Video Game Worlds : Working at Play in the Culture of Everquest.

As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this culture shaped by the decisions made by game designers and the collective interpretations of a game & rsquo;s player base? In this book, Timothy Ro...

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Bibliographic Details
Online Access: Full Text (via ProQuest)
Main Author: Rowlands, Timothy
Format: eBook
Language:English
Published: Walnut Creek : Left Coast Press, 2012.
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MARC

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245 1 0 |a Video Game Worlds :  |b Working at Play in the Culture of Everquest. 
260 |a Walnut Creek :  |b Left Coast Press,  |c 2012. 
300 |a 1 online resource (203 pages) 
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505 0 |a 1. Introduction; 2. The Emergence of the Dominant Strategy; 3. The Holy Trinity Camp Group; 4. A Textual Reality; 5. The Membership Career; 6. Playing at Empire; 7. Whither Open Space?; 8. Conclusion; Glossary; References; Index; About the Author. 
504 |a Includes bibliographical references and index. 
520 |a As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this culture shaped by the decisions made by game designers and the collective interpretations of a game & rsquo;s player base? In this book, Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to the virtual world of EverQuest. Through first-hand player experiences and interviews of other gamers, Rowlands analyzes a gaming environment that, as time goes on, looks less like leisure and more like a workspace. This gr. 
546 |a English. 
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650 7 |a Video games  |x Social aspects.  |2 fast  |0 (OCoLC)fst01166440. 
776 0 8 |i Print version:  |a Rowlands, Timothy.  |t Video Game Worlds : Working at Play in the Culture of Everquest.  |d Walnut Creek : Left Coast Press, ©2012  |z 9781611320671. 
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