Battlefields of negotiation control, agency, and ownership in World of Warcraft

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 an...

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Bibliographic Details
Main Author: Glas, René
Format: eBook
Language:English
Published: Amsterdam Amsterdam University Press 2012, 2012
Series:MediaMatters
Subjects:
Online Access:
Collection: JSTOR Open Access Books - Collection details see MPG.ReNa
Description
Summary: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
Physical Description:220 pages
ISBN:9789048518098
9048518091
9789089645005