HjemGrupperSnakMereZeitgeist
Søg På Websted
På dette site bruger vi cookies til at levere vores ydelser, forbedre performance, til analyseformål, og (hvis brugeren ikke er logget ind) til reklamer. Ved at bruge LibraryThing anerkender du at have læst og forstået vores vilkår og betingelser inklusive vores politik for håndtering af brugeroplysninger. Din brug af dette site og dets ydelser er underlagt disse vilkår og betingelser.

Resultater fra Google Bøger

Klik på en miniature for at gå til Google Books

Play Between Worlds: Exploring Online Game…
Indlæser...

Play Between Worlds: Exploring Online Game Culture (udgave 2006)

af T. L. Taylor

MedlemmerAnmeldelserPopularitetGennemsnitlig vurderingSamtaler
1415193,578 (3.67)Ingen
"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.… (mere)
Medlem:DrSalonen
Titel:Play Between Worlds: Exploring Online Game Culture
Forfattere:T. L. Taylor
Info:The MIT Press (2006), Hardcover, 205 pages
Samlinger:Dit bibliotek
Vurdering:
Nøgleord:Ingen

Work Information

Play 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.

Viser 5 af 5
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. ( )
  breadhat | Jul 23, 2013 |
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. ( )
  katekf | May 11, 2011 |
I enjoyed this a lot. While not necessarily a fan of World of Warcraft and the like, the key points still resonated with me in regards to my own gaming experiences. Much food for thought here. ( )
  zerraweth | Jul 11, 2007 |
It's now available as an ebook on the MIT press portal http://mitpress-ebooks.mit.edu/product/play-between-worlds
  ipublishcentral | Oct 23, 2009 |
Viser 5 af 5
ingen anmeldelser | tilføj en anmeldelse
Du bliver nødt til at logge ind for at redigere data i Almen Viden.
For mere hjælp se Almen Viden hjælpesiden.
Kanonisk titel
Originaltitel
Alternative titler
Oprindelig udgivelsesdato
Personer/Figurer
Vigtige steder
Vigtige begivenheder
Beslægtede film
Indskrift
Tilegnelse
Første ord
Citater
Sidste ord
Oplysning om flertydighed
Forlagets redaktører
Bagsidecitater
Originalsprog
Canonical DDC/MDS
Canonical LCC
"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.

Beskrivelse af bogen
Haiku-resume

Current Discussions

Ingen

Populære omslag

Quick Links

Vurdering

Gennemsnit: (3.67)
0.5
1
1.5
2
2.5
3 7
3.5
4 6
4.5
5 2

Er det dig?

Bliv LibraryThing-forfatter.

 

Om | Kontakt | LibraryThing.com | Brugerbetingelser/Håndtering af brugeroplysninger | Hjælp/FAQs | Blog | Butik | APIs | TinyCat | Efterladte biblioteker | Tidlige Anmeldere | Almen Viden | 204,457,051 bøger! | Topbjælke: Altid synlig