Please use this identifier to cite or link to this item: http://hdl.handle.net/2440/51177
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dc.contributor.authorHumphreys, S.en
dc.date.issued2005en
dc.identifier.citationCommunication and Critical/Cultural Studies, 2005; 2(1):37-51en
dc.identifier.issn1479-1420en
dc.identifier.issn1479-4233en
dc.identifier.urihttp://hdl.handle.net/2440/51177-
dc.description.abstractThe online multi-user game is an exemplar of the emergent structures of interactive media. Social relationships and community networks are formed, and developer/player relationships are negotiated around ongoing development of the game features and player-created content. The line between production and consumption of the text has become blurred, and the lines between social and economic relationships must be redrawn. This article explores these relationships, using EverQuest as a case study. It suggests that the dynamic, mutable, and emergent qualities of the online multiplayer game exceed the limits of the reifying processes embodied by copyright law and content regulation regimes.en
dc.language.isoenen
dc.publisherRoutledgeen
dc.rightsCopyright 2005 Taylor and Francisen
dc.subjectMassive Multiplayer Online Games; Regulation; Production; Intellectual Property; Playersen
dc.titleProductive Players: online computer games' challenge to conventional media formsen
dc.typeJournal articleen
dc.identifier.rmid0020092378en
dc.identifier.doi10.1080/1479142042000332116en
dc.identifier.pubid37757-
pubs.library.collectionMedia Studies publicationsen
pubs.verification-statusVerifieden
pubs.publication-statusPublisheden
dc.identifier.orcidHumphreys, S. [0000-0003-3691-8131]en
Appears in Collections:Media Studies publications

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