‘It is increasingly difficult to think of cultural formations as distinct entities because of our awareness of the increased interconnectedness of our communication systems’, writes Tiziana Terranova in her 2004 book Network Cultures, and nowhere is this felt more acutely than in the domain of computer games. Phenomena such as Pokémon, which sweep the entire planet, employ a multitude of media channels to plant their memes in the brains of millions, and erect merchandising empires of unprecedented magnitude, are only the most visible symptoms of this development. Massively multi-player online games like EverQuest and World of Warcraft bind players together in social networks that span the globe, and extend well beyond the realm of the virtual. In part, this is because gaming has become an increasingly online phenomenon, and technological developments bear witness to this fact: for the new generation of game consoles, including Xbox 360, Wii, and PlayStation 3, […]