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Play communities existed long before massively multiplayer online games;
they have ranged from bridge clubs to sports leagues, from tabletop role-playing
games to Civil War reenactments. With the emergence of digital networks, however,
new varieties of adult play communities have appeared, most notably within online
games and virtual worlds. Players in these networked worlds sometimes develop a
sense of community that transcends the game itself. In Communities of Play, game
researcher and designer Celia Pearce explores emergent fan cultures in networked
digital worlds--actions by players that do not coincide with the intentions of the
game's designers. Pearce looks in particular at the Uru Diaspora--a group of players
whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers)
immigrated into other worlds, self-identifying as "refugees"; relocated in
There.com, they created a hybrid culture integrating aspects of their old world.
Ostracized at first, they became community leaders. Pearce analyzes the properties
of virtual worlds and looks at the ways design affects emergent behavior. She
discusses the methodologies for studying online games, including a personal account
of the sometimes messy process of ethnography. Pearce considers the "play
turn" in culture and the advent of a participatory global playground enabled by
networked digital games every bit as communal as the global village Marshall McLuhan
saw united by television. Countering the ludological definition of play as
unproductive and pointing to the long history of pre-digital play practices, Pearce
argues that play can be a prelude to creativity.
The Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds Details
- Amazon Sales Rank: #312028 in eBooks
- Published on: 2009-08-28
- Released on: 2009-09-30
- Format: Kindle eBook
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Amazon.com: Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds (9780262516730): Celia Pearce, Tom Boellstorff, Bonnie A. Nardi: Books
Communities of Play
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