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
Dates:
DateEvent
29 February 2016Accepted
19 May 2016Published Online
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
Divisions: Faculty of Arts, Design and Media > Birmingham Institute of Media and English > Birmingham School of Media
Faculty of Arts, Design and Media > Birmingham Institute of Media and English > Birmingham School of Media > Centre for Media and Cultural Research
Depositing User: Nick Webber
Date Deposited: 22 Jan 2020 10:48
Last Modified: 03 Mar 2022 15:59
URI: https://www.open-access.bcu.ac.uk/id/eprint/8754

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