First Person

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Author :
Publisher : MIT Press
ISBN 13 : 9780262232326
Total Pages : 360 pages
Book Rating : 4.2/5 (323 download)

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Book Synopsis First Person by : Noah Wardrip-Fruin

Download or read book First Person written by Noah Wardrip-Fruin and published by MIT Press. This book was released on 2004 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: The relationship between story and game, and related questions of electronic writing and play, examined through a series of discussions among new media creators and theorists.

The Media Game

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Publisher : Longman Publishing Group
ISBN 13 :
Total Pages : 264 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis The Media Game by : Stephen Ansolabehere

Download or read book The Media Game written by Stephen Ansolabehere and published by Longman Publishing Group. This book was released on 1993 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: "[Authors] examine the massive changes to our political system brought about by the rise of television since the 1950s. The authors start by describing the workings of the media, and then they analyze the effects of television on both politicians and voters. They combine striking experimental and survey data with behind-the-scenes examples culled from national and state politics."--Page 4 of cover.

Board Games as Media

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Publisher : Bloomsbury Academic
ISBN 13 : 1501357174
Total Pages : 297 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Board Games as Media by : Paul Booth

Download or read book Board Games as Media written by Paul Booth and published by Bloomsbury Academic. This book was released on 2021-01-14 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: Leading expert Paul Booth explores the growth in popularity of board games today, and unpacks what it means to read a board game. What does a game communicate? How do games play us? And how do we decide which games to play and which are just wastes of cardboard? With little scholarly research in this still-emerging field, Board Games as Media underscores the importance of board games in the ever-evolving world of media.

Game On

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Publisher : John Wiley & Sons
ISBN 13 : 1118089308
Total Pages : 311 pages
Book Rating : 4.1/5 (18 download)

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Book Synopsis Game On by : Jon Radoff

Download or read book Game On written by Jon Radoff and published by John Wiley & Sons. This book was released on 2011-03-16 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: A never-before published look at the many possibilities of social game development As one of the few entrepreneurs in the world with expertise building both social media and games, author Jon Radoff brings a one-of-a-kind perspective to this unique book. He shows that games are more than a profitable form of entertainment?the techniques of social games can be used to enhance the quality of online applications, social media and a wide range of other consumer and business experiences. With this book, you?ll explore how social games can be put to work for any business and examine why they work at all. The first part of explains what makes games fun, while the second part reviews the process and details of game design. Looks at how games are the basis for many everyday functions and explains how techniques of social games can be used by businesses as money-making tools Drills down the process of game design while focusing on the design, analysis, and creation of games Features screen shots, diagrams and explanations to illuminate key concepts, accessible to anyone regardless of game playing or design experience Reviews what works and what doesn?t using a range of real-world scenarios as examples Author Jon Radoff has a unique blend of experiences creating games, Internet-based social media, and Web technology. Game On is not playing around. Discover how social media games make money?and how you can enhance your business using games.

Gaming the Stage

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Publisher : University of Michigan Press
ISBN 13 : 0472053817
Total Pages : 305 pages
Book Rating : 4.4/5 (72 download)

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Book Synopsis Gaming the Stage by : Gina Bloom

Download or read book Gaming the Stage written by Gina Bloom and published by University of Michigan Press. This book was released on 2018-07-10 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: Illuminates the fascinating, intertwined histories of games and the Early Modern theater

Dracula in Visual Media

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Publisher : McFarland
ISBN 13 : 0786462019
Total Pages : 313 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Dracula in Visual Media by : John Edgar Browning

Download or read book Dracula in Visual Media written by John Edgar Browning and published by McFarland. This book was released on 2014-01-10 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a comprehensive sourcebook on the world's most famous vampire, with more than 700 citations of domestic and international Dracula films, television programs, documentaries, adult features, animated works, and video games, as well as nearly a thousand comic books and stage adaptations. While they vary in length, significance, quality, genre, moral character, country, and format, each of the cited works adopts some form of Bram Stoker's original creation, and Dracula himself, or a recognizable vampiric semblance of Dracula, appears in each. The book includes contributions from Dacre Stoker, David J. Skal, Laura Helen Marks, Dodd Alley, Mitch Frye, Ian Holt, Robert Eighteen-Bisang, and J. Gordon Melton.

