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Perspectives on Game Use in Three Populations

Permanent Link: http://ncf.sobek.ufl.edu/NCFE003969/00001

Material Information

Title: Perspectives on Game Use in Three Populations An Ethnographic Study of the World of Warcraft
Physical Description: Book
Language: English
Creator: McAuley, Kathleen
Publisher: New College of Florida
Place of Publication: Sarasota, Fla.
Creation Date: 2008
Publication Date: 2008

Subjects

Subjects / Keywords: MMORPG
Game Studies
Ethnography
Multisite
Virtual Worlds
Gaming
Genre: bibliography   ( marcgt )
theses   ( marcgt )
government publication (state, provincial, terriorial, dependent)   ( marcgt )
born-digital   ( sobekcm )
Electronic Thesis or Dissertation

Notes

Abstract: Responding to literature on the effect of gaming on users� lives, this ethnography will explore how a selection of corporeal and virtual social networks in Sarasota, Florida, Atlanta, Georgia, and Portland, Oregon were affected by the practice of gaming between 2006 and 2008. At these sites, formal and informal interviews with individuals who play the massively multiplayer online role playing game (MMORPG) the World of Warcraft suggest that participation in some video game play demands rather than discourages behaviors such as organization, cooperation and positive feelings of self-worth. Corroborating game industry findings that the contemporary populations of the World of Warcraft are small, diverse groups of mostly male adults, it appears that the intensely social and highly gendered setting of the World of Warcraft is a space in which gamers create and are created by their desire for shared fantasy. In providing a space for the practice of social behaviors, the World of Warcraft allows players to form and maintain identities that can both enhance and endanger their corporeal social networks.
Statement of Responsibility: by Kathleen McAuley
Thesis: Thesis (B.A.) -- New College of Florida, 2008
Supplements: Accompanying materials: Includes 1 DVD. Labelled Appendix 10.
Electronic Access: RESTRICTED TO NCF STUDENTS, STAFF, FACULTY, AND ON-CAMPUS USE
Bibliography: Includes bibliographical references.
Source of Description: This bibliographic record is available under the Creative Commons CC0 public domain dedication. The New College of Florida, as creator of this bibliographic record, has waived all rights to it worldwide under copyright law, including all related and neighboring rights, to the extent allowed by law.
Local: Faculty Sponsor: Vesperi, Maria

Record Information

Source Institution: New College of Florida
Holding Location: New College of Florida
Rights Management: Applicable rights reserved.
Classification: local - S.T. 2008 M1
System ID: NCFE003969:00001

Permanent Link: http://ncf.sobek.ufl.edu/NCFE003969/00001

Material Information

Title: Perspectives on Game Use in Three Populations An Ethnographic Study of the World of Warcraft
Physical Description: Book
Language: English
Creator: McAuley, Kathleen
Publisher: New College of Florida
Place of Publication: Sarasota, Fla.
Creation Date: 2008
Publication Date: 2008

Subjects

Subjects / Keywords: MMORPG
Game Studies
Ethnography
Multisite
Virtual Worlds
Gaming
Genre: bibliography   ( marcgt )
theses   ( marcgt )
government publication (state, provincial, terriorial, dependent)   ( marcgt )
born-digital   ( sobekcm )
Electronic Thesis or Dissertation

Notes

Abstract: Responding to literature on the effect of gaming on users� lives, this ethnography will explore how a selection of corporeal and virtual social networks in Sarasota, Florida, Atlanta, Georgia, and Portland, Oregon were affected by the practice of gaming between 2006 and 2008. At these sites, formal and informal interviews with individuals who play the massively multiplayer online role playing game (MMORPG) the World of Warcraft suggest that participation in some video game play demands rather than discourages behaviors such as organization, cooperation and positive feelings of self-worth. Corroborating game industry findings that the contemporary populations of the World of Warcraft are small, diverse groups of mostly male adults, it appears that the intensely social and highly gendered setting of the World of Warcraft is a space in which gamers create and are created by their desire for shared fantasy. In providing a space for the practice of social behaviors, the World of Warcraft allows players to form and maintain identities that can both enhance and endanger their corporeal social networks.
Statement of Responsibility: by Kathleen McAuley
Thesis: Thesis (B.A.) -- New College of Florida, 2008
Supplements: Accompanying materials: Includes 1 DVD. Labelled Appendix 10.
Electronic Access: RESTRICTED TO NCF STUDENTS, STAFF, FACULTY, AND ON-CAMPUS USE
Bibliography: Includes bibliographical references.
Source of Description: This bibliographic record is available under the Creative Commons CC0 public domain dedication. The New College of Florida, as creator of this bibliographic record, has waived all rights to it worldwide under copyright law, including all related and neighboring rights, to the extent allowed by law.
Local: Faculty Sponsor: Vesperi, Maria

Record Information

Source Institution: New College of Florida
Holding Location: New College of Florida
Rights Management: Applicable rights reserved.
Classification: local - S.T. 2008 M1
System ID: NCFE003969:00001

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