Recently in Multiplayer Game Category

Steinkuehler, Constance A. "Cognition and Learning in Massively Multiplayer Online Games: A Critical Approach." University of Wisconsin - Madison, 2005.

http://website.education.wisc.edu/steinkuehler/thesis.html

ABSTRACT
This dissertation consists of a collection of articles based on a two-year online cognitive ethnography of the Massively Multiplayer Online Game (MMOG) entitled Lineage. In the first chapter, I outline why we ought to research MMOGaming culture (Chapter One, Part One) and present a theoretical framework for how we might go about such investigation (Chapter One, Part Two). Next, I apply the suggested theory to selected data, demonstrating both its applicability and explanatory power (Chapter Two). In the remaining four chapters, I address specific research questions that are prompted by the theoretical lens used: how identity is constructed in such environments (Chapter Three), the nature of learning in MMOG cultures (Chapter Four), the literacy practices that constitute participation in such environments (Chapter Five), and finally how the virtual worlds of MMOGs bear on other worlds beyond them (Chapter Six) at both the micro level of individual experience (how MMOGs function in the everyday life of those who participate, Part One) and the macro level of broader economic, legal, and social forces (how MMOGs are a "mangle of practice," Pickering 1995, of corporations, designers, players, and in-game currency farmers, caught up in the tensions of an increasingly globalized world, Part Two). I have chosen to keep the citations organized under separate headings for each chapter for ease of reference. All tables and figures, however, are compiled together at the end. In what follows, I briefly review the contents of each chapter in greater depth.

Pearce, Celia. "The Truth About Baby Boomer Gamers." Games & Culture. Vol 3. Issue 2. 2008 pp 142 - 174.

http://www.lcc.gatech.edu/~cpearce3/PearcePubs/PEARCE_BabyBoomerGamers.pdf

ABSTRACT
This article describes a study conducted in the summer of 2006 aimed at exploring the play patterns and lifestyles of gamers who fall into the loose demographic of "Baby Boomers," typically defined as people born between 1946 and 1964. This independent study, including more than 300 participants, combined quantitative and qualitative techniques to paint a multifaceted picture of the gaming lifestyles and tastes of this understudied population. The study findings show that Baby Boomers comprise a vibrant video game audience, that they are devoted players, and that they have distinct needs and interests that have gone ignored by both the mainstream game industry and the game press. They also provide some detailed data about their play styles and gaming interests, the role of gaming in their larger media mix, as well as specific case studies that paint a nuanced portrait of this understudied and underserved audience.
Pearce, Celia. Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds. MIT Press, 2009.

http://www.amazon.com/Communities-Play-Emergent-Cultures-Multiplayer/dp/0262162571/ref=pd_sim_b_5

ABSTRACT
"[Celia Pearce's] background as a games designer is evident in the way she respectfully engages readers in clear, vivid prose structured in an original and--can we say it?--entertaining way. From its thoughtful analyses of play and community to its authoritative contextualization of games and virtual worlds, this book repays study on many levels. Enjoy!"
--from the foreword by Bonnie Nardi

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. 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.

The Ambiguity of Play

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Sutton-Smith, Brian. The Ambiguity of Play. Harvard University Press, 1999.

http://www.amazon.com/Ambiguity-Play-Brian-Sutton-Smith/dp/0674005813
Evans, Nancy and Mulvihill, Thalia M. and Brooks, Nancy J. "Innovate: Mediating the Tensions of Online Learning with Second Life." Innovate: journal of online education. Volume 4. Issue 6. 2008.

http://www.innovateonline.info/index.php?view=article&id=537&action=login


ABSTRACT
The future of education will be shaped by innovative online communication tools that will change both the context and the nature of the relationships that influence education. In this article, Nancy Evans, Thalia M. Mulvihill, and Nancy J. Brooks explore the educational possibilities of Second Life, a three-dimensional virtual online environment. The authors posit that a multiuser virtual enviroment such as Second Life offers a valuable medium for enhancing and enriching online education because it meets human needs for belonging, esteem, and self-actualization; complements users' motivations for engaging with technology; and aids in building relationships and personal connections in an online environment, thereby offering transformative learning and teaching opportunities.
Ben and Djajadiningrat, And T. "Emergent Interaction: Creating Spaces for Play." Design Issues. Volume 24. Issue 3. pp 58 - 71. 2008

http://www.mitpressjournals.org.www.library.gatech.edu:2048/doi/pdfplus/10.1162/desi.2008.24.3.58

