{"id":642,"date":"2009-05-01T08:49:26","date_gmt":"2009-05-01T13:49:26","guid":{"rendered":"http:\/\/www.jesperjuul.net\/ludologist\/?p=642"},"modified":"2009-05-01T08:50:50","modified_gmt":"2009-05-01T13:50:50","slug":"new-issue-of-game-studies-everquest-revisited","status":"publish","type":"post","link":"https:\/\/www.jesperjuul.net\/ludologist\/2009\/05\/01\/new-issue-of-game-studies-everquest-revisited\/","title":{"rendered":"New Issue of Game Studies: EverQuest Revisited"},"content":{"rendered":"<p>Get your video game theory fix: <a href=\"http:\/\/gamestudies.org\/0901\/\">New issue of Game studies, issue 0901 on &#8220;EverQuest &#8211; 10 Years Later<\/a>&#8220;.<\/p>\n<p>*<\/p>\n<div id=\"main\">\n<div id=\"feature\">\n<p><a class=\"summary\" href=\"http:\/\/gamestudies.org\/0901\/articles\/hayot_wesp\">Special Issue &#8211; EQ: 10 Years Later<\/a><\/p>\n<p><small><em>by<\/em> Eric Hayot, Edward Wesp<\/small><\/div>\n<div id=\"feature\">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&#8230;.<\/div>\n<div class=\"leftaligned\">*<\/div>\n<div class=\"leftaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/0901\/articles\/yee\">Befriending Ogres and Wood-Elves: Relationship Formation and The Social Architecture of Norrath<\/a><\/div>\n<div class=\"leftaligned\">\n<p><small><em>by <\/em> Nick Yee<\/small><\/div>\n<div class=\"leftaligned\">This paper explores how the social architectures in virtual worlds can lead to behavioral changes at the community level by shaping norms and expectations&#8230;<\/div>\n<div class=\"leftaligned\">*<\/div>\n<div class=\"rightaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/0901\/articles\/lastowka\">Planes of Power: EverQuest as Text, Game and Community<\/a><small><em><\/em><\/small><\/div>\n<p class=\"rightaligned\"><small><em>by <\/em> Greg Lastowka<\/small><\/p>\n<div class=\"rightaligned\">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&#8230;<\/div>\n<div class=\"rightaligned\">*<\/div>\n<div class=\"leftaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/0901\/articles\/humphreys\">Norrath: New Forms, Old Institutions<\/a><small><em><\/em><\/small><\/div>\n<p class=\"leftaligned\"><small><em>by <\/em> Sal Humphreys<\/small><\/p>\n<div class=\"leftaligned\">\n<p>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&#8230;<\/p><\/div>\n<div class=\"leftaligned\">*<\/div>\n<div class=\"rightaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/0901\/articles\/klastrup\">The Worldness of EverQuest: Exploring a 21st Century Fiction<\/a><small><em><\/em><\/small><\/div>\n<p class=\"rightaligned\"><small><em>by <\/em> Lisbeth Klastrup<\/small><\/p>\n<div class=\"rightaligned\">\n<p>This articles discusses online gameworlds as a new form of engaging fictional universes, and how to analytically approach and describe the player\u2019s experience of \u201cworldness\u201d with EverQuest as an illustrative example. It argues that such an analysis should incorporate the study of design, aesthetics, means of expression and sociality&#8230;<\/p><\/div>\n<div class=\"rightaligned\">*<\/div>\n<div class=\"leftaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/0901\/articles\/simon_boudreau_silverman\">Two Players: Biography and \u2018Played Sociality\u2019 in EverQuest<\/a><small><em><\/em><\/small><\/div>\n<p class=\"leftaligned\"><small><em>by <\/em> Bart Simon, Kelly Boudreau, Mark Silverman<\/small><\/p>\n<div class=\"leftaligned\">\n<p>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 &#8216;played sociality&#8217; modeled on biographical understandings of lifecourse and attempt to show how different forms of commitment to the game reverberate through the lives of players&#8230;<\/p><\/div>\n<div class=\"leftaligned\">*<\/div>\n<div class=\"rightaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/0901\/articles\/hayot_wesp_space\">Towards a Critical Aesthetic of Virtual-World Geographies<\/a><small><em><\/em><\/small><\/div>\n<p class=\"rightaligned\"><small><em>by <\/em> Eric Hayot, Edward Wesp<\/small><\/p>\n<div class=\"rightaligned\">\n<p>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\u2019s delineation of meaningful places within the virtual world, arguing that the game\u2019s virtual geography is best understood in the context of the real world geographies within which it is situated&#8230;<\/p><\/div>\n<div class=\"leftaligned\">*<\/div>\n<div class=\"leftaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/0901\/articles\/interview_lena\">Interview with Chris Lena<\/a><\/div>\n<div class=\"leftaligned\">\n<p><small><em>by <\/em> Eric Hayot<\/small><\/div>\n<div class=\"leftaligned\">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&#8230;<\/div>\n<div class=\"leftaligned\">*<\/div>\n<div class=\"rightaligned\"><a class=\"summary\" href=\"http:\/\/gamestudies.org\/0901\/articles\/interview_mcquaid_mcpherson\">Interview with Brad McQuaid and Kevin McPherson<\/a><\/div>\n<div class=\"rightaligned\">\n<p><small><em>by <\/em> Eric Hayot, Edward Wesp<\/small><\/p>\n<p>Brad McQuaid worked as co-designer of EverQuest and development manager from the project&#8217;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&#8230;<a href=\"http:\/\/gamestudies.org\/0901\/articles\/interview_mcquaid_mcpherson\"><\/a><\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Get your video game theory fix: New issue of Game studies, issue 0901 on &#8220;EverQuest &#8211; 10 Years Later&#8220;. * Special Issue &#8211; 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 &hellip; <a href=\"https:\/\/www.jesperjuul.net\/ludologist\/2009\/05\/01\/new-issue-of-game-studies-everquest-revisited\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;New Issue of Game Studies: EverQuest Revisited&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[2],"tags":[],"class_list":["post-642","post","type-post","status-publish","format-standard","hentry","category-games"],"_links":{"self":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/642","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/comments?post=642"}],"version-history":[{"count":0,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/642\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/media?parent=642"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/categories?post=642"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/tags?post=642"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}