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Video Game Worlds: Working at Play in the Culture of EverQuest
 
 

Video Game Worlds: Working at Play in the Culture of EverQuest [Kindle Edition]

Timothy Rowlands

Print List Price: £24.95
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Product Description

Product Description

As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this culture shaped by the decisions made by game designers and the collective interpretations of a game’s player base? In this book, Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to the virtual world of EverQuest. Through first-hand player experiences and interviews of other gamers, Rowlands analyzes a gaming environment that, as time goes on, looks less like leisure and more like a workspace. This groundbreaking fusion of sociology and the world of MMOs is a must read for scholars and gamers alike.

Product details

  • Format: Kindle Edition
  • File Size: 434 KB
  • Print Length: 201 pages
  • Publisher: Left Coast Press (15 Mar 2012)
  • Sold by: Amazon Media EU S.à r.l.
  • Language: English
  • ASIN: B0084I6L2G
  • Text-to-Speech: Enabled
  • X-Ray:
  • Amazon Bestsellers Rank: #1,030,604 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Amazon.com: 5.0 out of 5 stars  1 review
5.0 out of 5 stars Enjoyable and insightful 12 Feb 2012
By Lefty - Published on Amazon.com
Format:Paperback
Tim Rowlands book is a tour de force; it is one of the most creative studies of multi-player games (Everquest and World of Warcraft). This work will be the signature work for several decades for researchers as well as the gaming industry. He understands how various prosocial platforms can attract players. As a veteran player of these--and many other--games, Rowlands research questions were related to his interest in social justice and the interaction between virtual and real discursive practice in constructing social orders.
The study design analyzed the game itself as a document, but also included several years of field notes that were collected as a player, as well as rich ethnographic descriptions of typical scenarios, roles, tactics, styles of dress and play, including hierarchical social organization and social control. He also conducted online interviews with various players, and face-to-face interviews with local participants.This work, along with critical reading of mythology,contributed to a creative understanding of online "fun and games."
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