Schmieder, Christian. "World of Maskcraft vs. World of Queercraft? Communication, sex and gender in the online role-playing game World of Warcraft." Journal of Gaming & Virtual Worlds. Volume 1. Issue 1. pp 2 - 21. 2008.

http://www.scribd.com/doc/18758796/Journal-of-Gaming-and-Virtual-Worlds-Volume-1-Issue-1

ABSTRACT:
This article examines the construction, representation and commingling of gender identity in the online role-playing game (RPG) World of Warcraft. I show how players on German-speaking non-RPG servers blend gender by using linguistic markers of gender (like specific articles and suffixes) in an interchangeable way. Subsequent to this analysis, possible consequences for the online world as an opposition to 'offline reality' and as a space for negotiation of gender identity are discussed. Focusing on different modes of communication while playing, I develop a more differentiated view on communication, sex and gender in online communities - a view that goes beyond an assumption of simplistic, one-dimensional gender bending.
Hussain, Zaheer and Griffiths, Mark. "Gender Swapping and Socializing in Cyberspace: An Exploratory Study." CyberPsychology & Behavior. Volume 11. pp 47 - 53. 2008.

http://dx.doi.org/10.1089/cpb.2007.0020

ABSTRACT:
Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. Given the relative lack of research in the area, the main aims of the study were to examine (a) the impact of online gaming (e.g., typical playing behavior) in the lives of online gamers, (b) the effect of online socializing in the lives of gamers, and (c) why people engage in gender swapping. A self-selecting sample of 119 online gamers ranging from 18 to 69 years of age (M = 28.5 years) completed a questionnaire. The results showed that just over one in five gamers (21\%) said they preferred socializing online to offline. Significantly more male gamers than female gamers said that they found it easier to converse online than offline. It was also found that 57\% of gamers had engaged in gender swapping, and it is suggested that the online female persona has a number of positive social attributes in a male-oriented environment.
Cassell, Justine. From Barbie to Mortal Kombat: Gender and Computer Games. The MIT Press, 1998.

http://www.amazon.ca/exec/obidos/redirect?tag=citeulike09-20&path=ASIN/0262032589

ABSTRACT:
This book explores the complicated issue of gender in computer games\&\#173;-particularly the development of video games for girls. One side is the concern that the average computer game, being attractive primarily to boys, furthers the technology access gap between the genders. Yet attempts to create computer games that girls want to play brings about another set of concerns: should games be gendered at all? And does having boys' games and girls' games merely reinforce the way gender differences are socialized in play?<p> Cassell and Jenkins have gathered the thoughts of several feminist and media scholars to explore the issues from multiple perspectives, but this is not a work confined to ivory-tower theorizing. Alongside the philosophical explorations are pragmatic investigations of the hard-nosed, real world of computer-game manufacture and sales. Particularly enlightening is a section featuring interviews with several leading creators of games for girls. And while all agree that it's good to be past the days when women in computer games were limited to scantily clad background figures or damsels in distress, the visions of an appropriate future are both diverse and well defended. There is no pretense here of easy answers, but there are many excellent questions. <I>--Elizabeth Lewis</I>
MacCallum-Stewart, Esther. Real Boys Carry Girly Epics: Normalising Gender Bending in Online Games." Eludamos: Journal for Computer Game Culture. Volume 2. 2008.

http://www.eludamos.org/index.php/eludamos/article/viewArticle/35/537


ABSTRACT:
Players in online games frequently choose the opposite gender when they select an avatar. Previously, this has been attributed to a player's unconscious sexual anxieties and the need to experiment through the anonymous location of the avatar. However, this paper argues that the development of choice in games, where players have frequently selected the female form for ludic reasons, means that this choice has become normalised through a historical process. The avatar is frequently considered as a tool, with gender regarded as a freely admitted aesthetic pleasure. The player does not see this as a site of tension, or seeks to absolve this tension publicly as an act of appropriation typical to Jenkins¬π textual poachers. Overall, the act of gender switching is not considered deviant within gaming; more, it is embraced as a common practise with historical precedents to support it.

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