T L Taylor
Biographic Data
| ID | 13111 |
|---|---|
| NAME | T L Taylor |
| GIVEN NAMES | T L |
| FAMILY NAME | Taylor |
| SIGNATURE | TAYLOR T L |
| AFFILIATIONS | IT University of Copenhagen |
| ORCID | 0000-0003-3543-4696 |
| VERIFIED | Yes |
| TOTAL WORKS | 18 |
| TOTAL CITATIONS | 67 |
| WORKS AS AUTHOR | 18 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 1999 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 4 |
La transformación del cuerpo y sus implicaciones globales en la atención Covid
Este trabajo es el resultado de una investigación sobre el papel que juega el investigador dentro de la metodología etnográfica en escenarios clínicos, por lo que se centra en reflexionar la siguiente pregunta ¿Qué papel juega la voz del investigador al describir las transformaciones corporales en espacios clínicos que involucran a personas con COVID grave? A través de la noción de mundos morales de Kleinman, de liminalidad de Turner, de ética de…
Ethnography and Virtual Worlds
A practical guide to the ethnographic study of online cultures, and beyond Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant obse…
Body grammar and its meanings
This text is the result of an ethnographic research conducted in the neurological rehabilitation service at the Center for Mental and Neurological Health Care in Mexico City. This work focuses its problematic on elucidating how the body language of people with motor aphasia is reconstructed and what senses they generate. The analysis of the collected information led us to identify that language rehabilitation reconstructs a body grammar and uses …
La gramática corporal y sus significados
El presente texto es el resultado de una investigación etnográfica en el servicio de rehabilitación neurológica en el Centro de Atención de Salud Mental y Neurológica en la Ciudad de México. Este trabajo centra su problemática en dilucidar cómo se reconstruye el lenguaje corporal de las personas con afasia motora y qué sentidos generan. El análisis de la información recopilada nos llevó a identificar que la rehabilitación del lenguaje reconstruye…
El cuerpo silenciado
Este trabajo muestra avances de una investigación en curso sobre el desarrollo de cáncer terminal en personas que asisten a un hospital público, en la Ciudad de México. El interés de la investigación se fundamenta en que la experiencia de tener cáncer terminal rebasa las fronteras de la enfermedad biológica, abriendo los horizontes de la comprensión hacia los procesos socioculturales donde se construyen el cuerpo y las enfermedades. En estos proc…
Esports and Live Streaming
Watch Me Play
A look at the revolution in game live streaming and esports broadcastingEvery day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters-and each other-th…
Words with friends
research-article Share on Words with friends: writing collaboratively online Authors: Tom Boellstorff University of California, Irvine University of California, IrvineView Profile , Bonnie Nardi University of California, Irvine University of California, IrvineView Profile , Celia Pearce Georgia Institute of Technology Georgia Institute of TechnologyView Profile , T. L. Taylor Massachusetts Institute of Technology Massachusetts Institute of Techno…
Ethnography and Virtual Worlds
Raising the Stakes
How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person …
The Assemblage of Play
This article explores the notion of assemblage for computer game studies. Drawing on this framework, the author proposes a multifaceted methodological approach to the study of games and the play experience. Drawing on user-created mods (modifications) in the game World of Warcraft and an analysis of a raid encounter there, a discussion is undertaken about the relationship between technological artifacts, game experience, and sociality. Primary to…
Play Between Worlds
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and of…
Beyond Management
This article explores relationships between players and the owners of the massively multiplayer online games (MMOG) they inhabit. Much of the language around these large scale communities currently focuses on “management.” Viewing these complex social systems as essentially mechanical in nature has led to a preoccupation with creating or retrofitting systems which can be constantly monitored, tuned, regulated, and controlled. Though the language …
Does WoW Change Everything
Rather than simply identifying "emergence" as a prime property of massively multiplayer online game life, a better understanding of the complex nature of player-produced culture is needed. Life in game worlds is not exempt from forms of player-based regulation and control. Drawing on ethnographic and interview work within World of Warcraft, the author undertakes initial inquiries on this subject by looking at three areas: nationalism, age, and su…
Self-Games and Body-Play
Living Digitally
Cyberpower
From the Publisher: If knowledge is power, then what kind of knowledge leads to cyberpower? Written around a clear and simple theoretical framework, Cyberpower covers key concepts such as power and cyberspace, the virtual individual, society in cyberspace, and imagination and the internet. Tim Jordan surfs through a wealth of material, including original research in interviews and statistical analysis, to provide a complete analysis of the politi…
Life in Virtual Worlds
Virtual environments present researchers with a range of methodological considerations, both new and old. With the advent of embodied online worlds, experiences with distributed presence, anonymity and multiple modes of engagement increasingly have become the norm. Avatars and their textual counterparts lead us to critically encounter how research can be most meaningfully handled given a terrain in which users are actually embodying themselves di…
The Assemblage of Play
This article explores the notion of assemblage for computer game studies. Drawing on this framework, the author proposes a multifaceted methodological approach to the study of games and the play experience. Drawing on user-created mods (modifications) in the game World of Warcraft and an analysis of a raid encounter there, a discussion is undertaken about the relationship between technological artifacts, game experience, and sociality. Primary to…
Life in Virtual Worlds
Virtual environments present researchers with a range of methodological considerations, both new and old. With the advent of embodied online worlds, experiences with distributed presence, anonymity and multiple modes of engagement increasingly have become the norm. Avatars and their textual counterparts lead us to critically encounter how research can be most meaningfully handled given a terrain in which users are actually embodying themselves di…
