Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds b

$ 31.73

Subject: Programming / Games, Internet / General, Sociology / General, General, Video & Electronic, Role Playing & Fantasy, Social Psychology, Virtual Worlds Publication Year: 2011 Subject Area: Computers, Social Science, Games & Activities, Psychology ISBN: 9780262516730 Number of Pages: 344 Pages Item Width: 7 in Item Height: 0.6 in Item Weight: 13 Oz height: 0.6 in Author: Celia Pearce width: 7 in Type: Textbook Publication Name: Communities of Play : Emergent Cultures in Multiplayer Games and Virtual Worlds Format: Trade Paperback Publisher: MIT Press Item Length: 8.9 in ISBN-13: 9780262516730 Language: English Book Title: Communities of Play

Description

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds b. 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. Communities of Play by Celia Pearce, Tom Boellstorff, Bonnie A. Nardi. Communities of Play by Celia Pearce, Tom Boellstorff, Bonnie A. Nardi Estimated delivery 3-12 business days Format Paperback Condition Brand New Description The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Publisher Description The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual 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 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 , 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. Details ISBN 026251673X ISBN-13 9780262516730 Title Communities of Play Author Celia Pearce, Tom Boellstorff, Bonnie A. Nardi Format Paperback Year 2011 Pages 344 Publisher MIT Press Ltd GEItemID:37342601; About Us Grand Eagle Retail is the ideal place for all your shopping needs! With fast shipping, low prices, friendly service and over 1,000,000 in stock items - you're bound to find what you want, at a price you'll love! Shipping & Delivery Times Shipping is FREE to any address in USA. Please view eBay estimated delivery times at the top of the listing. Deliveries are made by either USPS or Courier. We are unable to deliver faster than stated. International deliveries will take 1-6 weeks. NOTE: We are unable to offer combined shipping for multiple items purchased. This is because our items are shipped from different locations. Returns If you wish to return an item, please consult our Returns Policy as below: Please contact Customer Services and request "Return Authorisation" before you send your item back to us. Unauthorised returns will not be accepted. Returns must be postmarked within 4 business days of authorisation and must be in resellable condition. Returns are shipped at the customer's risk. We cannot take responsibility for items which are lost or damaged in transit. For purchases where a shipping charge was paid, there will be no refund of the original shipping charge. Additional Questions If you have any questions please feel free to Contact Us. Categories Baby Books Electronics Fashion Games Health & Beauty Home, Garden & Pets Movies Music Sports & Outdoors Toys