0
Your cart

Your cart is empty

Books > Computing & IT > Social & legal aspects of computing > Impact of computing & IT on society

Buy Now

Communities of Play - Emergent Cultures in Multiplayer Games and Virtual Worlds (Paperback) Loot Price: R967
Discovery Miles 9 670
Communities of Play - Emergent Cultures in Multiplayer Games and Virtual Worlds (Paperback): Celia Pearce

Communities of Play - Emergent Cultures in Multiplayer Games and Virtual Worlds (Paperback)

Celia Pearce; Foreword by Tom Boellstorff, Bonnie A. Nardi

Series: Communities of Play

 (sign in to rate)
Loot Price R967 Discovery Miles 9 670 | Repayment Terms: R91 pm x 12*

Bookmark and Share

Expected to ship within 10 - 15 working days

The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds-actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora-a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as "refugees"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the "play turn" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.

General

Imprint: MIT Press
Country of origin: United States
Series: Communities of Play
Release date: October 2011
First published: 2009
Authors: Celia Pearce (Assistant Professor of Digital Media; Director, Experimental Game Lab; Director, Emergent Game Group)
Foreword by: Tom Boellstorff (Professor) • Bonnie A. Nardi
Dimensions: 229 x 178 x 14mm (L x W x T)
Format: Paperback - Trade
Pages: 344
ISBN-13: 978-0-262-51673-0
Categories: Books > Reference & Interdisciplinary > Communication studies > Media studies
Books > Computing & IT > Social & legal aspects of computing > Impact of computing & IT on society
Books > Reference & Interdisciplinary > Interdisciplinary studies > Cultural studies > Popular culture
LSN: 0-262-51673-X
Barcode: 9780262516730

Is the information for this product incomplete, wrong or inappropriate? Let us know about it.

Does this product have an incorrect or missing image? Send us a new image.

Is this product missing categories? Add more categories.

Review This Product

No reviews yet - be the first to create one!

Partners