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  • 1
    Online Resource
    Online Resource
    [s.l.] : University of Michigan Press
    ISBN: 9780472070985 , 9780472050987 , 9780472026715
    Language: English
    Pages: 1 Online-Ressource
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    Keywords: World of Warcraft ; Computer games / Social aspects ; Korea (South) / Social aspects ; Virtual reality / Social aspects ; Visual anthropology ; Ethnology. Social and cultural anthropology ; Computer games / Social aspects ; Virtual reality / Social aspects ; Visual anthropology ; Gesellschaft ; Feldforschung ; Ethnologie ; Social Media ; World of Warcraft ; Korea (South) / Social aspects ; World of Warcraft ; Social Media ; Feldforschung ; Ethnologie
    Note: English
    URL: Volltext  (kostenfrei)
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  • 2
    Book
    Book
    Cambridge, Mass. [u.a.] :The MIT Press,
    ISBN: 0-262-14066-7
    Language: English
    Pages: XIV, 232 S. : , Ill.
    Edition: 2. print.
    DDC: 303.483
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    Keywords: Information. ; Gesellschaft. ; Informationstechnik. ; Techniksoziologie. ; Information ; Gesellschaft ; Informationstechnik ; Techniksoziologie
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  • 3
    Book
    Book
    Ann Arbor, Mich. : Univ. of Michigan Press [u.a.]
    ISBN: 0472050982 , 0472070983 , 9780472050987 , 9780472070985
    Language: English
    Pages: 236 S. , Ill. , 24 cm
    Series Statement: Technologies of the imagination : new media in every day life
    DDC: 793.93
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    Keywords: World of Warcraft (Game) ; Computer games Social aspects ; Virtual reality Social aspects ; Visual anthropology ; Korea (South) Social aspects
    Abstract: What is World of warcraft and who plays it? -- An ethnographic invetigation of World of warcraft -- Play as aesthetic experience -- A new medium -- Work, play, and the magic circle -- Addiction -- Theorycraft and mods -- Gender -- Culture : WoW in China-and North America
    Description / Table of Contents: What is World of warcraft and who plays it? -- An ethnographic invetigation of World of warcraft -- Play as aesthetic experience -- A new medium -- Work, play, and the magic circle -- Addiction -- Theorycraft and mods -- Gender -- Culture : WoW in China-and North America.
    Note: Literaturverz. S. 213 - 225
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  • 4
    Book
    Book
    Cambridge, Mass. [u.a.] : MIT Press
    ISBN: 9780262140669 , 9780262640428
    Language: English
    Pages: XIV, 232 S. , Ill.
    Edition: 1. MIT Press paperback ed., [Nachdr.]
    DDC: 303.483
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    Keywords: Informationstechnik ; Techniksoziologie ; Gesellschaft ; Mensch-Maschine-Kommunikation
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  • 5
    ISBN: 0262140667
    Language: English
    Pages: XIV, 232 S. , Ill.
    DDC: 303.48/3
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    Keywords: Gesellschaft - Informationstechnik ; Mensch-Maschine-Kommunikation ; Gesellschaft ; Technology -- Social aspects ; Informationstechnik ; Gesellschaft ; Techniksoziologie ; Information ; Information ; Gesellschaft ; Informationstechnik ; Techniksoziologie
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  • 6
    Online Resource
    Online Resource
    Ann Arbor, Mich. : Univ. of Michigan Press [u.a.]
    ISBN: 9780472026715
    Language: English
    Pages: Online-Ressource (236 p) , ill
    Edition: Online-Ausg.
    Series Statement: Technologies of the imagination and digital culture
    Parallel Title: Print version My life as a night elf priest
    DDC: 793.93
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    Keywords: World of Warcraft ; Visual anthropology ; Computer games Social aspects ; Virtual reality Social aspects ; Korea (South) Social aspects
    Abstract: "World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers -- officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants. In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes. Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer."--Print version back cover
    Description / Table of Contents: What is World of warcraft and who plays it?An ethnographic invetigation of World of warcraftPlay as aesthetic experienceA new mediumWork, play, and the magic circleAddictionTheorycraft and modsGenderCulture : WoW in China-and North America.
