Communities of Play

Emergent Cultures in Multiplayer Games and Virtual Worlds

Nonfiction, Computers, Advanced Computing, Virtual Reality, Entertainment & Games, Game Programming - Graphics, General Computing
Cover of the book Communities of Play by Celia Pearce, The MIT Press
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Celia Pearce ISBN: 9780262291545
Publisher: The MIT Press Publication: September 30, 2011
Imprint: The MIT Press Language: English
Author: Celia Pearce
ISBN: 9780262291545
Publisher: The MIT Press
Publication: September 30, 2011
Imprint: The MIT Press
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

More books from The MIT Press

Cover of the book Memory and Movies by Celia Pearce
Cover of the book Families at Play by Celia Pearce
Cover of the book Architect? by Celia Pearce
Cover of the book A Hole in the Head by Celia Pearce
Cover of the book Cognitive Pluralism by Celia Pearce
Cover of the book America's Assembly Line by Celia Pearce
Cover of the book March 4 by Celia Pearce
Cover of the book Genetic Twists of Fate by Celia Pearce
Cover of the book Governing Complex Systems by Celia Pearce
Cover of the book The Targeting System of Language by Celia Pearce
Cover of the book The Stack by Celia Pearce
Cover of the book Girls Coming to Tech! by Celia Pearce
Cover of the book Reinventing Los Angeles by Celia Pearce
Cover of the book You'll see this message when it is too late by Celia Pearce
Cover of the book Giving Kids a Fair Chance by Celia Pearce
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy