Rather than simply identifying “emergence ” as a prime property of massively multiplayer online game life, a better understanding of the complex nature of player-produced culture is needed. Life in game worlds is not exempt from forms of player-based regulation and control. Drawing on ethnographic and interview work within World of Warcraft, the author undertakes initial inquiries on this subject by looking at three areas: nationalism, age, and surveillance. This case study shows systems of stratification and control can arise from the bottom up and be implemented in not only everyday play culture but even player-produced modifications to the game system itself. Due to the ways these systems may simultaneously facilitate play, there is ofte...
The focus of my thesis is the role and status of control in the MMO World of Warcraft where one of t...
Massively Multi-player Online Role-Playing Games (MMORPGs) such as Guild Wars and World of Warcraft ...
This article explores governance and control in Massively Multiplayer Online Games (MMOGs). It exami...
Rather than simply identifying “emergence ” as a prime property of massively multiplayer online game...
This paper discusses two main claims made about virtual worlds: first, that people become “immersed”...
Our collaborative work started as a reaction to some of the core assumptions of the newly developed ...
Every day millions of video gamers flip a switch and disappear into a virtual world, striving to exc...
This article explores relationships between players and the owners of the massively multiplayer onli...
As society shifts towards spending more time online for business and leisure, examining human behavi...
This research aims to explore the human and nonhuman means by which human agency in MMOGs (Massivel...
This thesis explores the specific practices of group gameplay (called ‘raiding’) in the massively mu...
Aim: To gain a better understanding of how online players value collectible items and gaining status...
This study concerns itself with the relationship between game design and emergent social behaviour i...
The focus of my thesis is the role and status of control in the MMO World of Warcraft where one of t...
Massively Multi-player Online Role-Playing Games (MMORPGs) such as Guild Wars and World of Warcraft ...
This article explores governance and control in Massively Multiplayer Online Games (MMOGs). It exami...
Rather than simply identifying “emergence ” as a prime property of massively multiplayer online game...
This paper discusses two main claims made about virtual worlds: first, that people become “immersed”...
Our collaborative work started as a reaction to some of the core assumptions of the newly developed ...
Every day millions of video gamers flip a switch and disappear into a virtual world, striving to exc...
This article explores relationships between players and the owners of the massively multiplayer onli...
As society shifts towards spending more time online for business and leisure, examining human behavi...
This research aims to explore the human and nonhuman means by which human agency in MMOGs (Massivel...
This thesis explores the specific practices of group gameplay (called ‘raiding’) in the massively mu...
Aim: To gain a better understanding of how online players value collectible items and gaining status...
This study concerns itself with the relationship between game design and emergent social behaviour i...
The focus of my thesis is the role and status of control in the MMO World of Warcraft where one of t...
Massively Multi-player Online Role-Playing Games (MMORPGs) such as Guild Wars and World of Warcraft ...
This article explores governance and control in Massively Multiplayer Online Games (MMOGs). It exami...