    Note: Includes bibliographical references and index
    URL: Volltext  (kostenfrei)
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  • 7
    ISBN: 978-0-691-14950-9 , 978-0-691-14951-6
    Language: English
    Pages: XVII, 237 S.
    Parallel Title: Erscheint auch als
    DDC: 305.801
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    Keywords: Ethnology Methodology ; Ethnology Research ; Ethnology Computer network resources ; Ethnology Interactive media ; Virtual reality ; Ethnomethodologie. ; Virtuelle Realität. ; Rezension ; Ethnomethodologie ; Virtuelle Realität
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  • 8
    Online Resource
    Online Resource
    Ann Arbor : University of Michigan Press
    ISBN: 0472026712 , 0472900439 , 0472070983 , 0472050982 , 9780472070985 , 9780472900435 , 9780472050987 , 9780472026715
    Language: English
    Pages: 1 Online-Ressource (236 pages) , illustrations
    Series Statement: Technologies of the imagination
    Parallel Title: Erscheint auch als Nardi, Bonnie A My life as a night elf priest
    DDC: 793.93
    RVK:
    RVK:
    Keywords: World of Warcraft (Game) ; Computer games Social aspects ; Virtual reality Social aspects ; Visual anthropology ; SOCIAL SCIENCE ; Anthropology / Cultural ; GAMES ; Fantasy Sports ; GAMES ; Role Playing & Fantasy ; SOCIAL SCIENCE / General ; World of Warcraft (Game) ; Computer games ; Social aspects ; Social aspects ; Virtual reality ; Social aspects ; Visual anthropology ; Social Sciences ; Recreation & Sports ; Korea (South) ; Korea (South) Social aspects ; Electronic books
    Abstract: "World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers -- officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants. In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes. Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer."--Print version back cover
    Abstract: What is World of warcraft and who plays it? --An ethnographic invetigation of World of warcraft --Play as aesthetic experience --A new medium --Work, play, and the magic circle --Addiction --Theorycraft and mods --Gender --Culture : WoW in China-and North America.
    Note: Includes bibliographical references (pages 213-225) and index
    Library Location Call Number Volume/Issue/Year Availability
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  • 9
    Online Resource
    Online Resource
    Ann Arbor : University of Michigan Press | University of Michigan Library
    ISBN: 0472026712 , 0472900439 , 1282639137 , 661263913X , 9780472026715 , 9780472900435 , 9781282639133 , 9786612639135
    Language: English
    Pages: 1 Online-Ressource
    Series Statement: Technologies of the imagination
    Parallel Title: Erscheint auch als My life as a night elf priest
    RVK:
    RVK:
    Keywords: Anthropologie visuelle ; Réalité virtuelle ; World of Warcraft (Jeu) ; Computer games ; GAMES ; GAMES ; Role-playing, war games & fantasy sports ; Social & cultural anthropology, ethnography ; Social aspects ; SOCIAL SCIENCE ; Virtual reality ; Virtual worlds ; Visual anthropology ; World of Warcraft (Game) ; Computer games Social aspects ; Virtual reality Social aspects ; Visual anthropology ; World of Warcraft (Game) ; Feldforschung ; Ethnologie ; Social Media ; World of Warcraft ; Korea (South) / Social aspects ; Corée du Sud / Aspect social ; Korea (South) ; Electronic books ; Electronic books ; World of Warcraft ; Social Media ; Feldforschung ; Ethnologie
    Abstract: "World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers -- officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants. In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes. Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer."--Print version back cover
    Description / Table of Contents: What is World of warcraft and who plays it? -- An ethnographic invetigation of World of warcraft -- Play as aesthetic experience -- A new medium -- Work, play, and the magic circle -- Addiction -- Theorycraft and mods -- Gender -- Culture : WoW in China-and North America
    Note: English
    URL: Volltext  (kostenfrei)
    Library Location Call Number Volume/Issue/Year Availability
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