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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Bibliographic Details
Main Author: Herodotou, Christothea
Published: University College London (University of London) 2009
Subjects:
Online Access:http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.630804

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