Online gaming in context : the social and cultural significance of online games / edited by Garry Crawford, Victoria K. Gosling, and Ben Light.

Date:
2011
  • Books

About this work

Description

"There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming"-- Provided by publisher.

Publication/Creation

London ; New York : Routledge, 2011.

Physical description

xvi, 298 pages : black and white illustrations ; 24 cm.

Bibliographic information

Includes bibliographical references and index.

Contents

Part I. Introduction -- 1. The social and cultural significance of online gaming / Ben Light -- Part II . Production and play -- 2. Player production and innovation in online games: time for new rules? / Aphra Kerr -- 3. Conflict, thought communities and textual appropriation in MMORPGs / Esther Maccallum-Stewart -- 4. Thrift players in a twisted game world? A study of private online game servers / Chuen-Tsai Sun -- 5. The only (end)game in town : designing for retention in World of Warcraft / Douglas Brown -- 6. The boardgame online: simulating the experience of physical games / Neil Randall -- 7. Games in the mobile Internet : understanding contextual play in Flickr and Facebook / Fransmayra -- 8. The whereabouts of play, or how the magic circle helps create social identities in virtual worlds / Jose Carlos Ribeiro -- 9. Framing the game : four game-related approaches to Goffman's frames / Luca Rossi -- Part III. Communities and communication -- 10. Identity-as-place : the construction of game refugees and fictive ethnicities / Artemesia -- 11. The rise and fall of 'Cardboard Tube Samurai' : Kenneth Burke identifying with the World of Warcraft / Jeffrey Philpott -- 12. Analyzing player communication in multi-player games / Anders Drachen -- 13. Recallin' Fagin : linguistic accents, intertextuality and othering in narrative offline and online video games / Astrid Ensslin -- 14. Second Life as a digitally mediated third place : social capital in virtual world communities / Fern M. Delamere -- 15. Representations of race and gender within the gamespace of the MMO EverQuest / Keith Massie -- 16. Wordslinger : visualizing physical abuse in a virtual environment / Kate E. Taylor -- Part IV. Conclusion -- 17. It's not just a game : contemporary challenges for games research and the Internet / Ben Light.

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Where to find it

  • LocationStatus
    History of Medicine
    JKK.U
    Open shelves

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Identifiers

ISBN

  • 9780415556194
  • 0415556198