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|a Taylor, T. L.
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|a Play between worlds :
|b exploring online game culture /
|c T.L. Taylor.
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|a Cambridge, Mass. :
|b MIT Press,
|c ©2006.
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|a 1 online resource (197 pages) :
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|a Includes bibliographical references (pages 165-192) and index.
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|a 1. Finding new worlds -- 2. Gaming lifeworlds : social play in persistent environments -- 3. Beyond fun : instrumental play and power games -- 4. Where the women are -- 5. Whose game is this anyway? -- 6. The future of persistent worlds and critical game studies.
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|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
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|a Electronic reproduction.
|b [Place of publication not identified] :
|c HathiTrust Digital Library,
|d 2010.
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|a Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002.
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|a Video games
|x Social aspects.
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650 |
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|a Fantasy games
|x Social aspects.
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|a Role playing
|x Social aspects.
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650 |
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|a Simulation games
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|a Jeux sur Internet
|x Aspect social.
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650 |
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|a Jeux de simulation
|x Aspect social.
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|a Jeu de rôle
|x Aspect social.
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|a GAMES
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|a Role playing
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|a GAME STUDIES/Online Games
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|a CULTURAL STUDIES/Identity Politics
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|i Print version:
|a Taylor, T.L.
|t Play between worlds.
|d Cambridge, Mass. : MIT Press, ©2006
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