Abstract: Embrick and his colleagues (p. 250) also realize this problem exists: ‘‘Yet, our sociological understanding of people and virtual technologies often lag far behind. Part of the reason is because we are just beginning to develop the methodological and theoretical tools needed to engage as researchers in this still new terrain.’’ Despite these organizational issues, the editors did a great job in assembling a colorful mixture of innovative research and very interesting, well-written articles. Highlights are the semiotic analysis of Elizabeth Erkenbrack (pp. 38ff.) in ‘‘Discursive Engagements in World of Warcraft,’’ in which the author explores ‘‘interactive realities, the multiple orientations of players, and the inter-frame effects’’ of the game ‘‘World of Warcraft,’’ as well as the chapter of J. Talmadge Wright (pp. 81ff.) on the production of place and play in virtual spaces, in which he makes the novel argument that the new technology of representation ‘‘amplifies already existing social relationships.’’ In conclusion, Embrick, Wright, and Lukács’s book is a very innovative collection of essays on virtual culture and online games. They succeed in filling the sociological research gap by issuing broader questions on power, exclusion, and inequalities in a digital and mediatized society. The chapters and authors present the state of the art in this research field. The topics are carefully selected, the chapters are well written, and readers especially benefit from the concise introduction and conclusion.
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