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Play Between Worlds. Exploring Online Game Culture

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« 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)--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. »-- Quatrième de couverture

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Play Between Worlds. Exploring Online Game Culture, T. l. Taylor

Język
Rok wydania
2009
Oprawa
(miękka)
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Metody płatności

4,1
Bardzo dobra
19 Ocena

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Tytuł
Play Between Worlds. Exploring Online Game Culture
Język
angielski
Wydawca
MIT Press
Rok wydania
2009
Oprawa
miękka
Liczba stron
206
ISBN10
0262512629
ISBN13
9780262512626
Seria
Ocena
4,1 z 5
Opis
« 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)--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. »-- Quatrième de couverture