Does WoW Change Everything
Rather than simply identifying "emergence" as a prime property of massively multiplayer online game life, a better understanding of the complex nature of player-produced culture is needed. Life in game worlds is not exempt from forms of player-based regulation and control. Drawing on ethnographic and interview work within World of Warcraft, the author undertakes initial inquiries on this subject by looking at three areas: nationalism, age, and su…
Ethnography and Virtual Worlds
Cyberpower
From the Publisher: If knowledge is power, then what kind of knowledge leads to cyberpower? Written around a clear and simple theoretical framework, Cyberpower covers key concepts such as power and cyberspace, the virtual individual, society in cyberspace, and imagination and the internet. Tim Jordan surfs through a wealth of material, including original research in interviews and statistical analysis, to provide a complete analysis of the politi…
Life in Virtual Worlds
Virtual environments present researchers with a range of methodological considerations, both new and old. With the advent of embodied online worlds, experiences with distributed presence, anonymity and multiple modes of engagement increasingly have become the norm. Avatars and their textual counterparts lead us to critically encounter how research can be most meaningfully handled given a terrain in which users are actually embodying themselves di…
Living Digitally
Cyberpower
From the Publisher: If knowledge is power, then what kind of knowledge leads to cyberpower? Written around a clear and simple theoretical framework, Cyberpower covers key concepts such as power and cyberspace, the virtual individual, society in cyberspace, and imagination and the internet. Tim Jordan surfs through a wealth of material, including original research in interviews and statistical analysis, to provide a complete analysis of the politi…
Self-Games and Body-Play
Play Between Worlds
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and of…
Beyond Management
This article explores relationships between players and the owners of the massively multiplayer online games (MMOG) they inhabit. Much of the language around these large scale communities currently focuses on “management.” Viewing these complex social systems as essentially mechanical in nature has led to a preoccupation with creating or retrofitting systems which can be constantly monitored, tuned, regulated, and controlled. Though the language …
Does WoW Change Everything
Rather than simply identifying "emergence" as a prime property of massively multiplayer online game life, a better understanding of the complex nature of player-produced culture is needed. Life in game worlds is not exempt from forms of player-based regulation and control. Drawing on ethnographic and interview work within World of Warcraft, the author undertakes initial inquiries on this subject by looking at three areas: nationalism, age, and su…
The Assemblage of Play
This article explores the notion of assemblage for computer game studies. Drawing on this framework, the author proposes a multifaceted methodological approach to the study of games and the play experience. Drawing on user-created mods (modifications) in the game World of Warcraft and an analysis of a raid encounter there, a discussion is undertaken about the relationship between technological artifacts, game experience, and sociality. Primary to…
Raising the Stakes
How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person …
Words with friends
research-article Share on Words with friends: writing collaboratively online Authors: Tom Boellstorff University of California, Irvine University of California, IrvineView Profile , Bonnie Nardi University of California, Irvine University of California, IrvineView Profile , Celia Pearce Georgia Institute of Technology Georgia Institute of TechnologyView Profile , T. L. Taylor Massachusetts Institute of Technology Massachusetts Institute of Techno…
Ethnography and Virtual Worlds
Watch Me Play
A look at the revolution in game live streaming and esports broadcastingEvery day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters-and each other-th…
El cuerpo silenciado
Este trabajo muestra avances de una investigación en curso sobre el desarrollo de cáncer terminal en personas que asisten a un hospital público, en la Ciudad de México. El interés de la investigación se fundamenta en que la experiencia de tener cáncer terminal rebasa las fronteras de la enfermedad biológica, abriendo los horizontes de la comprensión hacia los procesos socioculturales donde se construyen el cuerpo y las enfermedades. En estos proc…
Esports and Live Streaming
Body grammar and its meanings
This text is the result of an ethnographic research conducted in the neurological rehabilitation service at the Center for Mental and Neurological Health Care in Mexico City. This work focuses its problematic on elucidating how the body language of people with motor aphasia is reconstructed and what senses they generate. The analysis of the collected information led us to identify that language rehabilitation reconstructs a body grammar and uses …
La gramática corporal y sus significados
El presente texto es el resultado de una investigación etnográfica en el servicio de rehabilitación neurológica en el Centro de Atención de Salud Mental y Neurológica en la Ciudad de México. Este trabajo centra su problemática en dilucidar cómo se reconstruye el lenguaje corporal de las personas con afasia motora y qué sentidos generan. El análisis de la información recopilada nos llevó a identificar que la rehabilitación del lenguaje reconstruye…
Ethnography and Virtual Worlds
A practical guide to the ethnographic study of online cultures, and beyond Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant obse…
La transformación del cuerpo y sus implicaciones globales en la atención Covid
Este trabajo es el resultado de una investigación sobre el papel que juega el investigador dentro de la metodología etnográfica en escenarios clínicos, por lo que se centra en reflexionar la siguiente pregunta ¿Qué papel juega la voz del investigador al describir las transformaciones corporales en espacios clínicos que involucran a personas con COVID grave? A través de la noción de mundos morales de Kleinman, de liminalidad de Turner, de ética de…
Sociology (12 works) · Computer Science (11 works) · Digital Games and Media (10 works) · History (5 works) · Psychology (5 works) · Art (4 works) · Educational Games and Gamification (4 works) · Epistemology (4 works) · Ethnography (4 works) · Human–computer interaction (4 works)