Play Between Worlds

Play Between Worlds

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  • Author: T. L. Taylor
  • Publisher: MIT Press
  • ISBN: 0262250543
  • Category : Computers
  • Languages : en
  • Pages : 206

A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.


The Space Between Worlds

The Space Between Worlds

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  • Author: Micaiah Johnson
  • Publisher: Del Rey
  • ISBN: 0593135067
  • Category : Fiction
  • Languages : en
  • Pages : 351

NEW YORK TIMES BOOK REVIEW EDITORS’ CHOICE • An outsider who can travel between worlds discovers a secret that threatens the very fabric of the multiverse in this stunning debut, a powerful examination of identity, privilege, and belonging. WINNER OF THE COMPTON CROOK AWARD • FINALIST FOR THE LOCUS AWARD • “Gorgeous writing, mind-bending world-building, razor-sharp social commentary, and a main character who demands your attention—and your allegiance.”—Rob Hart, author of The Warehouse ONE OF THE BEST BOOKS OF THE YEAR—NPR, Library Journal, Book Riot Multiverse travel is finally possible, but there’s just one catch: No one can visit a world where their counterpart is still alive. Enter Cara, whose parallel selves happen to be exceptionally good at dying—from disease, turf wars, or vendettas they couldn’t outrun. Cara’s life has been cut short on 372 worlds in total. On this dystopian Earth, however, Cara has survived. Identified as an outlier and therefore a perfect candidate for multiverse travel, Cara is plucked from the dirt of the wastelands. Now what once made her marginalized has finally become an unexpected source of power. She has a nice apartment on the lower levels of the wealthy and walled-off Wiley City. She works—and shamelessly flirts—with her enticing yet aloof handler, Dell, as the two women collect off-world data for the Eldridge Institute. She even occasionally leaves the city to visit her family in the wastes, though she struggles to feel at home in either place. So long as she can keep her head down and avoid trouble, Cara is on a sure path to citizenship and security. But trouble finds Cara when one of her eight remaining doppelgängers dies under mysterious circumstances, plunging her into a new world with an old secret. What she discovers will connect her past and her future in ways she could have never imagined—and reveal her own role in a plot that endangers not just her world but the entire multiverse. “Clever characters, surprise twists, plenty of action, and a plot that highlights social and racial inequities in astute prose.”—Library Journal (starred review)


Between Worlds

Between Worlds

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  • Author: Skip Brittenham
  • Publisher: Penguin
  • ISBN: 0698411021
  • Category : Young Adult Fiction
  • Languages : en
  • Pages : 270

Immersive augmented reality brings this action-packed fantasy to life. The town of Eden Grove has a legend: In the center of a pine forest there is an aspen grove, and in the center of the aspen grove is an ancient, magnificent tree. A tree that grants wishes. Mayberry and Marshall have heard the stories about the Wishing Tree, but they know nothing like that could really exist near their dreary town. Misunderstood and restless, the teenagers wish for a lot of things, including being on another planet altogether. Somewhere with magic and adventure—someplace where they can be heroes. And then the unlikeliest thing happens: On a hike through the forest, they find the Wishing Tree. The pair make their wish, fall asleep . . . and wake up on Nith, a world that is exactly what they asked for. The alien landscape is beautiful, but it’s also full of dangerous and fantastic creatures, and almost without exception, the creatures are hungry. Soon Mayberry and Marshall learn two very important facts about their wish: First, that magic comes at a very steep cost; second, that they can only be heroes if they can survive. The journey that follows will test the limits of their courage and strength . . . and change them in ways they haven’t begun to imagine. This epic work brings fantasy to life, first by inviting readers into another world, then by using cutting-edge augmented reality technology to bring the world alive in interactive 3D. Experience BETWEEN WORLDS in Augmented Reality now: http://www.experienceanomaly.com/between-worlds/demo


Worlds in Play

Worlds in Play

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  • Author: Suzanne De Castell
  • Publisher: Peter Lang
  • ISBN: 9780820486437
  • Category : Art
  • Languages : en
  • Pages : 364

Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»


The Light Between Worlds

The Light Between Worlds

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  • Author: Laura E. Weymouth
  • Publisher: HarperCollins
  • ISBN: 0062696890
  • Category : Young Adult Fiction
  • Languages : en
  • Pages : 324

What happens when you return to the real world after being in a fantastical one like Narnia? This YA debut by Laura E. Weymouth is perfect for fans of Melissa Albert’s The Hazel Wood and Lev Grossman’s The Magicians. Six years ago, sisters Evelyn and Philippa Hapwell were swept away to a strange and beautiful kingdom called the Woodlands, where they lived for years. But ever since they returned to their lives in post-WWII England, they have struggled to adjust. Ev desperately wants to return to the Woodlands, and Philippa just wants to move on. When Ev goes missing, Philippa must confront the depth of her sister’s despair and the painful truths they’ve been running from. As the weeks unfold, Philippa wonders if Ev truly did find a way home, or if the weight of their worlds pulled her under. Walking the line between where fantasy and reality meet, this lyrical and magical novel is, above all else, an exploration of loss and healing, and what it means to find where you belong.


Education in a Time Between Worlds

Education in a Time Between Worlds

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  • Author: Zachary Stein
  • Publisher: Bright Alliance
  • ISBN: 9780986282676
  • Category :
  • Languages : en
  • Pages : 354

Education in a Time Between Worlds seeks to reframe this historical moment as an opportunity to create a global society of educational abundance. Educational systems must be transformed beyond recognition if humanity is to survive the planetary crises currently underway.


Ethnography and Virtual Worlds

Ethnography and Virtual Worlds

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  • Author: Tom Boellstorff
  • Publisher: Princeton University Press
  • ISBN: 0691264864
  • Category : Social Science
  • Languages : en
  • Pages : 264

A practical guide to the ethnographic study of online cultures, and beyond Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results. Provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame Draws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of Warcraft Provides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issues Guides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research results Addresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography


Raising the Stakes

Raising the Stakes

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  • Author: T. L. Taylor
  • Publisher: MIT Press
  • ISBN: 0262527588
  • Category : Games & Activities
  • Languages : en
  • Pages : 333

How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.


Walk Between Worlds

Walk Between Worlds

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  • Author: Samara Breger
  • Publisher: Bywater Books
  • ISBN: 1612942261
  • Category : Fiction
  • Languages : en
  • Pages : 245

Sergeant Major Scratch Keyes of the King’s Guard is having a bad day. On what should be the biggest night of her life, everything suddenly goes horribly wrong. First, her king denies her the promotion she rightfully earned, as well as the knighthood that goes along with it. And then, when Scratch is wallowing somewhere near the fetid rock bottom, she and her best friend, the flamboyant and carefree Sergeant James Ursus, are arrested for orchestrating the abduction of Princess Frances and sentenced to death. On the whole, things could be better. Luckily, help comes in the form of the mysterious Shae siblings—Vel and Umbrella—who inform the doomed pair that the issue of the missing Princess is far more complicated than it appears. After a daring escape, the four embark on an ill-advised rescue mission through a forest filled with beasts, bandits, and mysterious fair folk, bringing nothing with them but a kitchen knife and the vague outline of a plan. Their destination is the Between, a sacred and shadowy fae-guarded place that promises to deliver Scratch and James to the princess—if they manage to survive. But Scratch didn’t rise above her humble childhood in the Royal City slums by accepting things at face value. It’s clear that the enigmatic Shaes are hiding something, but what do they know? Who are they working with? And why, in the name of all the divine constellations in the scrambled sky, can't Scratch stop staring at Brella? Samara Breger’s debut novel, Walk Between Worlds is a romantic queer fantasy adventure that will make you laugh even as it keeps you on the edge of your seat.


Between Worlds

Between Worlds

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  • Author: Misha Berson
  • Publisher:
  • ISBN:
  • Category :
  • Languages : en
  • Pages : 196