New Issue of Game Studies: EverQuest Revisited

Get your video game theory fix: New issue of Game studies, issue 0901 on “EverQuest – 10 Years Later“.

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Special Issue – EQ: 10 Years Later

by Eric Hayot, Edward Wesp

Reviews the place of EverQuest in the history of virtual world studies; lays out some of the critical issues that emerge from the study of MMORPGs; and introduces the essays in this issue….
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by Nick Yee

This paper explores how the social architectures in virtual worlds can lead to behavioral changes at the community level by shaping norms and expectations…
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by Greg Lastowka

This article describes EverQuest as a fictive text, a computer game, and an online community and explains how these three distinct frameworks lead to different legal regulatory modalities. It concludes that the optimal legal regulation for virtual worlds like Norrath is a question that must be addressed by the political process…
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by Sal Humphreys

Explores issues of ownership, governance, labour, rights and obligations in MMOGs, using research conducted in EQ. The clash between product and service, between proprietary space and public space and between amateur and professional raise questions for policy makers and lawyers considering the rights and obligations of different stakeholders…

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by Lisbeth Klastrup

This articles discusses online gameworlds as a new form of engaging fictional universes, and how to analytically approach and describe the player’s experience of “worldness” with EverQuest as an illustrative example. It argues that such an analysis should incorporate the study of design, aesthetics, means of expression and sociality…

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by Bart Simon, Kelly Boudreau, Mark Silverman

This article experiments with a biographical method for exploring memories and play experiences of EverQuest in the lives of two player/researchers. We posit a notion of ‘played sociality’ modeled on biographical understandings of lifecourse and attempt to show how different forms of commitment to the game reverberate through the lives of players…

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by Eric Hayot, Edward Wesp

This article addresses the interaction of players and designers in the creation of Norrathian geography. In the context of contemporary geographic theory, the authors examine the ways in which EverQuest players have worked both with and against the game’s delineation of meaningful places within the virtual world, arguing that the game’s virtual geography is best understood in the context of the real world geographies within which it is situated…

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by Eric Hayot

Chris Lena worked as a Producer of EverQuest at Sony Online Entertainment where he was involved in the creation of the 6 most recent expansions. He has been Assistant Producer and Designer on EverQuest Online Adventures as well as a coordinator of game localization efforts for the company. He worked on EQ 2003-2006…
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by Eric Hayot, Edward Wesp

Brad McQuaid worked as co-designer of EverQuest and development manager from the project’s inception until its launch. Kevin McPherson was one of the first EverQuest team members who primarily worked on the EverQuest client and writing the original background and setting for the Ruins of Kunark expansion…

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