By Celia Pearce, Artemesia
"[Celia Pearce's] historical past as a video games fashion designer is clear within the method she respectfully engages readers in transparent, brilliant prose based in an unique and—can we are saying it?—entertaining means. From its considerate analyses of play and neighborhood to its authoritative contextualization of video games and digital worlds, this e-book repays examine on many degrees. Enjoy!"
—from the foreword by means of Bonnie Nardi
Play groups existed lengthy earlier than hugely multiplayer on-line video games; they've got ranged from bridge golf equipment to activities leagues, from tabletop role-playing video games to Civil conflict reenactments. With the emergence of electronic networks, even if, new kinds of grownup play groups have seemed, such a lot significantly inside on-line video games and digital worlds. gamers in those networked worlds occasionally advance a feeling of neighborhood that transcends the sport itself. In Communities of Play, online game researcher and fashion designer Celia Pearce explores emergent fan cultures in networked electronic worlds—actions by way of gamers that don't coincide with the intentions of the game’s designers.
Pearce appears to be like particularly on the Uru Diaspora—a staff of gamers whose video game, Uru: a while past Myst, closed. those gamers (primarily child boomers) immigrated into different worlds, self-identifying as "refugees"; relocated in There.com, they created a hybrid tradition integrating elements in their outdated global. Ostracized firstly, they grew to become neighborhood leaders. Pearce analyzes the houses of digital worlds and appears on the methods layout impacts emergent habit. She discusses the methodologies for learning on-line video games, together with a private account of the occasionally messy means of ethnography.
Pearce considers the "play turn" in tradition and the appearance of a participatory worldwide playground enabled by means of networked electronic video games each piece as communal because the worldwide village Marshall McLuhan observed united by way of tv. Countering the ludological definition of play as unproductive and pointing to the lengthy background of pre-digital play practices, Pearce argues that play could be a prelude to creativity.
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Additional resources for Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Must I be in the presence of another player or may I communicate with them in real time remotely? Can I communicate with players individually or must all communication be within a group? Do I communicate primarily with speech, text, or a combination of the two? Group formation protocols—how are groups formed? Can I belong to more than one group? What is the basis of group afﬁliation? What are the beneﬁts or affordances of group membership? Can I send messages to my group members? Can I invite my entire group to events I plan?
Tolkien termed “sub-creation” (Tolkien 1983, Konzack 2006). Worldness can be gauged in terms of the “collective creation of belief,” which becomes a coconspiracy between designers and players. This is a similar challenge to that faced by theme park designers. Theming, like worldness, falls apart when the world and its rationale fail to convince, or when parts of the world are in some way broken or inconsistent. Murray has identiﬁed spatiality as one of the four expressive properties of digital media (1997, 71).
World rules include: • • • Communication protocols—does the system allow for synchronous or asynchronous communication such as in-world email or forums? Must I be in the presence of another player or may I communicate with them in real time remotely? Can I communicate with players individually or must all communication be within a group? Do I communicate primarily with speech, text, or a combination of the two? Group formation protocols—how are groups formed? Can I belong to more than one group?