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Exploring Animal Crossing: Law, Culture and Business
Barnes and Noble
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Exploring Animal Crossing: Law, Culture and Business in Chattanooga, TN
Current price: $110.00

Barnes and Noble
Exploring Animal Crossing: Law, Culture and Business in Chattanooga, TN
Current price: $110.00
Loading Inventory...
Size: Hardcover
Animal Crossing
is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID19, gamification of offline brands, relationships with past/contemporary computer games, and
as an example of the Japanification of online popular culture. The book provides insights for students, researchers and nonspecialist readers.
is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID19, gamification of offline brands, relationships with past/contemporary computer games, and
as an example of the Japanification of online popular culture. The book provides insights for students, researchers and nonspecialist readers.
Animal Crossing
is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID19, gamification of offline brands, relationships with past/contemporary computer games, and
as an example of the Japanification of online popular culture. The book provides insights for students, researchers and nonspecialist readers.
is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID19, gamification of offline brands, relationships with past/contemporary computer games, and
as an example of the Japanification of online popular culture. The book provides insights for students, researchers and nonspecialist readers.















