Online Games, Social Narratives: Routledge Studies in New Media and Cyberculture
Autor Esther MacCallum-Stewarten Limba Engleză Hardback – 25 iun 2014
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Specificații
ISBN-13: 9780415891905
ISBN-10: 0415891906
Pagini: 208
Ilustrații: 3 black & white halftones
Dimensiuni: 152 x 229 x 18 mm
Greutate: 0.43 kg
Ediția:1
Editura: Taylor & Francis
Colecția Routledge
Seria Routledge Studies in New Media and Cyberculture
Locul publicării:Oxford, United Kingdom
ISBN-10: 0415891906
Pagini: 208
Ilustrații: 3 black & white halftones
Dimensiuni: 152 x 229 x 18 mm
Greutate: 0.43 kg
Ediția:1
Editura: Taylor & Francis
Colecția Routledge
Seria Routledge Studies in New Media and Cyberculture
Locul publicării:Oxford, United Kingdom
Public țintă
Postgraduate and UndergraduateCuprins
Introduction: ‘Give Honeydew 46 /1’ 1. A Brief History of Online Gaming – Or Not 2. ‘Did He Just Run in There?’: Defining Gaming Communities and Players 3. ‘Digging a Hole’: Reframing Game Narratives through Webcasting 4. ‘Someone a Fan Made’: Gaming Fan Communities and Creative Practice 5. One More Block: The Essentials of Indie Gaming 6. Indie Grows Up: A Man Called Steve 7. Always in Beta: Strategising Gaming Communities Coda: Final Thoughts
Descriere
The study of online gaming is changing. It is no longer enough to analyse one type of online community in order to understand the plethora of players who take part in online worlds and the behaviours they exhibit. MacCallum-Stewart studies the different ways in which online games create social environments and how players choose to interpret these. These games vary from the immensely popular social networking games on Facebook such as Farmville to Massively Multiplayer Online Roleplaying Games to "Free to Play" online gaming and console communities such as players of Xbox Live and PS3 games. Each chapter deals with a different aspect of social gaming online, breaking down when games are social and what narrative devices make them so. This cross-disciplinary study will appeal to those interested in cyberculture, the evolution of gaming technology, and sociologies of media.