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Ethnographic research on Massively Multiplayer Online games (MMOs) has begun to chart how these games impact 'real world' identities, practices and institutions. Far less attention has been paid in this emergent field, however, to the ways these games are always already situated in the everyday lives of those that play them-and how participants' embodied subjectivities are therefore 'in play'. This paper argues that recent MMO scholarship, in re-invoking a tired and unproductive dichotomyfatcat:yn4jvpnfh5cb5iokhz47fwrd2u