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Multiplayer Online Games (Record no. 2017)

MARC details
000 -LEADER
fixed length control field 02345 a2200349 4500
001 - CONTROL NUMBER
control field 1498767656
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20250317100408.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 250312042018xx 50 eng
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781498767651
037 ## - SOURCE OF ACQUISITION
Source of stock number/acquisition Taylor & Francis
Terms of availability GBP 69.99
Form of issue BB
040 ## - CATALOGING SOURCE
Original cataloging agency 01
041 ## - LANGUAGE CODE
Language code of text/sound track or separate title eng
072 7# - SUBJECT CATEGORY CODE
Subject category code UMK
Source thema
072 7# - SUBJECT CATEGORY CODE
Subject category code TBDG
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072 7# - SUBJECT CATEGORY CODE
Subject category code A
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072 7# - SUBJECT CATEGORY CODE
Subject category code UGN
Source thema
072 7# - SUBJECT CATEGORY CODE
Subject category code TBC
Source thema
072 7# - SUBJECT CATEGORY CODE
Subject category code UMK
Source bic
072 7# - SUBJECT CATEGORY CODE
Subject category code TBDG
Source bic
072 7# - SUBJECT CATEGORY CODE
Subject category code A
Source bic
072 7# - SUBJECT CATEGORY CODE
Subject category code UGN
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072 7# - SUBJECT CATEGORY CODE
Subject category code TBC
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072 7# - SUBJECT CATEGORY CODE
Subject category code COM012040
Source bisac
072 7# - SUBJECT CATEGORY CODE
Subject category code COM079010
Source bisac
072 7# - SUBJECT CATEGORY CODE
Subject category code 794.8
Source bisac
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Guo Freeman
245 10 - TITLE STATEMENT
Title Multiplayer Online Games
Remainder of title Origins, Players, and Social Dynamics
250 ## - EDITION STATEMENT
Edition statement 1
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Name of publisher, distributor, etc. A K Peters/CRC Press
Date of publication, distribution, etc. 20180223
300 ## - PHYSICAL DESCRIPTION
Extent 166 p
520 ## - SUMMARY, ETC.
Expansion of summary note Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today’s information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect. Key Features: Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives – socially, culturally, technologically, and economically Asks promising questions based on cutting-edge research in the field of online game design and development

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