This study focuses on tensions and conflicts between the developers and the players of massively multiplayer online games (MMOs), that emerge while developers struggle to regulate the public and the cultural domains of the virtual worlds and players generate methods to resist these regulations. Apart from deconstructional interventions like cheating and exploitation, players also stay at odds with the developers within the domains of intellectual properties, fan culture and other cultural behaviors. The study appropriates these tensions as collaterals of cultural governance in digital domains and discusses them with case studies
Digital game environments are of increasing economic, social and cultural value. As their influence ...
Among others ICT's areas, videogames have been the center of a particular interest for the developme...
Online interactive environments like World of Warcraft, Second Life, Habbo and The Sims Online are i...
This study focuses on tensions and conflicts between the developers and the players of massively mul...
This paper analyzes social conflicts among amateur computer gamers who are playing online multiplaye...
Summary This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new me...
Copyright © 2008 by SAGE PublicationsThis article explores governance and control in Massively Multi...
As a result of technological advancement and exponential increases in global access, cross-disciplin...
This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the ...
This dissertation is a study of the development of a video game called Anarchy Online. This game was...
Current models of governance of virtual worlds evolved from the Terms of Service developed by the vi...
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form,...
This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the ...
Online gaming environments feature a number of challenging regulatory issues; a diverse player base,...
This paper examines how the production of interactive, co-creative softwares such as multiplayer onl...
Digital game environments are of increasing economic, social and cultural value. As their influence ...
Among others ICT's areas, videogames have been the center of a particular interest for the developme...
Online interactive environments like World of Warcraft, Second Life, Habbo and The Sims Online are i...
This study focuses on tensions and conflicts between the developers and the players of massively mul...
This paper analyzes social conflicts among amateur computer gamers who are playing online multiplaye...
Summary This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new me...
Copyright © 2008 by SAGE PublicationsThis article explores governance and control in Massively Multi...
As a result of technological advancement and exponential increases in global access, cross-disciplin...
This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the ...
This dissertation is a study of the development of a video game called Anarchy Online. This game was...
Current models of governance of virtual worlds evolved from the Terms of Service developed by the vi...
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form,...
This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the ...
Online gaming environments feature a number of challenging regulatory issues; a diverse player base,...
This paper examines how the production of interactive, co-creative softwares such as multiplayer onl...
Digital game environments are of increasing economic, social and cultural value. As their influence ...
Among others ICT's areas, videogames have been the center of a particular interest for the developme...
Online interactive environments like World of Warcraft, Second Life, Habbo and The Sims Online are i...