Do those who play together stay together? The World of Warcraft community between play, practice and game design

Abstract

In a time when video games are commonly blamed for anything from antisocial behavior, to the isolation and alienation of their users Massive Multiplayer Online Role Playing Games have developed to provide one of the ultimate online social experiences. Based on cooperation, coordination and communication among players, these games do more than simply provide entertainment: they foster communities, not only allowing trust and friendship to be born, but actively encouraging it. In fact, one of the main secret behind the success of this kind of game appears to be its capacity to stimulate interaction and bonding around a common goal for its players. This paper focuses on one of the world’s most popular MMORPGs, World of Warcraft, specifically on studying the characteristics of the community of play and practice built around it and on the influence the game architecture has on the survival potential of said WoW community. In order to achieve these goals, I have conducted a qualitative research at the height of the game’s popularity (2011) , conducting interviews with experienced, mostly hard-core and pro players and followed up with half of the original respondents four years later (in 2015), to see how their views on the gaming experience have evolved and to try to understand why the once flourishing WoW community seems to have started its decline.

Authors and Affiliations

Ioana Cărătărescu-Petrică

Keywords

Related Articles

Narrative online and offline spaces. Field notes from the becoming of an anthropologist

To look back and reflect upon past field diaries, field encounters and events is the invitation of this paper, constructed both as a research note and as a personal research story. The invitation is addressed especiall...

Making sense of gender from digital game play in three-year-old children’s everyday lives: An ethnographic case study

This study explores very young children performing and talking about game characters in their everyday life. In this study, young children’s digital game play is considered as a hybrid and complex site for the children...

Motive, desire, drive: the discourse of force

A review of the original paper on motive by Blum and McHugh (1971) is used as an occasion to make transparent an approach to social theory as it has developed over the years in their work. This method, in treating moti...

The role of the Internet in shaping environmental concern. A focus on post-communist Europe

Common sense, as well as scientific evidence, frequently use the generalization that compared to the citizens of the West, citizens of the ex-communist countries are less environmentally concerned as far as during the...

Bringing the doctor inside the care: the use of stories in doctorpatient communication

Narrative-Based Medicine is a recent important area of research and practice which aims to provide theoretical and empirical constructs for medical practice and doctor-patient communication. In health services, medical...

Download PDF file
  • EP ID EP41021
  • DOI -
  • Views 212
  • Downloads 0

How To Cite

Ioana Cărătărescu-Petrică (2015). Do those who play together stay together? The World of Warcraft community between play, practice and game design. Journal of Comparative Research in Anthropology and Sociology, 6(1), -. https://europub.co.uk/articles/-A-41021