000 | 03030nam a22005533i 4500 | ||
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001 | EBC3339058 | ||
003 | MiAaPQ | ||
005 | 20240729125147.0 | ||
006 | m o d | | ||
007 | cr cnu|||||||| | ||
008 | 240724s2009 xx o ||||0 eng d | ||
020 |
_a9780262259125 _q(electronic bk.) |
||
020 | _z9780262162579 | ||
035 | _a(MiAaPQ)EBC3339058 | ||
035 | _a(Au-PeEL)EBL3339058 | ||
035 | _a(CaPaEBR)ebr10331661 | ||
035 | _a(CaONFJC)MIL269471 | ||
035 | _a(OCoLC)460168080 | ||
040 |
_aMiAaPQ _beng _erda _epn _cMiAaPQ _dMiAaPQ |
||
050 | 4 | _aGV1469.17.S63P42 200 | |
082 | 0 | _a794.8/1 | |
100 | 1 | _aPearce, Celia. | |
245 | 1 | 0 |
_aCommunities of Play : _bEmergent Cultures in Multiplayer Games and Virtual Worlds. |
250 | _a1st ed. | ||
264 | 1 |
_aCambridge : _bMIT Press, _c2009. |
|
264 | 4 | _c©2009. | |
300 | _a1 online resource (342 pages) | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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490 | 1 | _aThe MIT Press Series | |
505 | 0 | _aIntro -- Contents -- Methods of Culture -- Play, Community, and History -- Acknowledgments -- I Play, Community, and Emergent Cultures -- 1 Communities of Play and the Global Playground -- 2 Virtual Worlds, Play Ecosystems, and the Ludisphere -- 3 Emergence in Cultures, Games, and Virtual Worlds -- 4 Reading, Writing, and Playing Cultures -- II The Uru Diaspora -- 5 An Imaginary Homeland -- 6 Identity as Place -- 7 The Inner Lives of Avatars -- 8 Communities and Cultures of Play -- 9 Patterns of Emergence -- 10 Productive Play -- 11 Porous Magic Circles and the Ludisphere -- 12 Emergence as Design Material -- III Playing Ethnography -- 13 Methodology -- IV The Social Construction of the Ethnographer -- 14 Being Artemesia -- V Beyond Uru -- 15 Coda: Uru Resurrection -- 16 Crafting Cultures -- 17 Global Playgrounds and the "Play Turn" In Culture -- Games and Virtual Worlds Cited -- References -- Index. | |
520 | _aThe odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. | ||
588 | _aDescription based on publisher supplied metadata and other sources. | ||
590 | _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. | ||
650 | 0 | _aVideo games-Social aspects. | |
650 | 0 | _aFantasy games-Social aspects. | |
650 | 0 | _aRole playing-Social aspects. | |
650 | 0 | _aShared virtual environments-Social aspects. | |
650 | 0 | _aCommunities. | |
650 | 0 | _aCommunity life. | |
655 | 4 | _aElectronic books. | |
700 | 1 | _aBoellstorff, Tom. | |
700 | 1 | _aNardi, Bonnie A. | |
776 | 0 | 8 |
_iPrint version: _aPearce, Celia _tCommunities of Play _dCambridge : MIT Press,c2009 _z9780262162579 |
797 | 2 | _aProQuest (Firm) | |
830 | 4 | _aThe MIT Press Series | |
856 | 4 | 0 |
_uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=3339058 _zClick to View |
999 |
_c81917 _d81917 |