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Game Dev: Books
Books about 2D/3D art design, charactere creation, level design, engine design, physics and AI programming especially for game developers, for beginners and professionals
AVG Rating: 8.00
  Added 26 Dec 05   Updated 08 Jan 09
Play Between Worlds : Exploring Online Game Culture  
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Author T. L. Taylor
Publisher The MIT Press
Publication Date 2006-03-10
Hardcover - 205 Pages
ISBN 0262201631

Amazon Reviews
amazon.com:
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 on- and off-line 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.
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[ Add a Comment ]Amazon Customer Comments
A book that can’t decide what it wants to beRating: 3
17 Jan 2008 @ amazon.com

While I appreciate the sentiment behind Taylor’s urge to explain the specifics of virtual worlds to the possibly uninitiated reader (e.g. explaining what mobs are, what buffs are, what leveling is, etc.), I was quite thrown by the dissonance between such writing, which takes up the first 60 pages, and is interspersed throughout the rest of the book, and the *extremely* jargon-riddled approach to otherwise fascinating issues. This combination left me alternately bored and irritated (maybe this is just a pet peeve when it comes to words like problematize, constitute, complicate, etc.).

Needlessly vague, abstract, and technical language aside, I think Taylor brings up very interesting points: about women gamers, about game-content ownership, about emergent game-culture, about the effects of game structure on that game-culture, and many others. Taylor summarizes her arguments when she writes "My call then is for nondichotomous models." This idea rears its head repeatedly in her explorations of distinctions such as game/social, real/virtual, play/work, user/producer, consumer/citizen, and in her broad argument that there are a variety of different activities that constitute "play."

The one distinction I think she gets wrong is the one between the real world and the virtual world. She questions other scholars who worry about the potentially deleterious effects of the ’real world’ on the ’virtual world,’ calling into question the separation between the two. I don’t think other scholars believe in a hard line between the two; I think they make a good point by recognizing that, for instance, if bill-boards for Wal-Mart start popping up in fantasy realms, this is going to ruin the atmosphere and the game. Taylor, at times, stays at too abstract a level of engagement to see these points.

Otherwise, an interesting book, though I would hardly call it "ethnographic" as other reviewers have. Yes she played Everquest, but the book is not really about her experiences. For an ethonographic work check out Julian Dibbell’s Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot.
Fantastic ethnographic approach to MMORPGsRating: 5
07 Nov 2006 @ amazon.com

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.
Could have gone furtherRating: 3
08 Aug 2006 @ amazon.com

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.
For clarificationRating: 5
12 Jun 2006 @ amazon.com

TL Taylor is a brilliant woman, and the thoughtfulness and scientific rigor of her research shine through in this book.
entire, elaborate, virtual worldsRating: 4
18 Apr 2006 @ amazon.com

For those who wonder what on earth online gaming is about, Taylor furnishes an education. He covers the history of how it sprang from the MUDs [Multi User Dungeons] and MOOs [MUDs with object orientation] of the 80s. When those were of necessity primarily text based. Then, in the 90s, with the advent of the Web and faster bandwidth and more powerful personal computers, multiuser online games emerged. Notably EverQuest, which is well documented here. Other games are also mentioned.

Taylor himself took part as a player in one of these. Partly of his own recreational interest. But also as background research for this book. He shows that these games became virtual worlds. Where players could build up their personas and environments. Even to the extent of trading these assets in the real world. Some players took these on as "jobs", building up characters that they would subsequently sell on eBay. Amazing indeed.

Important issues are aired. Like what rights, if any, do players have to sell these personas? Much of the value in a persona arises out of the creativity of its owner. Much more than just the passive watching of a film. Or even of playing a twitch game like Quake, which is not really about character development. The book reaches no definitive conclusion. Which is a good assessment of how things stand now, anyways.
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