Asset Details
MbrlCatalogueTitleDetail
Do you wish to reserve the book?
Communities of play : emergent cultures in multiplayer games and virtual worlds
by
Boellstorff, Tom
, Pearce, Celia
, Nardi, Bonnie A.
in
Communities
/ Community life
/ Culture
/ Design
/ Fantasy games
/ Fantasy games -- Social aspects
/ Games
/ Games of strategy
/ Internet
/ Internet games
/ Internet games -- Social aspects
/ Role playing
/ Role playing -- Social aspects
/ Shared virtual environments
/ Shared virtual environments -- Social aspects
/ Video games-Social aspects
/ Virtual reality
/ Visual culture
2009,2011
Hey, we have placed the reservation for you!
By the way, why not check out events that you can attend while you pick your title.
You are currently in the queue to collect this book. You will be notified once it is your turn to collect the book.
Oops! Something went wrong.
Looks like we were not able to place the reservation. Kindly try again later.
Are you sure you want to remove the book from the shelf?
Communities of play : emergent cultures in multiplayer games and virtual worlds
by
Boellstorff, Tom
, Pearce, Celia
, Nardi, Bonnie A.
in
Communities
/ Community life
/ Culture
/ Design
/ Fantasy games
/ Fantasy games -- Social aspects
/ Games
/ Games of strategy
/ Internet
/ Internet games
/ Internet games -- Social aspects
/ Role playing
/ Role playing -- Social aspects
/ Shared virtual environments
/ Shared virtual environments -- Social aspects
/ Video games-Social aspects
/ Virtual reality
/ Visual culture
2009,2011
Oops! Something went wrong.
While trying to remove the title from your shelf something went wrong :( Kindly try again later!
Do you wish to request the book?
Communities of play : emergent cultures in multiplayer games and virtual worlds
by
Boellstorff, Tom
, Pearce, Celia
, Nardi, Bonnie A.
in
Communities
/ Community life
/ Culture
/ Design
/ Fantasy games
/ Fantasy games -- Social aspects
/ Games
/ Games of strategy
/ Internet
/ Internet games
/ Internet games -- Social aspects
/ Role playing
/ Role playing -- Social aspects
/ Shared virtual environments
/ Shared virtual environments -- Social aspects
/ Video games-Social aspects
/ Virtual reality
/ Visual culture
2009,2011
Please be aware that the book you have requested cannot be checked out. If you would like to checkout this book, you can reserve another copy
We have requested the book for you!
Your request is successful and it will be processed during the Library working hours. Please check the status of your request in My Requests.
Oops! Something went wrong.
Looks like we were not able to place your request. Kindly try again later.
Communities of play : emergent cultures in multiplayer games and virtual worlds
eBook
Communities of play : emergent cultures in multiplayer games and virtual worlds
2009,2011
Request Book From Autostore
and Choose the Collection Method
Overview
The odyssey of a group of \"refugees\" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds-actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora-a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as \"refugees\"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the \"play turn\" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.
Publisher
MIT Press,The MIT Press
Subject
ISBN
9780262516730, 026251673X, 9780262162579, 0262162571
This website uses cookies to ensure you get the best experience on our website.