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
Identification Number: https://doi.org/10.1184/R1/6687041
Date: 19 May 2016
Subjects: P300 Media studies
V300 History by topic
Divisions: Faculty of Arts, Design and Media > Birmingham School of Media
Faculty of Arts, Design and Media > Centre for Media and Cultural Research
REF UoA Output Collections > REF2021 UoA34: Communication, Cultural and Media Studies, Library and Information Management
Depositing User: Nick Webber
Date Deposited: 22 Jan 2020 10:48
Last Modified: 25 Mar 2020 14:46
URI: http://www.open-access.bcu.ac.uk/id/eprint/8754

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