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.
Taylor also explores the relationship between the self-expression of players and designers' imperatives,[7] as well as challenging the perceived dichotomy between online and offline experience.
It explored the social aspects of play, powergaming, gender, and the creative practices of players (including intellectual property implications).
Continuing her interests in the sociology of play, governance, and management, she discusses how live streaming has come to transform everyday gaming, as well as amplify the growth of esports.
The book explores the affective and precarious labor of these broadcasters, the emphasis on media entertainment within esports, and the transformative work of live streaming.