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The Mangle of Play

Constance Steinkuehler

University of Wisconsin-Madison

In this essay, I discuss the ways in which, in the context of Lineage, the game that’s actually played by participants is not the game that designers originally had in mind, but rather one that is the outcome of an interactively stabilized (Pickering, 1995) "mangle of practice" of designers, players, in-game currency farmers, and broader social norms.

Key Words: massively multiplayer online games • game culture • economics • Chinese gold farming

Games and Culture, Vol. 1, No. 3, 199-213 (2006)
DOI: 10.1177/1555412006290440


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