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Play Between Worlds: Exploring Online Game Culture
Open accessAbstract
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.
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Citations
Cited by
Internet Gaming Addiction: A Systematic Review of Empirical Research
Kuss, D. J., & Griffiths, M. D. (2012) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-011-9318-5 · Cited by 1,113
The Lens of Intrinsic Skill Atoms: A Method for Gameful Design
Deterding, S. (2015) · Human–Computer Interaction · doi:10.1080/07370024.2014.993471 · Cited by 525
Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming
THORNE, S. L., BLACK, R. W., & SYKES, J. M. (2009) · The Modern Language Journal · doi:10.1111/j.1540-4781.2009.00974.x · Cited by 516
Experience-Driven Procedural Content Generation
Yannakakis, G. N., & Togelius, J. (2011) · IEEE Transactions on Affective Computing · doi:10.1109/t-affc.2011.6 · Cited by 470
Beyond Play: A New Approach to Games
Malaby, T. M. (2007) · Games and Culture · doi:10.1177/1555412007299434 · Cited by 434
Metadata
- Authors
- Taylor, T. L.
- Venue
- The MIT Press eBooks
- Publisher
- The MIT Press
- Published
- 2006-02-24
- OpenAlex
- W4234944273
- Cited by
- 722
- References
- 0
- FWCI
- 44.01
- Type
- book
- Language
- en
- Open access
- hybrid
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