Play Between Worlds: Exploring Online Game Culture 
asked by glassysurf on November 23, 2006 5:08 PM
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.
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.
Reviews
In her book on the MMO gaming world, Taylor brings an ethnographic approach to the game Everquest. Through interviews and personal experience, she gives an insight into the gaming world that portrays it for the rich, complex, social world that it is. A gamer herself, Taylor does an excellent job shining new light on the "frowned upon" gaming world. She also goes beyond the gaming world to show how things are connected through the internet and "in real life" to things within the game.
As far as this being too "basic" in covering the genre - this wasn't aimed to be a book only for advanced gamers. For those of the academic world, who have no experience whatsoever with games, the chapters provide sufficient information about the games to allow understanding. The summary/analysis is as comprehensive as it is rich. There are parts that she could have gone further and I do hope she does write a second book (although she does have articles on this topic as well).
All in all, this is an absolutely fantastic book for academics (or just interested people) who want an ethnographic approach to the gaming world that treats it not as a deviant, subersive "alternate" reality. Gamers and academics alike can appreciate it. Think Jenkins' Textual Poachers (written about the fan world) for gamers.
I sincerely hope this is the tip of the iceberg for this serious academic research into the community, social aspects of MMOs.
As far as this being too "basic" in covering the genre - this wasn't aimed to be a book only for advanced gamers. For those of the academic world, who have no experience whatsoever with games, the chapters provide sufficient information about the games to allow understanding. The summary/analysis is as comprehensive as it is rich. There are parts that she could have gone further and I do hope she does write a second book (although she does have articles on this topic as well).
All in all, this is an absolutely fantastic book for academics (or just interested people) who want an ethnographic approach to the gaming world that treats it not as a deviant, subersive "alternate" reality. Gamers and academics alike can appreciate it. Think Jenkins' Textual Poachers (written about the fan world) for gamers.
I sincerely hope this is the tip of the iceberg for this serious academic research into the community, social aspects of MMOs.
reviewed by tubi on November 24, 2006 4:12 PM
I would term the first few chapters of this book to be MMOs for dummies. They were fairly redundant filled with the basics of the genre. I realize that to a certain extent she had to write about this sort of stuff to ground the book for non-genre players, it went on for a little to long I think. If you took away the stuff that explained how the genre worked, this book may very well have been about 75 pages.
Once you got past this point, the book was fairly good. I especially like Taylor's insight into the ownership rights in online games as I think this subject is currently of major concern to players. The women in MMO section was also fairly good, but again fairly redundant at the same time.
I would like to point out that Taylor is a woman and not a man as a previous reviewer implies. A point she makes quite clear early in the book, and a point which I do think offers a fresh perspective on the genre considering much of what has already been written has come from a male-centric point of view.
Overall, the read is pretty good. I think it would work best for those who are not familiar with online gaming, and maybe even someone who hasn't yet started really reading material on the culture of online gaming. As someone who has both been an MMO gamer for over a decade and someone who has read a number of theories and books on the genre I didn't really feel that this book brought much new to the table which was too bad.
Once you got past this point, the book was fairly good. I especially like Taylor's insight into the ownership rights in online games as I think this subject is currently of major concern to players. The women in MMO section was also fairly good, but again fairly redundant at the same time.
I would like to point out that Taylor is a woman and not a man as a previous reviewer implies. A point she makes quite clear early in the book, and a point which I do think offers a fresh perspective on the genre considering much of what has already been written has come from a male-centric point of view.
Overall, the read is pretty good. I think it would work best for those who are not familiar with online gaming, and maybe even someone who hasn't yet started really reading material on the culture of online gaming. As someone who has both been an MMO gamer for over a decade and someone who has read a number of theories and books on the genre I didn't really feel that this book brought much new to the table which was too bad.
reviewed by pits on November 26, 2006 2:26 AM
TL Taylor is a brilliant woman, and the thoughtfulness and scientific rigor of her research shine through in this book.
reviewed by rafit on November 27, 2006 3:24 AM
