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

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 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.

Read more

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.

Audience
adult
Length
medium · 327 pages

Click a tag to see books like this one that share it. Point at it (on a phone, tap it) for less of it instead.

Read it? Sign in to help tag it.

Liked Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds? Here’s where I’d start.

These suit anyone who liked Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds. Sign in and mark a few books for picks shaped around your own taste.

  1. Sick Societies Shares anthropology, sociology, nonfiction
  2. Primitive Classification Shares anthropology, sociology, nonfiction
  3. Netnography: Doing Ethnographic Research Online Shares research, sociology, anthropology
  4. Triumph of a Time Lord: Regenerating Doctor Who in the Twenty-first Century Shares media studies, nonfiction

“If you want more of the same (anthropology), start with these.”

  1. Human Diversity
  2. When men dance
  3. Dealing in Desire: Asian Ascendancy, Western Decline, and the Hidden Currencies of Global Sex Work
  4. Body & Soul: Notebooks of an Apprentice Boxer

“If it was the media studies that hooked you, try one of these.”

  1. Technosex
  2. Madumo, a Man Bewitched
  3. Game cultures
  4. Media and Cultural Studies: Key Works

“These start from a similar idea, even if they go somewhere else with it.”

  1. Dungeons & Dreamers: A Story of how Computer Games Created a Global Community
  2. Play Between Worlds: Exploring Online Game Culture
  3. Second Person: Role-Playing and Story in Games and Playable Media
  4. My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft