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Internet Spaceships Are Serious Business: An EVE Online Reader by Marcus Carter

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Características del artículo

Estado
Nuevo: Libro nuevo, sin usar y sin leer, que está en perfecto estado; incluye todas las páginas sin ...
ISBN-13
9780816699087
Type
Does not apply
ISBN
9780816699087

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Product Identifiers

Publisher
University of Minnesota Press
ISBN-10
0816699089
ISBN-13
9780816699087
eBay Product ID (ePID)
219289637

Product Key Features

Book Title
Internet Spaceships Are Serious Business : an Eve Online Reader
Number of Pages
296 Pages
Language
English
Publication Year
2016
Topic
Media Studies, Video & Electronic, E-Commerce / General (See Also Computers / Electronic Commerce)
Illustrator
Yes
Genre
Social Science, Games & Activities, Business & Economics
Author
Kelly Bergstrom
Format
Trade Paperback

Dimensions

Item Height
0.6 in
Item Weight
16.7 Oz
Item Length
10 in
Item Width
7 in

Additional Product Features

Intended Audience
Trade
LCCN
2015-036848
Reviews
"This work serves as an excellent consideration of the world of EVE Online for any researcher."--American Journal of Play, " Internet Spaceships Are Serious Business is one of the most comprehensive collections of works on EVE Online ever produced, but written in language that is accessible to the uninitiated reader. It captures a side of EVE that is often lost in academic writings, and each chapter stands as a snapshot in time of one of the world's most unique and well-studied massively multiplayer online games."--Brendan Drain, MMO expert "A book as unique as EVE itself--it will make you think, help you understand a game you may never play, and afford a glimpse onto a less traveled byway of the gaming universe. The roster of authors is delightfully varied, with contributions from archivists, developers, players, PhD students, and researchers, broadening inquiry into a thoughtful, engaging treatment of a cherished game."--Bonnie Nardi, author of My Life as a Night Elf Priest: An Anthropological Account of "World of Warcraft"*\ "By addressing everything from collaboration to conflict, from economics to embodiment, the authors of Internet Spaceships Are Serious Business use the specific case study of EVE Online to investigate how emerging digital technologies reshape selfhood and society."--Tom Boellstorff, author of Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Dewey Edition
23
Dewey Decimal
794.8
Table Of Content
Contents Glossary of EVE Online Jargon Introduction Marcus Carter, Kelly Bergstrom, and Darryl Woodford 1. EVE Online for the Uninitiated Kelly Bergstrom and Marcus Carter 2. EVE Online Is Hard and It Matters Christopher Paul 3. Virtual Interstellar Travel William Sims Bainbridge 4. Universes, Metaverses, and Multiverses Kjartan Pierre Emilsson 5. The Digital Grind: Time and Labor as Resources of War in EVE Online Oskar Milik 6. The Russians Are Coming! Stereotypes and Perceptions of "Russianness" in EVE Online Catherine Goodfellow 7. The Art of Selling Trust Chribba 8. We Play Something Awful: Goon Projects and Pervasive Practice on Online Games Richard Page 9. The Accidental Spymaster Keith Harrison 10. The Evolution of Player Organizations: A Goonswarm Perspective The Mittani (Alexander Gianturco) 11. RIP Vile Rat: Makeshift Memorials in EVE Online Martin R. Gibbs, Marcus Carter, and Joji Mori 12. Imagined Capsuleers: Reframing Discussions about Gender and EVE Online Kelly Bergstrom 13. The Social System in EVE Online Mantou (Zhang Yuzhou) 14. Do EVE Online Players Dream of Icelandic Spaceships? The Role and Mechanisms of Co-creation in CCP's Success Jedrzej Czarnota 15. EVE Online as History Nick Webber 16. On the EVE of Preservation: Conserving a Complex Universe Kristin MacDonough, Rebecca Fraimow, Dan Erdman, Kathryn Gronsbell, and Erica Titkemeyer Contributors Index
Synopsis
EVE Online is a socially complex, science-fiction-themed universe simulation and massively multiplayer online game (MMOG) first released in 2003. In this fascinating book, scholars, players, and EVE's developer CCP Games examine the intricate world of EVE Online --providing authentic accounts of lived experience within a game with more than a decade of history and millions of "real" dollars behind it. Internet Spaceships Are Serious Business is a must for EVE Online players interested in a broad perspective on their all-consuming game. It is also accessible to scholars, game designers, and even those who have never played this notoriously complex game., EVE Online is a socially complex, science-fiction-themed universe simulation and massively multiplayer online game (MMOG) first released in 2003. Notorious for its colossal battles and ruthless player culture, it has hundreds of thousands of players today. In this fascinating book, scholars, players, and EVE 's developer (CCP Games) examine the intricate world of EVE Online-- providing authentic accounts of lived experience within a game with more than a decade of history and millions of "real" dollars behind it. Internet Spaceships Are Serious Business features contributions from outstanding EVE Online players, such as The Mittani, an infamous member of the game's community, as well as academics from around the globe. They cover a wide range of subjects: the game's technicalities and its difficulty; its projection of humanity's future in space; the configuration of its unique, single-server game world; the global nature of warfare in its "nullsec" territory (and how EVE players have formed a global concept of time); stereotypes of Russian players; espionage play; in-game memorials to Vile Rat (aka U.S. State Department official Sean Smith, murdered in the 2012 Benghazi attack); its gendered playing experience; and CCP Games' relationship with players; and its history and legacy. Internet Spaceships Are Serious Business is a must for EVE Online players interested in a broad perspective on their all-consuming game. It is also accessible to scholars, game designers seeking to understand and replicate the successful aspects unique to EVE Online , and even those who have never played this notoriously complex game. Contributors: William Sims Bainbridge, National Science Foundation; Chribba; Jedrzej Czarnota; Kjartan Pierre Emilsson; Dan Erdman; Rebecca Fraimow; Martin R. Gibbs, U of Melbourne; Catherine Goodfellow; Kathryn Gronsbell; Keith Harrison; Kristin MacDonough; Mantou (Zhang Yuzhou); Oskar Milik; The Mittani (Alexander Gianturco); Joji Mori; Richard Page; Christopher Paul, Seattle U; Erica Titkemeyer, U of North Carolina at Chapel Hill; Nick Webber, Birmingham City U.
LC Classification Number
GV1469.27.I67 2016

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