The 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, resulting in highly diverse and creative forms of participation. Battlefields of Negotiation analyzes the complex relationship between groups of World of Warcraft players and the game’s owners and developers. A timely look at an important digital phenomenon, the book sheds new light on complex consumer-producer relationships in the increasingly participatory but still tightly controlled world of online games.
Subjects: Education, Film Studies
You do not have access to this book on JSTOR. Try logging in through your institution for access.
Log in to your personal account or through your institution.
Table of Contents
Export Selected Citations
Export to NoodleTools
Export to RefWorks
Export to EasyBib
Export a RIS file
(For EndNote, ProCite, Reference Manager, Zotero, Mendeley...)
Export a Text file