Multiplayer Online Games

Origins, Players, and Social Dynamics

Nonfiction, Computers, Entertainment & Games, Game Programming - Graphics
Cover of the book Multiplayer Online Games by Guo Freeman, CRC Press
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Author: Guo Freeman ISBN: 9781351649964
Publisher: CRC Press Publication: February 12, 2018
Imprint: A K Peters/CRC Press Language: English
Author: Guo Freeman
ISBN: 9781351649964
Publisher: CRC Press
Publication: February 12, 2018
Imprint: A K Peters/CRC Press
Language: English

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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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:

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