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  1. Play between worlds
    exploring online game culture
    Autor*in: Taylor, T. L.
    Erschienen: c2006
    Verlag:  MIT Press, Cambridge, Mass.

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0262201631; 0262284715; 1423774574; 9780262201636; 9780262284714; 9781423774570
    Schlagworte: GAMES / Video & Electronic; Jeux sur Internet / Aspect social; Jeux de simulation / Aspect social; Jeu de rôle / Aspect social; Gesellschaft; Internet games; Fantasy games; Role playing; Soziologie; Computerspiel; Fantastisches Rollenspiel
    Umfang: 1 Online-Ressource (197 p.)
    Bemerkung(en):

    Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002

    Includes bibliographical references (p. [165]-192) and index

    1. Finding new worlds -- 2. Gaming lifeworlds : social play in persistent environments -- 3. Beyond fun : instrumental play and power games -- 4. Where the women are -- 5. Whose game is this anyway? -- 6. The future of persistent worlds and critical game studies

    "In Play Between Worlds, T.L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps - as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular EverQuest, she argues, are fundamentally social spaces."--Jacket

  2. Play between worlds
    exploring online game culture
    Autor*in: Taylor, T. L.
    Erschienen: 2006
    Verlag:  MIT Press, Cambridge, Mass. ; EBSCO Industries, Inc., Birmingham, AL, USA

    "In Play Between Worlds, T.L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps - as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that... mehr

    Bibliothek der Hochschule Mainz, Untergeschoss
    keine Fernleihe

     

    "In Play Between Worlds, T.L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps - as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular EverQuest, she argues, are fundamentally social spaces."--Jacket.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262284714; 0262284715; 1423774574; 9781423774570
    RVK Klassifikation: QR 523
    Schlagworte: Computerspiel; Fantastisches Rollenspiel; Internet; Soziologie
    Umfang: 1 Online-Ressource (197 pages), Illustrations
    Bemerkung(en):

    Includes bibliographical references (pages 165-192) and index