LEADER 03314nam 22006614a 450 001 9910823361803321 005 20200520144314.0 010 $a1-282-10089-0 010 $a9786612100895 010 $a0-262-28471-5 010 $a1-4237-7457-4 035 $a(CKB)1000000000461581 035 $a(OCoLC)609322057 035 $a(CaPaEBR)ebrary10173666 035 $a(SSID)ssj0000222598 035 $a(PQKBManifestationID)11173253 035 $a(PQKBTitleCode)TC0000222598 035 $a(PQKBWorkID)10174348 035 $a(PQKB)10306291 035 $a(MiAaPQ)EBC3338607 035 $a(OCoLC)69669806$z(OCoLC)182530748$z(OCoLC)473754563$z(OCoLC)607747115$z(OCoLC)609322057$z(OCoLC)614968296$z(OCoLC)722565582$z(OCoLC)728037248$z(OCoLC)961575281$z(OCoLC)962612304$z(OCoLC)988477662$z(OCoLC)991949793$z(OCoLC)1037383710$z(OCoLC)1037913297$z(OCoLC)1038699342$z(OCoLC)1044567119$z(OCoLC)1055382819$z(OCoLC)1056409208$z(OCoLC)1060939209$z(OCoLC)1074313682$z(OCoLC)1077806448$z(OCoLC)1081231532$z(OCoLC)1083600664$z(OCoLC)1097352200 035 $a(OCoLC-P)69669806 035 $a(MaCbMITP)5418 035 $a(Au-PeEL)EBL3338607 035 $a(CaPaEBR)ebr10173666 035 $a(CaONFJC)MIL210089 035 $a(OCoLC)69669806 035 $a(EXLCZ)991000000000461581 100 $a20051116d2006 uy 0 101 0 $aeng 135 $aurcn||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aPlay between worlds $eexploring online game culture /$fT.L. Taylor 205 $a1st ed. 210 $aCambridge, Mass. $cMIT Press$dc2006 215 $a1 online resource (206 p.) 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a0-262-20163-1 320 $aIncludes bibliographical references (p. [165]-192) and index. 327 $aIntro -- Acknowledgments -- 1 Finding New Worlds -- 2 Gaming Lifeworlds: Social Play in Persistent Environments -- 3 Beyond Fun: Instrumental Play and Power Gamers -- 4 Where the Women Are -- 5 Whose Game Is This Anyway? -- 6 The Future of Persistent Worlds and Critical Game Studies -- Glossary -- Notes -- References -- Index. 330 1 $a"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. 606 $aInternet games$xSocial aspects 606 $aFantasy games$xSocial aspects 606 $aRole playing$xSocial aspects 615 0$aInternet games$xSocial aspects. 615 0$aFantasy games$xSocial aspects. 615 0$aRole playing$xSocial aspects. 676 $a794.8 700 $aTaylor$b T. L$0627078 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910823361803321 996 $aPlay Between Worlds$91212567 997 $aUNINA