JSTOR

Battlefields of Negotiation, Control; Agency; and Ownership in World of Warcraft

Author

Glas; Ren�

Year

2012

Publisher

Amsterdam University Press

Type

BOOK

Category

Social Science

Language

English

Pages

221

ISBN

978-9-08964-500-5

Link

Last Update

05-Sep-2024

Keywords

Education ; Film Studies

Description

The massively multiplayer online role-playing game 'World of Warcraft' has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames 'World of Warcraft' as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game's owners, throwing new light on complex consumer- producer relationships in the increasingly participatory but still tightly controlled media of online games.

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