Description
Book Synopsis: 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.
Details
Are you ready to explore the fascinating world of online game culture? Introducing "Play Between Worlds: Exploring Online Game Culture," a groundbreaking study of Everquest that challenges the misconception that computer games are isolating and alienating. Author T. L. Taylor takes you on a journey into the multiplayer gaming life, revealing the complex social networks that exist both online and offline. Don't miss this opportunity to gain insights into broader issues of work and play, gender identity, technology, and commercial culture. Experience the thrill of understanding gaming like never before.
Discover the undeniable sociability of massively multiplayer online games (MMOGs), such as the popular Everquest. In "Play Between Worlds," Taylor highlights how these games are designed to foster social connections, encouraging thousands of players to participate in a virtual game world in real time. Prepare to delve into the dynamics of multiplayer culture and witness the power of online communities.
Immerse yourself in Taylor's first-hand experience as an Everquest player, where she embodies a female Gnome Necromancer. Through her gripping narratives and extensive research, she unveils the true essence of gaming and raises thought-provoking questions about what constitutes play. Uncover the secret lives of "power gamers" who take gaming to a whole new level, blurring the line between work and play. Brace yourself for surprising revelations about the women who defy the standard stereotype of gamers, challenging our notions of femininity.
But the journey doesn't stop there. "Play Between Worlds" also explores the clash between emergent player culture and the major corporation behind the game. Experience the tension as online communities confront the corporate world, and discover the intricate dynamics of game ownership. Get ready to embark on an intellectual adventure that will reshape your understanding of gaming and its profound impact on our society.
Don't miss out on the opportunity to gain a deeper insight into online game culture! Grab your copy of "Play Between Worlds: Exploring Online Game Culture" now by clicking here.
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