Book Review: T.L. Taylor, Play Between WorldS: Exploring Online Game Culture. Cambridge, MA: MIT Press, 2006. vii+197 pp. ISBN 0262201631, $29.95 hbk
By Jane C. Park. New Media & Society, 2007
457 citations recorded by the source corpus.
Subfields: Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/b2ca1b427b1694182daad76f84c63261d6e9c78b
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Sociology and Political Science
- Daria J. Kuss
- Mark D. Griffiths
- Petter Bae Brandtzæg
- Jan Heim
- C. Ferguson
- A. V. Van Rooij
- Anthony M. Bean
- Rune Kristian Lundedal Nielsen
Citations in the corpus
- Understanding the new digital divide - A typology of Internet users in Europe (2011, background): “Entertainment usage online is thought to have increasing importance in the information society for both child and adult populations (Brandtzaeg et al., 2003; Taylor, 2006).”
- Video Game Addiction: The Push To Pathologize Video Games (2017, background): “idea that is rarely considered in the concept of video game addiction (Taylor, 2006; Boellstorff, Nardi, Pearce, & Taylor, 2012; Colder Carras, 2016).”
- Internet Gaming Addiction: A Systematic Review of Empirical Research (2012, background): “And this mix is exactly what is evocative and hooks many people” (Taylor 2006, pp. 153–154).”
- Sexism in online video games: The role of conformity to masculine norms and social dominance orientation (2014, background): “By their sex alone, women are considered outsiders and can be perceived as violating normative sex role behavior simply by participating in many networked games (Taylor, 2006).”
- Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2012, background): “This finding is unsurprising, as others have found that women tend to underestimate the amount of time they play and do not generally identify as gamers (Aquila, 2006; Lucas and Sherry, 2004; Kerr, 2006; Taylor, 2006; Williams et al., 2009a; Yates and Littleton, 1999).”
- The Scientific Research Potential of Virtual Worlds (2007, background): “has followed the twin qualitative paradigms of anthropological ethnography and sociological participant observation (42), but quantitative approaches using rigorous statistical and computational techniques show very great promise.”