Please use this identifier to cite or link to this item: http://hdl.handle.net/10524/2116

Being in the World (of Warcraft): Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game

File Description SizeFormat 
golub_2010_being-in-the-world.pdf167 kBAdobe PDFView/Open

Item Summary

Title: Being in the World (of Warcraft): Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game
Authors: Golub, Alex
Keywords: knowledge production
phenomenology
virtual worlds
World of Warcraft
Second Life
show 2 morevideo games
raiding

show less
LC Subject Headings: Ethnology
Issue Date: 2010
Publisher: Institute for Ethnographic Research
Citation: Anthropological Quarterly 83(1):17-46
Related To: DOI: 10.1353/anq.0.0110
Abstract: This paper discusses two main claims made about virtual worlds: first, that people become “immersed” in virtual worlds because of their sensorial realism, and second, because virtual worlds appear to be “places” they can be studied without reference to the lives that their inhabitants live in the actual world. This paper argues against both of these claims by using data from an ethnographic study of knowledge production in World of Warcraft. First, these data demonstrate that highly-committed (“immersed”) players of World of Warcraft make their interfaces less sensorially realistic (rather than more so) in order to obtain useable knowledge about the game world. In this case, immersion and sensorial realism may be inversely correlated. Second, their commitment to the game leads them to engage in knowledge-making activities outside of it. Drawing loosely on phenomenology and contemporary theorizations of Oceania, I argue that what makes games truly “real” for players is the extent to which they create collective projects of action that people care about, not their imitation of sensorial qualia. Additionally, I argue that while purely in- game research is methodologically legitimate, a full account of member’s lives must study the articulation of in-game and out-of-game worlds and trace people’s engagement with virtual worlds across multiple domains, some virtual and some actual.
Pages/Duration: 20 pages
URI/DOI: http://hdl.handle.net/10524/2116
ISSN: 0003-5491
Appears in Collections:World of Warcraft - Mana'o collection



Items in eVols are protected by copyright, with all rights reserved, unless otherwise indicated.