Play Between Worlds

Exploring Online Game Culture

Paperback, 206 pages

English language

Published Feb. 13, 2009 by MIT Press.

ISBN:
978-0-262-28471-4
Copied ISBN!
OCLC Number:
792435035

View on OpenLibrary

No rating (0 reviews)

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 …

4 editions

Subjects

  • Role playing -- Social aspects
  • Fantasy games -- Social aspects