(Paperback)
By: Tom Boellstorff
ISBN: 9780691264851
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Readership/Audience: Tertiary Education
Publication Date: Nov 2024
Publisher: Princeton University Press
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(Paperback)
By: Tom Boellstorff
ISBN: 9780691123349
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Readership/Audience: Professional and Scholarly
Publication Date: Jan 2006
Publisher: Princeton University Press
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Offers an exploration of the lives of gay men in Indonesia. Based on a range of field methods, this book explores how Indonesian gay and lesbian identities are shaped by nationalism and globalization. It examines the possibilities of an "archipelagic" perspective on sameness and difference.
(Paperback, Revised edition)
By: Tom Boellstorff
ISBN: 9780691168340
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Readership/Audience: Tertiary Education
Publication Date: Nov 2015
Publisher: Princeton University Press
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Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, fin
(Paperback)
By: Tom Boellstorff
ISBN: 9780262549509
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Readership/Audience: General
Publication Date: Dec 2024
Publisher: MIT Press Ltd
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"A platform studies approach to the Intellivision computer system"--
(Paperback)
By: Tom Boellstorff
ISBN: 9780691149516
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Readership/Audience: Tertiary Education
Publication Date: Nov 2012
Publisher: Princeton University Press
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Suitable for students, teachers, designers, and scholars interested in using ethnographic methods, this title provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame.
(Hardback)
By: Tom Boellstorff
ISBN: 9780691149509
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Readership/Audience: Tertiary Education
Publication Date: Dec 2012
Publisher: Princeton University Press
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Suitable for students, teachers, designers, and scholars interested in using ethnographic methods, this title provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame.
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