Game appropriation : where does the gamer fit?
The socio-technological transformation of digital games means that they are no longer single-player, co-located game experiences but instead are multiplayer socially-oriented ones (e.g. World of Warcraft). This change underpins the central concern of this thesis, to understand game appropriation and...
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University College London (University of London)
2009
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Online Access: | http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.630804 |