"Communauté." . . "Virtuális valóság." . . "Vida comunitària." . . "Joueur de jeu vidéo." . . "Jeux de rôle (Jeux de société) Aspect social." . . "Fantasy games Social aspects." . . "Communities." . . "Realitat virtual Aspectes socials." . . "Számítógép-hálózat Internet." . . "Videogiochi Aspetti sociali." . . "Communauté virtuelle." . . "Spieler." . . "Rollenspiel." . . . . "Environnements virtuels partagés." . . "Jeux sur Internet Aspect social." . . "Spil" . . "Szerepjáték." . . "Community life." . . "Environnements virtuels partagés Aspect social." . . "Közösségi élet." . . "Jeu de rôle Aspect social." . . "Environnement virtuel partagé." . . . . . . . . . "Electronic resource" . . . . . . . . . . . "Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds - actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora - a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as \"refugees\"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography." . . . . . . . . . "Communities of play: emergent cultures in multi player games and virtual worlds" . . "Communities Of Play Emergent Cultures In Multiplayer Games And Virtual Worlds" . "Electronic books"@en . . . . . . . "Communities of play emergent cultures in multiplayer games and virtual worlds"@en . "Communities of play emergent cultures in multiplayer games and virtual worlds" . . . . . "\"Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds - actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora - a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as \"refugees\"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders.\"--Page 4 de la couverture." . . . . . . . . . . . . . . . . . . . . . "The odyssey of a group of \"refugees\" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds." . "The odyssey of a group of \"refugees\" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds."@en . . . . . . . . "Communities of play : emergent cultures in multiplayer games and virtual worlds"@en . "Communities of play : emergent cultures in multiplayer games and virtual worlds" . . "Emergent cultures in multiplayer games and virtual worlds" . . . . . . . . . . . . "\"Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography.\"--[Source inconnue]." . . "Livres électroniques" . . . . . . . . . . . . . "Pearce, Celia" . . "Aspect social." . . "Computerspiel." . . "Jeu de rôle en ligne massivement multijoueur." . . "GAMES Video & Electronic." . . "Computerspil" . . "Számítógépes játékok." . . "Virtuelle Realität." . . "Aspect ethnologique." . . "Internet games Social aspects." . . "Elektroniske spil" . . "Információs társadalom kommunikáció." . . "Personne d'âge moyen." . . "Praksisfællesskaber" . . "Joueur de jeu de rôle." . . "Jeux de simulation Aspect social." . . "Electronic books." . . "Jeux de rôle (jeux) Aspect social." . . "Communautés virtuelles." . . "Jocs per ordinador Aspectes socials." . . "Jocs de rols Aspectes socials." . . "Role playing Social aspects." . . "Subkultur" . . "Shared virtual environments Social aspects." . .