This article explores governance and control in Massively Multiplayer Online Games (MMOGs). It examines areas where tactics of control are mobilized: by developers through design processes, by publishers through community management and legal practices and by players through participatory practices. As people with access to online technologies come to live more of their social lives (and work lives) in online environments, and to construct identities and communities in proprietary spaces, the terms under which they do so become increasingly important. In a context where economic value resides in intellectual property and immaterial labour, and where social networks have economic value extracted from them, the corporate practices which harne...
Longhouses are a key feature of Neolithic Linearbandkeramik (LBK) settlements in Central Europe, but...
British Muslim frustration with the media is well researched and documented; their main concern is h...
PCB’s zijn chemische stoffen die tot in de jaren zeventig op grote schaal werden toegepast in onder ...
This article presents the ways in which Muslims and Arabs are represented and represent themselves i...
This article engages with the understandings, responses and news viewing frameworks of young multi-e...
This article seeks to make the relationship between non-market game developers (modde...
This article explores the contemporary conditions of national self-presentation, inviting students o...
"Despite the conspicuous presence of nationhood and nationalism in existing studies of media events ...
Huizinga's concept of a 'magic circle' has been used to depict computer games and gam...
In this introduction, game studies is argued to be a force of innovation for cultural ...
"This special issue reports on a collaborative UK research project which examined how new security c...
This article aims to contribute to historical knowledge about television's relations ...
Within the last 10 years, the internet has become the principal platform for the dissemination and m...
"The notion of postfeminism has become one of the most important in the lexicon of feminist cultural...
This commentary piece reflects on the range of contributions to this Special Issue, considering the ...
Longhouses are a key feature of Neolithic Linearbandkeramik (LBK) settlements in Central Europe, but...
British Muslim frustration with the media is well researched and documented; their main concern is h...
PCB’s zijn chemische stoffen die tot in de jaren zeventig op grote schaal werden toegepast in onder ...
This article presents the ways in which Muslims and Arabs are represented and represent themselves i...
This article engages with the understandings, responses and news viewing frameworks of young multi-e...
This article seeks to make the relationship between non-market game developers (modde...
This article explores the contemporary conditions of national self-presentation, inviting students o...
"Despite the conspicuous presence of nationhood and nationalism in existing studies of media events ...
Huizinga's concept of a 'magic circle' has been used to depict computer games and gam...
In this introduction, game studies is argued to be a force of innovation for cultural ...
"This special issue reports on a collaborative UK research project which examined how new security c...
This article aims to contribute to historical knowledge about television's relations ...
Within the last 10 years, the internet has become the principal platform for the dissemination and m...
"The notion of postfeminism has become one of the most important in the lexicon of feminist cultural...
This commentary piece reflects on the range of contributions to this Special Issue, considering the ...
Longhouses are a key feature of Neolithic Linearbandkeramik (LBK) settlements in Central Europe, but...
British Muslim frustration with the media is well researched and documented; their main concern is h...
PCB’s zijn chemische stoffen die tot in de jaren zeventig op grote schaal werden toegepast in onder ...