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            Battlefields of Negotiation

            Control, Agency, and Ownership in World of Warcraft

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            Author(s)
            Glas, René
            Language
            English
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            Abstract
            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.
             
            World of Warcraft is één van de meest populaire computergames van het afgelopen decennium. Het spel liet miljoenen spelers kennismaken met het gemeenschappelijk online spelen van computerspellen. Het spel is zo ontworpen dat het, binnen zekere grenzen, spelers uitnodigt en uitdaagt zich de virtuele wereld toe te eigenen. Het resultaat is dat spelers zeer divers spelgedrag vertonen en op heel verschillende manieren deelnemen. Deze studie naar World of Warcraft benadert het spel als een complex socio-cultureel fenomeen, dat wordt gedefinieerd door en zich evolueert als gevolg van onderhandelingen tussen spelersgroepen en makers. Het laat de complexe consument-producentrelatie zien bij dit type online games, die in toenemende mate participatie van de spelers toestaan, maar waarin de spelers tegelijkertijd sterk beteugeld worden.
             
            URI
            https://doab-dev.siscern.org/handle/20.500.12854/190194
            Keywords
            educatie; motion pictures; film; education; Blizzard Entertainment; Fictional universe; Machinima; Massively multiplayer online role-playing game; Twink (gay slang); Twinking; Virtual world; Warcraft; World of Warcraft; thema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinema; thema EDItEUR::A The Arts::AT Performing arts::ATJ Television; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
            DOI
            10.26530/OAPEN_437366
            ISBN
            9789089645005
            Publisher
            Amsterdam University Press
            Publisher website
            www.aup.nl
            Publication date and place
            2013
            Series
            MediaMatters,
            Pages
            220
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              This project received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 871069.

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