Multiplayer Online Games

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A01=Guo Freeman
Antisocial Behaviors
Asheron's Call
augmented realityy
Author_Guo Freeman
Category=UBJ
Category=UGG
Category=UGN
Category=UYZ
CMC Environment
CMC Researcher
Computer Mediated Discourse Analysis
computer-mediated communication
digital play culture
EDSAC
empirical gaming methodologies
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
ethnographic game research
Face To Face
Fps
Game Developers
games
HCI
Information Ecology
Internet Access Technologies
LAN
M OG
MMOG
Multi User Dungeons
NDM
networked social worlds
Nonplayer Characters
Online Games
Online Gaming
Personal Digital Assistant
player interaction analysis
social impact of online gaming
Social Informatics
Social Informatics Research
Today's Networked Society
Ultima Online
Virtual Game World
virtual reality
WoW Player

Product details

  • ISBN 9780815392873
  • Weight: 566g
  • Dimensions: 156 x 234mm
  • Publication Date: 23 Feb 2018
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Hardback
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Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today’s information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect.

Key Features:

  • Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods
  • Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives – socially, culturally, technologically, and economically
  • Asks promising questions based on cutting-edge research in the field of online game design and development
Guo Freeman is an Assistant Professor in Information Technology at the University of Cincinanti. Her.research interests, broadly construed, concern HCI (Human-Computer Interaction), CSCW (Computer-Supported Collaborative Work), and social computing. Specifically, she focuses on computer-mediated collaboration and computer-mediated interpersonal relationships, for example: how digital games affect interpersonal relationships and group behavior, and how to design and implement games that better afford and support such new forms of intimate and collaborative experiences.

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