Rules of Play

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Publisher : MIT Press
ISBN 13 : 9780262240451
Total Pages : 680 pages
Book Rating : 4.2/5 (44 download)

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Book Synopsis Rules of Play by : Katie Salen Tekinbas

Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Game Cultures

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Publisher : McGraw-Hill Education (UK)
ISBN 13 : 0335224873
Total Pages : 184 pages
Book Rating : 4.3/5 (352 download)

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Book Synopsis Game Cultures by : Jon Dovey

Download or read book Game Cultures written by Jon Dovey and published by McGraw-Hill Education (UK). This book was released on 2006-05-16 with total page 184 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

The Game Master's Book of Random Encounters

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Author :
Publisher : Media Lab Books
ISBN 13 : 9781948174374
Total Pages : 256 pages
Book Rating : 4.1/5 (743 download)

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Book Synopsis The Game Master's Book of Random Encounters by : Jeff Ashworth

Download or read book The Game Master's Book of Random Encounters written by Jeff Ashworth and published by Media Lab Books. This book was released on 2020-09-15 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.

Game On!

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Author :
Publisher :
ISBN 13 : 9781700281944
Total Pages : 462 pages
Book Rating : 4.2/5 (819 download)

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Book Synopsis Game On! by : Craig A Anderson

Download or read book Game On! written by Craig A Anderson and published by . This book was released on 2019-12-17 with total page 462 pages. Available in PDF, EPUB and Kindle. Book excerpt: When someone brings up the subject of violent video games, it's usually for one of two reasons: a) To insist that media violence is turning our kids into killers, or b) To deny that media have any effects on us and to call anyone who says otherwise a moral crusader.Like most complex issues, the effects of media violence aren't so black-and-white. This book cuts through the rhetoric and grandstanding to directly answer the questions that parents, gamers, and researchers have. Condensing more than 50 years worth of scientific research into a easy-to-read book that provides clear, practical answers, the authors also "show their work" with detailed explanations and scientific references for those who want that level of detail. Written in an FAQ format, this book is the first of its kind: A handy reference guide that bridges the gap between media researchers and those who want scientifically accurate and informed answers stripped of the polarizing rhetoric."This outstanding book is absolutely the best I have ever read for supporting parents and professionals alike with accurate information about the impact of media violence. The short answer/long answer to all the questions is a brilliant way to give practical information that can immediately be put into decisive, confident action. I love this book and can't thank the authors enough for writing it and compiling mountains of relevant research in extremely useable ways. I am sharing it with everyone I know." - Gloria DeGaetano, Founder/Director, Parent Coaching Institute; Author: Parenting Well in a Media Age, Keep Our Kids Human"The authors know exactly what questions need answering, and they answer them in a clear style that should dispel many of the myths and misconceptions. I hope that this book will lead to a more civilised and rational debate about violent games and their place in society." - Professor Elizabeth Handsley, President, Australian Council on Children and the Media"The issues surrounding mass media violence are complex. This book helps us navigate this complex terrain in an easy and structured manner. It is a must read for educators, parents, researchers, and policy-makers." - Edward Donnerstein, Ph.D., Dean Emeritus, University of Arizona

Life Is a Game

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501359177
Total Pages : 233 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Life Is a Game by : Edward Castronova

