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dc.contributor.authorGlas, René
dc.date.accessioned2025-10-23T08:15:19Z
dc.date.available2025-10-23T08:15:19Z
dc.date.issued2025
dc.identifierONIX_20251023T101257_9781040773352_3
dc.identifier.urihttps://library.oapen.org/handle/20.500.12657/107733
dc.description.abstractThe 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.
dc.languageEnglish
dc.relation.ispartofseriesMediaMatters
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies
dc.subject.classificationthema EDItEUR::N History and Archaeology::NH History
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
dc.subject.otherMonograph (DRM-Free)
dc.titleBattlefields of Negotiation
dc.title.alternativeControl, Agency, and Ownership in World of Warcraft
dc.typebook
oapen.identifier.doi10.4324/9781003691433
oapen.relation.isPublishedBy7b3c7b10-5b1e-40b3-860e-c6dd5197f0bb
oapen.relation.isbn9781040773352
oapen.relation.isbn9789089645005
oapen.relation.isbn9781003691433
oapen.relation.isbn9781040782064
oapen.imprintRoutledge
oapen.pages220
oapen.place.publicationOxford


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