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T. L. Taylor
T. L. Taylor (born 1967) is an American sociologist and professor. Taylor specialises in researching the culture of gaming and online communities, in particular, esports, live-streaming, and MMOGs such as EverQuest and World of Warcraft.
She received her Ph.D. (2000) in sociology from Brandeis University. Her dissertation, Living Digitally: Embodiment in Virtual Environments, explored design and embodiment in MUDs and graphical virtual worlds.
Taylor was a founding faculty member of the Center for Computer Games Research at the IT University of Copenhagen where she was a professor from 2003-2012. Before that she was an assistant professor at North Carolina State University. She is currently a Professor in Comparative Media Studies at the Massachusetts Institute of Technology. She has been both a Visiting and Consulting Researcher with the Social Media group at Microsoft Research New England.
She co-founded AnyKey.org with Morgan Romine in 2015 and served as its Director of Research from 2015-2020 then Advisory Committee chair from 2020-2021. AnyKey's aim is to support inclusion and diversity in the gaming and esport community.
Taylor is on the editorial boards of the journals Games & Culture, Social Media and Society, American Journal of Play, and ROMChip. She was a member of Twitch's Safety Advisory Council (2020-2024) and was a member of the Advisory Board for Riot's Scholastic Association of America from 2018-2020.
Taylor has been noted as providing insight into the emerging world of live streaming, the growth of professional esports, and virtual worlds. Taylor also explores the relationship between the self-expression of players and designers' imperatives, as well as challenging the perceived dichotomy between online and offline experience.
Her first book, Play Between Worlds (MIT Press, 2006) focused on the massively multiplayer online game EverQuest. It explored the social aspects of play, powergaming, gender, and the creative practices of players (including intellectual property implications).
Taylor's second book, Raising the Stakes (MIT Press, 2012), examined professional computer gaming. She visited the World Cyber Games, as well as a number of other tournaments and did interviews with a variety of participants in professional competitive gaming. The book looks at a number of topics in esports, including their status as sports, rulesets and competitive play, gender, and spectatorship and performance.
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T. L. Taylor
T. L. Taylor (born 1967) is an American sociologist and professor. Taylor specialises in researching the culture of gaming and online communities, in particular, esports, live-streaming, and MMOGs such as EverQuest and World of Warcraft.
She received her Ph.D. (2000) in sociology from Brandeis University. Her dissertation, Living Digitally: Embodiment in Virtual Environments, explored design and embodiment in MUDs and graphical virtual worlds.
Taylor was a founding faculty member of the Center for Computer Games Research at the IT University of Copenhagen where she was a professor from 2003-2012. Before that she was an assistant professor at North Carolina State University. She is currently a Professor in Comparative Media Studies at the Massachusetts Institute of Technology. She has been both a Visiting and Consulting Researcher with the Social Media group at Microsoft Research New England.
She co-founded AnyKey.org with Morgan Romine in 2015 and served as its Director of Research from 2015-2020 then Advisory Committee chair from 2020-2021. AnyKey's aim is to support inclusion and diversity in the gaming and esport community.
Taylor is on the editorial boards of the journals Games & Culture, Social Media and Society, American Journal of Play, and ROMChip. She was a member of Twitch's Safety Advisory Council (2020-2024) and was a member of the Advisory Board for Riot's Scholastic Association of America from 2018-2020.
Taylor has been noted as providing insight into the emerging world of live streaming, the growth of professional esports, and virtual worlds. Taylor also explores the relationship between the self-expression of players and designers' imperatives, as well as challenging the perceived dichotomy between online and offline experience.
Her first book, Play Between Worlds (MIT Press, 2006) focused on the massively multiplayer online game EverQuest. It explored the social aspects of play, powergaming, gender, and the creative practices of players (including intellectual property implications).
Taylor's second book, Raising the Stakes (MIT Press, 2012), examined professional computer gaming. She visited the World Cyber Games, as well as a number of other tournaments and did interviews with a variety of participants in professional competitive gaming. The book looks at a number of topics in esports, including their status as sports, rulesets and competitive play, gender, and spectatorship and performance.