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Taylor, T. L., Play Between Worlds: Exploring Online Game Culture. The MIT Press, 2006.

http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=10770

ABSTRACT
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.

Taylor, T. L. "Power Gamers Just Want to Have Fun?: Instrumental Play in A MMOG." Level Up: Digital Games Research Association (DiGRA) Conference Proceedings. Copier, Marinka and Raessens, Joost. Universiteit Utrecht, 2003.

http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/05163.32071

ABSTRACT
In this paper I explore a particular slice of massive multiplayer participants known as power gamers. Through my ethnography of EverQuest, as well as interviews with players, I analyze the ways these participants, who operate with a highly instrumental game-orientation, actually facilitate their play style through a variety of distinctly social activities. Rather than seeing this segment of the gaming population as "lone ranger" figures or via various other "geek gamer" myths, this work explores the way high-end players are actually embedded in deeply social structures, rituals, and practices.
Castronova, Edward. "The Price of 'Man' and 'Woman': A Hedonic Model of Avatar Attributes in a Synthetic World". CESifo Working Paper Series. Vol 618. 2001.

http://www.ifo.de/~DocCIDL/cesifo_wp957.pdf

ABSTRACT
This paper explores a unique new source of social valuation: a market for bodies. The internet hosts a number of large synthetic worlds which users can visit by piloting a
computer-generated body, known as an avatar. Avatars can have an asset value, in that users can spend time to increase their skills; these asset values can be directly observed in online markets. Auction data for avatars from the synthetic fantasy world of EverQuest are used here to explore a number of questions, especially those involving the relative value of male and female avatars. In EverQuest, about 20 percent of the avatar population is female, and there are no sex-based differences in avatar capabilities. Many avatars (about one-fourth to one-fifth of the population) are cross-gendered, being piloted by a person of the opposite sex. Nonetheless, relations between avatars are gender-based, and include chivalry, dating, and sex. Female avatars tend to be concentrated in highly sexualized Human and Elven races, with very few being present among such aesthetically-challenged races as Ogres and Trolls. Hedonic analysis of the auction price data suggests that gender labels are a less important determinant of avatar values than the "level," a game-design metric that indicates the overall capabilities of the avatar. Thus, ability seems more important than sex in determining the value of a body. Nonetheless, among comparable avatars, females do sell at a significant price discount. The average avatar price is 333 dollar; the price discount for females is 40 to 55 dollar, depending on methods. The discount may stem from a number of causes, including discrimination in Earth society, the maleness of the EverQuest player base, or differences in well-being related to male and female courtship roles. We do know, however, that these differences cannot be caused by sex-based differences in the abilities of the body, since in the fantasy world of Norrath there are none.

Yee, Nicholas. The Norrathian Scrolls: A study of EverQuest. 2001.

http://www.nickyee.com/eqt/home.html

EverQuest

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EverQuest. Sony Online Entertainment. 1999.

http://everquest.station.sony.com/
Taylor, T. L. "Multiple Pleasures: Women and Online Gaming." Convergence. Volume 9. pp 21 - 46. 2003

http://www.google.com/url?sa=t&source=web&ct=res&cd=3&url=http%3A%2F%2Fwww.lcc.gatech.edu%2F~cpearce3%2FCourseReadings%2FTaylorMultiplePleasures.pdf&ei=nw-5SrOsDIL8tgfDgoj6Dg&usg=AFQjCNGmKmI2F7dGgF6ItPrL-Kg1bDsbUQ&sig2=sg4_KD3712fohf90iPGVRQ

ABSTRACT:
This article explores the issue of gender and computer games by looking at the growing population of women in massive multiplayer online role-playing environments   (MMORPGs). It explores what are traditionally seen as masculine spaces and seeks to understand the variety of reasons women might participate. Through ethnographic and interview data, the themes of social interaction, mastery and status, team participation, and exploration are considered as compelling activities female gamers  are engaging in online. Given that these online games often include a component of fighting, the issue of violence is discussed. Rather than seeing this group of players as an anomaly, this article explores how focusing on the pleasures women   derive from gaming might lend a more complex understanding of both gender and computer games. Finally, a consideration of how design is affecting this emerging   genre is explored.

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