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Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds


Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds Cover


Synopses & Reviews

Publisher Comments:

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, 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.

About the Author

Celia Pearce is Assistant Professor of Digital Media at Georgia Institute of Technology, where she is Director of the Experimental Game Lab and the Emergent Game Group.

Table of Contents

Methods of culture / Tom Boellstorff — Play, community, and history / Bonnie A. Nardi — Play, community, and emergent cultures — Communities of play and the global playground — Virtual worlds, play ecosystems, and the ludisphere — Emergence in cultures, games, and virtual worlds — Reading, writing, and playing cultures — An imaginary homeland — Identity as place — The inner lives of avatars — Communities and cultures of play — Patterns of emergence — Productive play : cultural production, meaning-making, and agency — Porous magic circles and the ludisphere — Emergence as design material — Methodology : playing ethnography — Being Artemesia : my life as an avatar — Coda: Uru resurrection : applied cyberethnography as action research — Crafting cultures : emergence as design material — Global playgrounds and the "play turn" in culture.

Product Details

Emergent Cultures in Multiplayer Games and Virtual Worlds
MIT Press
Pearce, Celia
Publication Date:

Related Subjects

Computers and Internet » Artificial Intelligence » General
Computers and Internet » Computers Reference » Social Aspects » General
Computers and Internet » Internet » General
Computers and Internet » Multimedia » Virtual Reality
Computers and Internet » Software Engineering » Game Design
Health and Self-Help » Psychology » General
History and Social Science » Sociology » General
Hobbies, Crafts, and Leisure » Games » Video Games
Hobbies, Crafts, and Leisure » Role Playing Games » Miscellaneous Games

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
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Product details 327 pages MIT Press - English 9780262291545 Reviews:
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