Play Between Worlds: Exploring Online Game Culture

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MIT Press, Feb 13, 2009 - Computers - 206 pages
4 Reviews
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.
 

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LibraryThing Review

User Review  - breadhat - LibraryThing

A thin book, somewhat dated but still relevant. Taylor doesn't say much that hasn't been said before, but she does express some ideas more clearly and rigorously than can be found elsewhere in the ... Read full review

LibraryThing Review

User Review  - katekf - LibraryThing

T.L. Taylor is a long time player of EverQuest and uses her experience as a social researcher to explain the complexities of the social interactions to non-players. As an online gamer myself, I ... Read full review

Contents

1 Finding New Worlds
1
Social Play in Persistent Environments
21
Instrumental Play and Power Gamers
67
4 Where the Women Are
93
5 Whose Game Is This Anyway?
125
6 The Future of Persistent Worlds and Critical Game Studies
151
Glossary
163
Notes
165
References
177
Index
193
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About the author (2009)

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.

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