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	<title>t. l. taylor &#187; social</title>
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		<title>This Is How We Play It: What a Mega-LAN Can Teach Us About Games</title>
		<link>http://tltaylor.com/2010/06/this-is-how-we-play-it-what-a-mega-lan-can-teach-us-about-games/</link>
		<comments>http://tltaylor.com/2010/06/this-is-how-we-play-it-what-a-mega-lan-can-teach-us-about-games/#comments</comments>
		<pubDate>Wed, 23 Jun 2010 05:36:13 +0000</pubDate>
		<dc:creator>T.L.</dc:creator>
				<category><![CDATA[texts]]></category>
		<category><![CDATA[embodiment]]></category>
		<category><![CDATA[esport]]></category>
		<category><![CDATA[gender]]></category>
		<category><![CDATA[lan]]></category>
		<category><![CDATA[social]]></category>

		<guid isPermaLink="false">http://tltaylor.com/?p=284</guid>
		<description><![CDATA[&#8220;This is How We Play It: What a Mega-LAN Can Teach Us About Games,&#8221; co-authored with Emma Witkowski, Foundations of Digital Games, Monterey, CA, June 2010. [PDF] Abstract Using data gathered through our participant observation and informal interviews at DreamHack Winter 2005 and 2009 we explore a number of themes that not only provide insight [...]]]></description>
			<content:encoded><![CDATA[<p>&#8220;This is How We Play It: What a Mega-LAN Can Teach Us About Games,&#8221;   co-authored with Emma Witkowski, <em>Foundations of Digital Games</em>,   Monterey, CA, June 2010.</p>
<p>[<a href="http://tltaylor.com/wp-content/uploads/2010/06/TaylorWitkowski-ThisIsHowWePlayIt.pdf">PDF</a>]</p>
<p><em><strong>Abstract</strong></em></p>
<p>Using data gathered through our participant observation and informal interviews at DreamHack Winter 2005 and 2009 we explore a number of themes that not only provide insight into aspects of face-to-face real-time play at LAN parties but also highlight considerations for game studies more generally. In particular, we focus on the heterogeneity of play and experience, the role of spectatorship in computer gaming, the public performance of leisure and gamer identity, and the growing presence of women in game culture. We conclude by suggesting that researchers should begin to consider the much larger trend in which this form of leisure activity is integrating itself into mainstream pop/youth/network culture.</p>
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		<title>Assemblage of Play</title>
		<link>http://tltaylor.com/2009/07/assemblage-of-play/</link>
		<comments>http://tltaylor.com/2009/07/assemblage-of-play/#comments</comments>
		<pubDate>Tue, 21 Jul 2009 10:40:55 +0000</pubDate>
		<dc:creator>T.L.</dc:creator>
				<category><![CDATA[texts]]></category>
		<category><![CDATA[co-creative]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[methodology]]></category>
		<category><![CDATA[mmog]]></category>
		<category><![CDATA[mods]]></category>
		<category><![CDATA[raids]]></category>
		<category><![CDATA[social]]></category>
		<category><![CDATA[socialization]]></category>
		<category><![CDATA[world of warcraft]]></category>

		<guid isPermaLink="false">http://tltaylor.com/?p=103</guid>
		<description><![CDATA[&#8220;The Assemblage of Play&#8221;, Games and Culture, vol. 4, no. 4, 331-339, 2009. (Correction to text: This piece was funded by the MacArthur Foundation.) [PDF, pre-print] Abstract This article explores the notion of assemblage for computer game studies. Drawing on this framework the author proposes a multi-faceted methodological approach to the study of games and [...]]]></description>
			<content:encoded><![CDATA[<p>&#8220;The Assemblage of Play&#8221;, <em>Games and Culture</em>, vol. 4, no. 4, 331-339, 2009.</p>
<p>(Correction to text: This piece was funded by the MacArthur Foundation.)</p>
<p>[<a href="http://tltaylor.com/wp-content/uploads/2009/07/Taylor-AssemblageOfPlay.pdf">PDF, pre-print</a>]</p>
<p><em><strong>Abstract </strong></em><br />
This article explores the notion of assemblage for computer game studies. Drawing on this framework the author proposes a multi-faceted methodological approach to the study of games and the play experience. Drawing on user-created mods (modifications) in the game <em>World of Warcraft</em> and an analysis of a raid encounter there, a discussion is undertaken about the relationship between technological artifacts, game experience, and sociality. Primary to the consideration is an argument for the centralizing the inter-relation of a variety of actors and nodes when analyzing lived play in computer games.</p>
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		<title>The Sopranos Meets EverQuest: Socialization Processes in Massively Multiplayer Games</title>
		<link>http://tltaylor.com/2009/07/the-sopranos-meets-everquest-socialization-processes-in-massively-multiplayer-games/</link>
		<comments>http://tltaylor.com/2009/07/the-sopranos-meets-everquest-socialization-processes-in-massively-multiplayer-games/#comments</comments>
		<pubDate>Tue, 21 Jul 2009 10:16:19 +0000</pubDate>
		<dc:creator>T.L.</dc:creator>
				<category><![CDATA[texts]]></category>
		<category><![CDATA[avatars]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[everquest]]></category>
		<category><![CDATA[mmog]]></category>
		<category><![CDATA[social]]></category>
		<category><![CDATA[socialization]]></category>

		<guid isPermaLink="false">http://tltaylor.com/?p=70</guid>
		<description><![CDATA[“The Sopranos Meets EverQuest: Socialization Processes in Massively Multiuser Games” with Mikael Jakobsson, FineArt Forum, Vol. 17, Issue 8, August 2003. [PDF] Note: Parts of the argument in this article can be found updated and revised in my book Play Between Worlds. Abstract This article explores the ways social interaction plays an integral role in [...]]]></description>
			<content:encoded><![CDATA[<p>“The Sopranos Meets <em>EverQuest</em>: Socialization Processes in Massively Multiuser Games” with <a href="http://mjson.se/">Mikael Jakobsson</a>, <em>FineArt Forum</em>, Vol. 17, Issue 8, August 2003.</p>
<p>[<a href="http://tltaylor.com/wp-content/uploads/2009/07/JT-SopranosMeetsEQ.pdf">PDF</a>]</p>
<p>Note: Parts of the argument in this article can be found updated and revised in my book <a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=10770"><em>Play Between Worlds</em></a>.</p>
<p><strong><em>Abstract</em></strong><br />
This article explores the ways social interaction plays an integral role in the game <em>EverQuest</em>. Through our research we argue that social networks form a powerful component of the gameplay and the gaming experience, one that must be seriously considered to understand the nature of massively multiplayer online games. We discuss the discrepancy between how the game is portrayed and how it is actually played. By examining the role of social networks and interactions we seek to explore how the friendships between the players could be considered the ultimate exploit of the game.</p>
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