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Indlæser... Play Between Worlds: Exploring Online Game Culture (udgave 2006)af T. L. Taylor
Work InformationPlay Between Worlds: Exploring Online Game Culture af T. L. Taylor
Ingen Indlæser...
Bliv medlem af LibraryThing for at finde ud af, om du vil kunne lide denne bog. Der er ingen diskussionstråde på Snak om denne bog. A thin book, somewhat dated but still relevant. Taylor doesn't say much that hasn't been said before, but she does express some ideas more clearly and rigorously than can be found elsewhere in the literature. As a fairly light read, this is a decent entry point to the study of virtual worlds for reasonably informed readers; those who need a bit more hand-holding should start with Castronova. The fact that Taylor focuses on Everquest, which is strangely ignored by many scholars in her field, also helps to set this book apart from the rest. Not essential reading, but hardly a waste of time. ( ) T.L. Taylor is a long time player of EverQuest and uses her experience as a social researcher to explain the complexities of the social interactions to non-players. As an online gamer myself, I appreciated her thoughtful look at how players change the games they play and create ways to connect with each other. One of the most effective chapters was called Where the Women Are and looks at how the gaming world is mired in stereotypes and doesn't know how to make women welcome and feel like gamers first and not women. This is a book that I would recommend to anyone who spends their time networking online as through the lens of EverQuest, Taylor makes many good points about how online communication allows us to move between many worlds. It's now available as an ebook on the MIT press portal http://mitpress-ebooks.mit.edu/product/play-between-worlds ingen anmeldelser | tilføj en anmeldelse
"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."--Jacket. No library descriptions found. |
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Google Books — Indlæser... GenrerMelvil Decimal System (DDC)794.8The arts Recreational and performing arts Indoor games of skill; board games Electronic and video gamesLC-klassificeringVurderingGennemsnit:
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