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

Follow me on academia.edu: analysis of a distraction online and of its consequences on daily life

The narration of a story is a work half-way between the real and the virtual, the factual and the functional. The request to join a social network sent to 281 people is a pretext to reflect on what happens in the world...

Identity, small stories and interpretative repertoires in research interviews. An account of market researchers’ discursive positioning strategies

My main purpose in this paper is to illustrate how participants in a research interview occasioned conversation make use of two important discursive devices, namely: small stories and interpretative repertoires for pos...

The sacrificial emplotment of national identity. Pádraic Pearse and the 1916 Easter uprising

A sense of national identification remains amorphous and inert unless it is cognitively structured and motivationally oriented. Perhaps the most consequential way of structuring and orienting nationalism is through emp...

A four-part model for narrative genres and identities: evidence from Greek data

This article presents a tentative typology of narrative genres based on Greek data and following a discourse analytic perspective. Taking into consideration the contemporary literature on narrative, I maintain that the...

Misrepresentation of the Bosnian War by Western media

In this paper I intend to analyse war reporting in Bosnian War. I am working in Foucaultian tradition of understanding discourse as a tool of power and Lacanian tradition of understanding phantasm as a imaginary scenar...

Download PDF file
  • EP ID EP41021
  • DOI -
  • Views 239
  • 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