EVE is real: how conceptions of the 'real' affect and reflect an online game community
Carter, Marcus and Bergstrom, Kelly and Webber, Nick and Milik, Oskar (2016) EVE is real: how conceptions of the 'real' affect and reflect an online game community. Well Played, 5 (2). pp. 5-33. ISSN 2164-344X/2164-3458
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Abstract
Used in a wide variety of contexts, a common colloquialism among EVE Online players is the phrase ‘EVE is real’. In this paper, we examine the various ways in which EVE is considered ‘real’ by its players, identifying a nuanced and powerful concept that goes significantly beyond real/virtual distinctions that have already been critiqued in game studies literature. We argue that, as a form of paratext, colloquialisms like this play an enormous role in shaping EVE Online’s informal rules (in particular towards treachery), constructing the identity of EVE Online players, communicating the seriousness of EVE Online play while in other cases, emphasizing the gameness of the MMOG.
Item Type: | Article | ||||||
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Identification Number: | https://doi.org/10.1184/R1/6687041 | ||||||
Dates: |
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Subjects: | CAH24 - media, journalism and communications > CAH24-01 - media, journalism and communications > CAH24-01-05 - media studies CAH20 - historical, philosophical and religious studies > CAH20-01 - history and archaeology > CAH20-01-01 - history |
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Divisions: | Faculty of Arts, Design and Media > College of English and Media | ||||||
Depositing User: | Nick Webber | ||||||
Date Deposited: | 22 Jan 2020 10:48 | ||||||
Last Modified: | 20 Mar 2023 16:17 | ||||||
URI: | https://www.open-access.bcu.ac.uk/id/eprint/8754 |
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