Play Between Worlds : Exploring Online Game Culture by T. L. Taylor (2009, Trade Paperback)

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Play Between Worlds: Exploring Online Game Culture

About this product

Product Identifiers

PublisherMIT Press
ISBN-100262512629
ISBN-139780262512626
eBay Product ID (ePID)71106965

Product Key Features

Number of Pages206 Pages
LanguageEnglish
Publication NamePlay between Worlds : Exploring Online Game Culture
Publication Year2009
SubjectProgramming / Games, Media Studies, Internet / General, Role Playing & Fantasy, Social Psychology
TypeTextbook
Subject AreaComputers, Social Science, Games & Activities, Psychology
AuthorT. L. Taylor
FormatTrade Paperback

Dimensions

Item Height0.5 in
Item Weight12.3 Oz
Item Length9 in
Item Width6.1 in

Additional Product Features

Intended AudienceScholarly & Professional
Dewey Edition22
ReviewsA fascinating peek into the formal and social architecture that undergirds and shapes the cultural phenomena that is EverQuest., "A fascinating peek into the formal and social architecture that undergirds and shapes the cultural phenomena that is EverQuest." Jane C. Park New Media and Society, "T. L. Taylor's book takes the reader on a full-immersion tour of a virtual world, coupling solid academic discussion with vivid descriptions. A must-read for anyone interested in the ways in which this fascinating medium has developed and will continue to grow." -Raph Koster, former Chief Creative Officer, Sony Online Entertainment, "A fascinating peek into the formal and social architecture that undergirds andshapes the cultural phenomena that is EverQuest." Jane C. Park New Media and Society
Grade FromCollege Graduate Student
IllustratedYes
Dewey Decimal794.8
SynopsisA study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture., A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds , T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)--including her attendance at an Everquest Fan Faire, with its blurring of online--and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game., A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds , T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)--including her attendance at an Everquest Fan Faire, with its blurring of online--and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers power gamers, who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game.
LC Classification NumberGV1469.17.S63T38

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