Video Game Worlds : Working at Play in the Culture of EverQuest.

By: Rowlands, TimothyMaterial type: TextTextPublisher: Walnut Creek : Routledge, 2012Copyright date: ©2012Description: 1 online resource (203 pages)Content type: text Media type: computer Carrier type: online resourceISBN: 9781611320695Subject(s): Video games - Social aspectsGenre/Form: Electronic books.Additional physical formats: Print version:: Video Game Worlds : Working at Play in the Culture of EverQuestDDC classification: 794.8 LOC classification: GV1469.37 -- .R69 2012ebOnline resources: Click to View
Contents:
Intro -- Contents -- 1. Introduction -- 2. The Emergence of the Dominant Strategy -- 3. The Holy Trinity Camp Group -- 4. A Textual Reality -- 5. The Membership Career -- 6. Playing at Empire -- 7. Whither Open Space? -- 8. Conclusion -- Glossary -- References -- Index -- About the Author.
Summary: As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this culture shaped by the decisions made by game designers and the collective interpretations of a game's player base? In this book, Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to the virtual world of EverQuest. Through first-hand player experiences and interviews of other gamers, Rowlands analyzes a gaming environment that, as time goes on, looks less like leisure and more like a workspace. This groundbreaking fusion of sociology and the world of MMOs is a must read for scholars and gamers alike.
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Intro -- Contents -- 1. Introduction -- 2. The Emergence of the Dominant Strategy -- 3. The Holy Trinity Camp Group -- 4. A Textual Reality -- 5. The Membership Career -- 6. Playing at Empire -- 7. Whither Open Space? -- 8. Conclusion -- Glossary -- References -- Index -- About the Author.

As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this culture shaped by the decisions made by game designers and the collective interpretations of a game's player base? In this book, Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to the virtual world of EverQuest. Through first-hand player experiences and interviews of other gamers, Rowlands analyzes a gaming environment that, as time goes on, looks less like leisure and more like a workspace. This groundbreaking fusion of sociology and the world of MMOs is a must read for scholars and gamers alike.

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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2018. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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