Battlefields of Negotiation: Control, Agency, and Ownership in World of Warcraft
Rene Glas
Education & Teaching
Battlefields of Negotiation: Control, Agency, and Ownership in World of Warcraft
Free
Description
Contents
Reviews

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.


Available for purchase at Amsterdam University Press.


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.

Language
English
ISBN
Unknown
Battlefields of Negotiation
Contents
Acknowledgements
Introduction
Part I Framing the Game
1: The Definition Game
2: The Many Faces of Play
3: The Contracts of Play
4: Play and/as Participation
5: Battlefields of Negotiation
Part II Controlling the Game
6. The Setup of Play
7: The Rules of Play
8: Playing with Fiction
Part III Gaming the Game
9: It’s about time
10: Twinking, or Playing Another Game
11: Playing the Interface
Part IV Claiming the Game
12: Virtual Thievery
13: Performing on the Edge of Rules and Fiction
14: The Fragmented and the Multiple
Conclusion
Notes
Bibliography
Index
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