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The players' realm : studies on the culture of video games and gaming
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The players' realm : studies on the culture of video games and gaming

Publication Data

Contents

Who governs the gamers?
Terms of service and terms of play in children's online gaming
Narrative power in online game worlds: the story of Cybertown
Law and disorder in cyberspace: how systems of justice developed in online text-based gaming communities
From The Green Berets to America's Army: video games as a vehicle for political propaganda
Rhetorics of computer and video game research
From margin to center: biographies of technicity and the construction of hegemonic games culture
Ghost Recon: Island Thunder: Cuba in the virtual battlescape
The player's journey
Mutual fantasy online: playing with people
From dollhouse to metaverse: what happened when The Sims went online
Platform dependent: console and computer cultures
Mapping independent game design
Desire for commodities and fantastic consumption in digital games
Reading and playing: what makes interactive fiction unique.

Topics

Catalogue Data

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The players' realm : studies on the culture of video games and gaming. ISBN 9780786428328. Published by McFarland & Co. in 2007. Publication and catalogue information, links to buy online and reader comments.

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