logo
Product categories

EbookNice.com

Most ebook files are in PDF format, so you can easily read them using various software such as Foxit Reader or directly on the Google Chrome browser.
Some ebook files are released by publishers in other formats such as .awz, .mobi, .epub, .fb2, etc. You may need to install specific software to read these formats on mobile/PC, such as Calibre.

Please read the tutorial at this link.  https://ebooknice.com/page/post?id=faq


We offer FREE conversion to the popular formats you request; however, this may take some time. Therefore, right after payment, please email us, and we will try to provide the service as quickly as possible.


For some exceptional file formats or broken links (if any), please refrain from opening any disputes. Instead, email us first, and we will try to assist within a maximum of 6 hours.

EbookNice Team

(Ebook) Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds by Celia Pearce, Artemesia   ISBN 9780262162579, 0262162571

  • SKU: EBN-1973038
Zoomable Image
$ 32 $ 40 (-20%)

Status:

Available

4.6

8 reviews
Instant download (eBook) Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds after payment.
Authors:Celia Pearce, Artemesia  
Pages:343 pages.
Language:english
File Size:3.31 MB
Format:pdf
ISBNS:9780262162579, 0262162571
Categories: Ebooks

Product desciption

(Ebook) Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds by Celia Pearce, Artemesia   ISBN 9780262162579, 0262162571

The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds―actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora―a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.
*Free conversion of into popular formats such as PDF, DOCX, DOC, AZW, EPUB, and MOBI after payment.

Related Products