities in Virtual Worlds by Thiago Falcao and Jose Carlos Ribeiro  9. Framing the Game: Four Game-related Approaches to Goffman's Frames by Rene Glas, Kristine Jørgensen, Torill Mortensen and Luca Rossi  Part III: Communities and Communication  10. Identity-as-Place: The Construction of Game Refugees and Fictive Ethnicities by Celia Pearce and Artemesia  11. The Rise and Fall of 'Cardboard Tube Samurai': Kenneth Burke Identifying with the 'World of Warcraft' by Chrisopher A. Paul and Jeffrey Philpott  12. Analyzing Player Communication in Multi-player Games by Anders Drachen  13. Recallin' Fagin: Linguistic Accents, Intertextuality and Othering in Narrative Offline and Online Video Games by Astrid Ensslin  14. 'Second Life' as a Digitally Mediated Third Place: Social Capital in Virtual World Communities by Fern M. Delamere  15. Representations of Race and Gender within the Gamespace of the MMO 'Everquest' by Keith Massie  16. 'Wordslinger': Visualizing Physical Abuse in a Virtual Environment by Kate E. Taylor  Part IV: Conclusion  17. It's Not Just a Game: Contemporary Challenges for Games Research and the Internet by Garry Crawford, Ben Light and Victoria Gosling

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