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Play Between Worlds: Exploring Online Game Culture

Play Between Worlds: Exploring Online Game Culture T.L. Taylor MIT Press, 2006

Multiplayer gaming life as it’s lived on the borders, in the gaps, as players slip in and out of complex social networks crossing online and offline space.

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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.

T.L. Taylor
Written by
T.L. Taylor

T.L. Taylor is a qualitative sociologist who has focused on the interrelations between culture and technology in online environments for over thirty years. Her work sits at the intersection of sociology, critical internet and game studies, and science and technology studies. She is the author of three books on gaming as well as co-author of a handbook on ethnographic methods. In addition to her academic work, she co-founded the non-profit AnyKey and served as its director of research, then advisory committee chair, from 2015-2021. She was also a founding member of Twitch’s Safety Advisory Council and served on it from 2020-2024. She has been visiting researcher at Microsoft Research New England and is regularly sought out for industry consultations. She teaches subjects that include critical internet studies, qualitative methods, and gaming. She is also currently the director of the MIT Game Lab.

T.L. Taylor Written by T.L. Taylor