Download or read book Life Is a Game written by Edward Castronova and published by Bloomsbury Publishing USA. This book was released on 2020-09-17 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: What if life is a game? Are you winning? Have you even decided what 'winning' is? Game design could be defined in many ways, but here the term is used to denote the practice of creating choices. Designing a game, in this sense, involves crafting limits, rewards, incentives, and risks in such a way that the person who interacts with the game – the player – makes choices that have consequences. Edward Castronova urges readers to think about the fundamentals of the human condition and compare them to different games that we all know. In some ways, life is like an idle game: providing unchallenging distractions that fit easily into a person's daily routine. In other ways, life is like the game Minesweeper: You poke in different places to learn about what you don't know, taking care to avoid big explosions. Or, life is like a role-playing game: You adopt a persona and speak your part, always seeking adventure. Bringing together questions relating to diverse fields – such as politics, economics, sociology and philosophy - Castronova persuades readers to broaden the scope of game design to answer questions about life's everyday obstacles. The object of this book is to take seriously the idea that life is a game. The goal is not to make readers wealthier or healthier. Its goal is to go on a journey into the human condition, with game design as a guide.

Future Gaming

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Publisher : MIT Press
ISBN 13 : 1906897557
Total Pages : 162 pages
Book Rating : 4.9/5 (68 download)

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Book Synopsis Future Gaming by : Paolo Ruffino

Download or read book Future Gaming written by Paolo Ruffino and published by MIT Press. This book was released on 2018-05-04 with total page 162 pages. Available in PDF, EPUB and Kindle. Book excerpt: A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.

Resonant Games

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Publisher : MIT Press
ISBN 13 : 0262037807
Total Pages : 267 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Resonant Games by : Eric Klopfer

Download or read book Resonant Games written by Eric Klopfer and published by MIT Press. This book was released on 2018-07-17 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.

Social Exclusion, Power, and Video Game Play

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Publisher : Lexington Books
ISBN 13 : 0739138626
Total Pages : 284 pages
Book Rating : 4.7/5 (391 download)

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Book Synopsis Social Exclusion, Power, and Video Game Play by : David G. Embrick

Download or read book Social Exclusion, Power, and Video Game Play written by David G. Embrick and published by Lexington Books. This book was released on 2012-03-01 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural and political environment that raises the question of the significance of work, play, power and inequalities in the modern world. Many studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers or even social media; how social exclusion (e.g., race, class, gender, etc.) in the virtual environments are reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope to draw attention to the need for more studies that are both sociological and critical.

Before the Crash

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Publisher : Wayne State University Press
ISBN 13 : 0814337228
Total Pages : 270 pages
Book Rating : 4.8/5 (143 download)

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Book Synopsis Before the Crash by : Mark J. P. Wolf

Download or read book Before the Crash written by Mark J. P. Wolf and published by Wayne State University Press. This book was released on 2012-06-15 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: Contributors examine the early days of video game history before the industry crash of 1983 that ended the medium’s golden age. Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, and major video game makers suffered steep losses or left the market altogether. In Before the Crash: Early Video Game History, editor Mark J. P. Wolf assembles essays that examine the fleeting golden age of video games, an era sometimes overlooked for older games’ lack of availability or their perceived "primitiveness" when compared to contemporary video games. In twelve chapters, contributors consider much of what was going on during the pre-crash era: arcade games, home game consoles, home computer games, handheld games, and even early online games. The technologies of early video games are investigated, as well as the cultural context of the early period—from aesthetic, economic, industrial, and legal perspectives. Since the video game industry and culture got their start and found their form in this era, these years shaped much of what video games would come to be. This volume of early history, then, not only helps readers to understand the pre-crash era, but also reveals much about the present state of the industry. Before the Crash will give readers a thorough overview of the early days of video games along with a sense of the optimism, enthusiasm, and excitement of those times. Students and teachers of media studies will enjoy this compelling volume.

Persuasive Games

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Publisher : MIT Press
ISBN 13 : 0262261944
Total Pages : 463 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Persuasive Games by : Ian Bogost

Download or read book Persuasive Games written by Ian Bogost and published by MIT Press. This book was released on 2010-08-13 with total page 463 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

Play Between Worlds

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Author :
Publisher : MIT Press
ISBN 13 : 0262250543
Total Pages : 206 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Play Between Worlds by : T. L. Taylor

Download or read book Play Between Worlds written by T. L. Taylor and published by MIT Press. This book was released on 2009-02-13 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.