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Play Between Worlds By T. L. Taylor (Associate Professor in Comparative Media Studies, Massachusetts Institute of Technology)

Summary

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.

Play Between Worlds Summary

Play Between Worlds: Exploring Online Game Culture by T. L. Taylor (Associate Professor in Comparative Media Studies, Massachusetts Institute of Technology)

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.

Play Between Worlds Reviews

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 *

About T. L. Taylor (Associate Professor in Comparative Media Studies, Massachusetts Institute of Technology)

T. L. Taylor is Associate Professor in Comparative Media Studies at MIT. She is the author of Play Between Worlds: Exploring Online Game Culture (MIT Press).

Additional information

GOR003701158
9780262201636
0262201631
Play Between Worlds: Exploring Online Game Culture by T. L. Taylor (Associate Professor in Comparative Media Studies, Massachusetts Institute of Technology)
Used - Very Good
Hardback
MIT Press Ltd
2006-02-24
206
N/A
Book picture is for illustrative purposes only, actual binding, cover or edition may vary.
This is a used book - there is no escaping the fact it has been read by someone else and it will show signs of wear and previous use. Overall we expect it to be in very good condition, but if you are not entirely satisfied please get in touch with us

Customer Reviews - Play Between Worlds