Play Between
Worlds: Exploring Online Game Culture
by T. L.
Taylor
The MIT Press, Cambridge Massachusetts
2006
197 pp., illus. 13 b/w. Trade, $US29.95
ISBN: 0-262-29163-1.
Review by John F. Barber
Digital Technology and Culture, Washington
State University Vancouver
jfbarber@eaze.net
Given the newness of online gaming studies
and the fact that much of the terrain
remains unmapped, it is natural that studies,
to date, focus on generic, homogenous,
imagined players engaged in broadly-defined
interactions. Fine-grained distinctions
regarding individual activities and personalities
are slow to emerge as is the understanding
that online games, especially massively
multiplayer online games (MMOGs), are
fundamentally social spaces.
Play Between Worlds: Exploring Online
Game Culture, by T. L. Taylor, reverses
this trend and establishes benchmarks
for future research regarding broader
cultural issues associated with MMOGs.
Drawing on her experience as an EverQuest
player and a participant in various offline
EverQuest related events, as well
as solid research, Taylor presents an
ethnography bolstered by thick description
that examines multiplayer gaming life
lived as players slip back and forth between
the complex game-related social networks
found both online and offline.
For example, Taylor debunks the common
notion that playing computer games is
an isolating and solitary activity for
teenage boys. Instead, she demonstrates
that MMOGs, in which thousands of players
of all ages and gender participate simultaneously
in virtual reality game worlds in real
time, are actively designed, or repurposed
by players, for sociability. Such sociability
is found online as players group together
to share resources as well as rewards,
teach each other play-related survival
and social skills, and achieve mutually
advantageous combinations of leisure,
socializing, and work. Offline, players
meet and socialize, both in and out of
character, as a way of sharing common
interests and extending the possibilities
for play.
The intertwining of online and offline
identities is complex but Taylors
nuanced scholarship and vivid descriptions
provides one a full-immersion in the virtual
world of EverQuest and reaps rewards
from close association with the players
and their social networks. As a good ethnography
should, Taylors Play Between
Worlds offers a snapshot of MMOG culture,
showing something of the game itself but
also raising broader culture issues. She
considers, for example, the "power
gamers," individuals who play and
interact online in ways that seem closer
to work in the real world. In following
this issue, Taylor examines our notions
of what constitutes play, and why play
might sometimes feel painful, boring,
repetitive, like work. Taylor also examines
female EverQuest gamers and finds
they do not fit the traditional stereotype
held by the games industry. Her findings
cast doubt on standardized and preconceived
notions of femininity and the kinds of
games in which women engage. Finally,
Taylor investigates who owns the game
space, and what happens when the player
culture confronts the major corporation
behind the game.
In this sense Play Between Worlds
is more, much more, than a snapshot of
emergent multiplayer culture. Taylor,
as she says, provides fundamental insights
into issues independent of games: the
relationship between work and play, gender
identities, the use of technology in our
lives, and the complicated relationship
with commercial culture, especially online
governance and intellectual property that
will shape future interactions between
players and game companies (11).
The result is an engaging description
of the social significance of MMOGs, the
ways they have evolved and may continue
to grow, and the debates surrounding some
of the major issues associated with this
growth. Play Between Worlds should
be interesting, and significant, for scholars
and others interested in popular culture,
social organization, the relationships
between play and work, and the implications
for bleeding back and forth across the
border between game worlds and real worlds.