Play Between Worlds: Exploring Online Game Culture

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9780262512626: Play Between Worlds: Exploring Online Game 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.

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T. L. Taylor
Editore: MIT Press Ltd, United States (2009)
ISBN 10: 0262512629 ISBN 13: 9780262512626
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Descrizione libro MIT Press Ltd, United States, 2009. Paperback. Condizione libro: New. 226 x 150 mm. Language: English . Brand New Book. 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. Codice libro della libreria AAU9780262512626

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T. L. Taylor
Editore: MIT Press Ltd, United States (2009)
ISBN 10: 0262512629 ISBN 13: 9780262512626
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Descrizione libro MIT Press Ltd, United States, 2009. Paperback. Condizione libro: New. 226 x 150 mm. Language: English . Brand New Book. 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. Codice libro della libreria AAU9780262512626

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Descrizione libro MIT Press. Condizione libro: New. Brand New. Codice libro della libreria 0262512629

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Descrizione libro MIT Press, 2009. PAP. Condizione libro: New. New Book.Shipped from US within 10 to 14 business days. Established seller since 2000. Codice libro della libreria IB-9780262512626

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T. L. Taylor
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Descrizione libro MIT Press Ltd. Paperback. Condizione libro: new. BRAND NEW, Play Between Worlds: Exploring Online Game Culture, T. L. Taylor, 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. Codice libro della libreria B9780262512626

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Descrizione libro Condizione libro: New. Depending on your location, this item may ship from the US or UK. Codice libro della libreria 97802625126260000000

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Taylor, T. L.
Editore: MIT Press Ltd (2009)
ISBN 10: 0262512629 ISBN 13: 9780262512626
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Descrizione libro MIT Press Ltd, 2009. Condizione libro: New. 2009. Paperback. 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. Num Pages: 206 pages, 13 illus. BIC Classification: JFCA; JHBS; UYV. Category: (P) Professional & Vocational; (UP) Postgraduate, Research & Scholarly. Dimension: 227 x 152 x 16. Weight in Grams: 324. . . . . . . Codice libro della libreria V9780262512626

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Taylor, T. L.
Editore: MIT Press Ltd
ISBN 10: 0262512629 ISBN 13: 9780262512626
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Descrizione libro MIT Press Ltd. Condizione libro: New. 2009. Paperback. 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. Num Pages: 206 pages, 13 illus. BIC Classification: JFCA; JHBS; UYV. Category: (P) Professional & Vocational; (UP) Postgraduate, Research & Scholarly. Dimension: 227 x 152 x 16. Weight in Grams: 324. . . . . . Books ship from the US and Ireland. Codice libro della libreria V9780262512626

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Descrizione libro The MIT Press, 2009. Paperback. Condizione libro: New. Codice libro della libreria 0262512629

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T. L. Taylor
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ISBN 10: 0262512629 ISBN 13: 9780262512626
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Descrizione libro MIT Press Ltd 2009-03-13, Cambridge, Mass., 2009. paperback. Condizione libro: New. Codice libro della libreria 9780262512626

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