Wonder Club world wonders pyramid logo
×

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds Book

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Be the First to Review this Item at Wonderclub
X
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds, 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 ad, Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
out of 5 stars based on 0 reviews
5
0 %
4
0 %
3
0 %
2
0 %
1
0 %
Digital Copy
PDF format
1 available   for $99.99
Original Magazine
Physical Format

Sold Out

  • Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
  • Written by author Celia Pearce
  • Published by MIT Press, 9/30/2011
  • 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 ad
Buy Digital  USD$99.99

WonderClub View Cart Button

WonderClub Add to Inventory Button
WonderClub Add to Wishlist Button
WonderClub Add to Collection Button

Book Categories

Authors

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.


Login

  |  

Complaints

  |  

Blog

  |  

Games

  |  

Digital Media

  |  

Souls

  |  

Obituary

  |  

Contact Us

  |  

FAQ

CAN'T FIND WHAT YOU'RE LOOKING FOR? CLICK HERE!!!

X
WonderClub Home

This item is in your Wish List

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds, 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 ad, Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds

X
WonderClub Home

This item is in your Collection

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds, 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 ad, Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds

X
WonderClub Home

This Item is in Your Inventory

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds, 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 ad, Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds

WonderClub Home

You must be logged in to review the products

E-mail address:

Password: