Narrow your search

Library

ULiège (3)

LUCA School of Arts (2)

Odisee (2)

Thomas More Kempen (2)

Thomas More Mechelen (2)

UCLL (2)

UGent (2)

VIVES (2)

FARO (1)

KBR (1)

More...

Resource type

book (3)


Language

English (3)


Year
From To Submit

2012 (3)

Listing 1 - 3 of 3
Sort by

Book
Computer games and new media culture : a handbook of digital games studies
Authors: ---
ISBN: 9789400727762 Year: 2012 Publisher: London : Springer,

Loading...
Export citation

Choose an application

Bookmark

Abstract


Book
Battlefields of negotiation : control, agency, and ownership in World of Warcraft
Author:
ISBN: 9089645004 9048518083 9789048518081 9789048518098 9789089645005 Year: 2012 Publisher: Amsterdam, The Netherlands : Amsterdam University Press,

Loading...
Export citation

Choose an application

Bookmark

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.


Book
Dungeons, dragons, and digital denizens : the digital role-playing game
Authors: --- ---
ISBN: 9781441195180 1441195181 1441138927 1628927909 1441141081 9781628927900 9781441138927 9781441141088 9781441191892 1441191895 Year: 2012 Publisher: New York : Continuum,

Loading...
Export citation

Choose an application

Bookmark

Abstract

"Dungeons, Dragons, and Digital Denizens is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games."--Bloomsbury Publishing.

Listing 1 - 3 of 3
Sort by