Play Between Worlds

This book PDF is perfect for those who love Computers genre, written by T. L. Taylor and published by MIT Press which was released on 13 February 2009 with total hardcover pages 206. You could read this book directly on your devices with pdf, epub and kindle format, check detail and related Play Between Worlds books below.

Play Between Worlds
Author : T. L. Taylor
File Size : 48,7 Mb
Publisher : MIT Press
Language : English
Release Date : 13 February 2009
ISBN : 9780262250542
Pages : 206 pages
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Play Between Worlds by T. L. Taylor Book PDF 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. 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

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

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Education in a Time Between Worlds

Education in a Time Between Worlds seeks to reframe this historical moment as an opportunity to create a global society of educational abundance. Educational systems must be transformed beyond recognition if humanity is to survive the planetary crises currently underway.

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Between Worlds

Immersive augmented reality brings this action-packed fantasy to life. The town of Eden Grove has a legend: In the center of a pine forest there is an aspen grove, and in the center of the aspen grove is an ancient, magnificent tree. A tree that grants wishes. Mayberry and Marshall

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The Space Between Worlds

NEW YORK TIMES BOOK REVIEW EDITORS’ CHOICE • An outsider who can travel between worlds discovers a secret that threatens the very fabric of the multiverse in this stunning debut, a powerful examination of identity, privilege, and belonging. WINNER OF THE COMPTON CROOK AWARD • FINALIST FOR THE LOCUS AWARD • “Gorgeous writing,

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Between Worlds

Spanning the globe and the centuries, Frances Karttunen tells the stories of sixteen men and women who served as interpreters and guides to conquerors, missionaries, explorers, soldiers, and anthropologists. These interpreters acted as uncomfortable bridges between two worlds; their own marginality, the fact that they belonged to neither world, suggests

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Ethnography and Virtual Worlds

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Raising the Stakes

How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest

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