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Communities of Play - Emergent Cultures in Multiplayer Games and Virtual Worlds (Paperback)
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Communities of Play - Emergent Cultures in Multiplayer Games and Virtual Worlds (Paperback)
Series: Communities of Play
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The odyssey of a group of "refugees" from a closed-down online game
and an exploration of emergent fan cultures in 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 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.
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