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  1. Digital culture, play, and identity
    a World of Warcraft reader
    Published: c2008
    Publisher:  MIT Press, Cambridge, MA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    Unlimited inter-library loan, copies and loan
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    Unlimited inter-library loan, copies and loan
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0262270846; 1435643283; 9780262270847; 9781435643284
    Subjects: GAMES / Video & Electronic; World of Warcraft; Computer games / Social aspects; Gesellschaft; Computer games; Computerspiel; Sozialanthropologie; World of Warcraft; Alltagskultur
    Scope: 1 Online-Ressource (viii, 304 p.)
    Notes:

    Includes bibliographical references and index

    Introduction: "Orc professor LFG," or, Researching in Azeroth culture / Hilde Corneliussen and Jill Walker -- Corporate ideology in World of Warcraft / Scott Rettberg -- "Never such innocence again" : war and histories in World of Warcraft / Esther MacCallum-Stewart -- World of Warcraft as a playground for feminism / Hilde Corneliussen -- The familiar and the foreign : playing (post)colonialism in World of Warcraft world / Jessica Langer -- A hollow world : World of Warcaft as spatial practice / Espen Aarseth -- World creation and lore : World of Warcraft as rich text / Tanya Krzywinska -- What makes World of Warcraft a world? : a note on death and dying / Lisbeth Klastrup -- Quests in World of Warcraft : deferral and repetition play / Jill Walker -- Does World of Warcraft change everything? : how a PVP server, multinational playerbase, and surveillance mod scene caused me pause / T.L. Taylor -- Humans playing World of Warcraft, or, Deviant strategies? / Torill Elvira Mortensen -- Role-play vs gameplay : the difficulties of playing a role in World of Warcraft identity / Esther MacCallum-Stewart and Justin Parsler -- Character identification in World of Warcraft : the relationship between capacity and appearance / Ragnhild Tronstad -- Playing with names : gaming and naming in World of Warcraft / Charlotte Hagström

  2. Digital culture, play, and identity
    a World of Warcraft reader
    Published: 2008
    Publisher:  MIT Press, Cambridge, MA ; EBSCO Industries, Inc., Birmingham, AL, USA

    Bibliothek der Hochschule Mainz, Untergeschoss
    No inter-library loan
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    Source: Union catalogues
    Contributor: Corneliussen, Hilde; Rettberg, Jill Walker
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262270847; 0262270846; 9781435643284; 1435643283; 0262033704; 9780262033701
    RVK Categories: AP 14350
    Subjects: Computerspiel; World of Warcraft
    Scope: 1 Online-Ressource (viii, 304 pages), Illustrations
    Notes:

    Includes bibliographical references and index

  3. Digital Culture, Play, and Identity
    A World of Warcraft Reader
    Author: Taylor, T. L
    Published: 2014; ©2008.
    Publisher:  MIT Press, Cambridge

    Exploring World of Warcraft as both cultural phenomenon and game, with contributions by writers and researchers who have immersed themselves in the WoW gameworld. Intro -- Contents -- Acknowledgments -- Introduction: ''Orc Professor LFG,'' or... more

    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
    No inter-library loan
    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
    No inter-library loan
    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
    No inter-library loan
    Universitätsbibliothek Kiel, Zentralbibliothek
    No inter-library loan
    Kommunikations-, Informations- und Medienzentrum der Universität Hohenheim
    No loan of volumes, only paper copies will be sent

     

    Exploring World of Warcraft as both cultural phenomenon and game, with contributions by writers and researchers who have immersed themselves in the WoW gameworld. Intro -- Contents -- Acknowledgments -- Introduction: ''Orc Professor LFG,'' or Researching in Azeroth -- 1 Corporate Ideology in World of Warcraft -- 2 ''Never Such Innocence Again'': War and Histories in World of Warcraft -- 3 World of Warcraft as a Playground for Feminism -- 4 The Familiar and the Foreign: Playing (Post)Colonialism in World of Warcraft -- 5 A Hollow World: World of Warcraft as Spatial Practice -- 6 World Creation and Lore: World of Warcraft as Rich Text -- 7 What Makes World of Warcraft a World? A Note on Death and Dying -- 8 Quests in World of Warcraft: Deferral and Repetition -- 9 Does World of Warcraft Change Everything? How a PvP Server, Multinational Playerbase, and Surveillance Mod Scene Caused Me Pause -- 10 Humans Playing World of Warcraft: or Deviant Strategies? -- 11 Role-play vs. Gameplay: The Difficulties of Playing a Role in World of Warcraft -- 12 Character Identification in World of Warcraft: The Relationship between Capacity and Appearance -- 13 Playing with Names: Gaming and Naming in World of Warcraft -- Contributors -- Glossary -- Index.

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Contributor: Corneliussen, Hilde (MitwirkendeR); Rettberg, Jill Walker (MitwirkendeR)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262270847
    RVK Categories: AP 18200 ; AP 15963
    Series: The MIT Press Ser
    Subjects: World of Warcraft; Computer games -- Social aspects; Computer games ; Social aspects; World of Warcraft; Electronic books
    Scope: 1 online resource (313 pages)
    Notes:

    Description based on publisher supplied metadata and other sources