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This book focuses on relatively neglected areas of simulation and gaming (S&G), i.e., cultural aspects and ethical issues, in addition to giving readers a basic
Virtual Worlds, Online Gaming Communities and Cultural Commons
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In this paper, we contend that multiplayer online games and virtual worlds may be considered as cultural commons. Because of the interacting activity of users,
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'The concept of the commons as a shared resource capable of yielding collective benefits to people is a well-established one in the social sciences, but its ext
Game Cultures
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This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies a
Videogames Studies: Concepts, Cultures, and Communication
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This volume reflects the discussions that occurred during the 2nd Global Conference on Videogame Cultures and the Future of Interactive Entertainment in July 20