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Video Game Worlds
Video Game Worlds
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€204.60
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A01=Timothy Rowlands
Alt
Author_Timothy Rowlands
Campbell's Monomyth
Campbell’s Monomyth
Category=JBCC1
character
culture
CYA
Damage Dealer
digital ethnography
dominant
Dominant Strategy
DPS
eq_bestseller
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
ethnographic study of EverQuest culture
everquest
EverQuest II
EverQuest Players
Game Culture
Hero's Journey
Hero’s Journey
holy
Internal Temporal Organization
Julian Dibbell
Level Cap
Mid-level Characters
MMO Gamer
multiplayer communities
online gaming sociology
player
Player Characters
qualitative MMO research
Raid Guild
Raid Leader
Saber Tooth
Saber Tooth Tigers
semiotic analysis games
Single Player Game
Spontaneous Fun
Star Wars Galaxies
strategy
trinity
versus
virtual
Virtual Worlds
work play boundary
Zone Line
Product details
- ISBN 9781611320671
- Weight: 476g
- Dimensions: 152 x 229mm
- Publication Date: 15 Jan 2012
- Publisher: Left Coast Press Inc
- Publication City/Country: US
- Product Form: Hardback
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’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 groundbreaking fusion of sociology and the world of MMOs is a must read for scholars and gamers alike.
Timothy Rowlands is currently a post-doctoral researcher with the School of Social Transformation at Arizona State University. He researches online communities and the potential they have for creating spaces in which people construct, re-invent and negotiate online identities. His work crosses the disciplinary boundaries of sociology, anthropology, communications, cultural studies and new media studies while focusing on the shaping of virtual selves. His research utilizes traditional qualitative approaches such as ethnographic and interview methods while applying them to studies of online spaces and communities. At the same time, he brings a deep commitment to texts through his emphasis on in situ semiotics.
Video Game Worlds
€204.60
