Experiencing Azeroth: a Narrative Inquiry Into Playing the Massive Multiplayer Online Role-Playing Game (Mmorpg) World of Warcraft
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EXPERIENCING AZEROTH: A NARRATIVE INQUIRY INTO PLAYING THE MASSIVE MULTIPLAYER ONLINE ROLE-PLAYING GAME (MMORPG) WORLD OF WARCRAFT By Elise K. DeFusco Professional Doctorate in Psychotherapy and Counselling School of Health in Social Science University of Edinburgh 2020 EXPERIENCING AZEROTH: A NARRATIVE INQUIRY INTO PLAYING THE MMORPG WORLD OF WARCRAFT P a g e 2 | 171 EXPERIENCING AZEROTH: A NARRATIVE INQUIRY INTO PLAYING THE MMORPG WORLD OF WARCRAFT Table of Contents THESIS DECLARATION ......................................................................................................................... 5 ABSTRACT ............................................................................................................................................... 6 LAY SUMMARY ...................................................................................................................................... 7 ACKNOWLEDGMENTS.......................................................................................................................... 9 A GAMING PRIMER ............................................................................................................................. 11 PART I ..................................................................................................................................................... 17 PRELUDE ...................................................................................................................................................... 17 INTRODUCTION ................................................................................................................................... 19 INTERLUDE I .................................................................................................................................................. 23 CHAPTER 1 – HISTORY OF THE MMORPG ..................................................................................... 25 CHAPTER 2 – RATIONALE.................................................................................................................. 33 RESEARCH GAP AND GAMING LITERATURE................................................................................................. 33 ADDRESSING STIGMA .................................................................................................................................. 49 CHAPTER 3 – WHAT IS REALITY? .................................................................................................... 53 AND IS IT VIRTUAL? .................................................................................................................................... 53 INTERLUDE II ................................................................................................................................................. 57 PART II ................................................................................................................................................... 59 CHAPTER 4 – WHY EXPERIENCES MATTER.................................................................................. 59 ONTOLOGY AND EPISTEMOLOGY ................................................................................................................. 59 CHAPTER 5 – THE IMPORTANCE OF NARRATIVE/NARRATOLOGY ON- AND OFFLINE ..... 67 METHODOLOGY ........................................................................................................................................... 67 CHAPTER 6 – A QUEST FOR NARRATIVES ..................................................................................... 81 METHODS .................................................................................................................................................... 81 DATA COLLECTION ...................................................................................................................................... 84 ANALYSIS .................................................................................................................................................... 88 TALES FROM AZEROTH ......................................................................................................................... 97 MAC THE CAPTAIN .................................................................................................................................... 101 CORA THE ACTION GIRL ............................................................................................................................ 107 THE JOHN-OF-ALL-TRADES ....................................................................................................................... 113 INTERLUDE III .............................................................................................................................................. 117 GENDER IN FANTASY ....................................................................................................................... 117 ELLEN THE COMPANION ............................................................................................................................ 121 PART III ................................................................................................................................................ 125 P a g e 3 | 171 EXPERIENCING AZEROTH: A NARRATIVE INQUIRY INTO PLAYING THE MMORPG WORLD OF WARCRAFT CHAPTER 7 – DISCUSSION ............................................................................................................... 125 SOCIAL CONNECTION ................................................................................................................................. 125 INTERLUDE IV ............................................................................................................................................. 131 IDENTITY AND SELF ................................................................................................................................... 132 SELF-EXPLORATION THROUGH FANTASY .................................................................................................. 138 ANOTHER THOUGHT ON STIGMA ............................................................................................................... 143 REFLEXIVITY ............................................................................................................................................. 145 CONCLUSION ..................................................................................................................................... 149 WORKS CITED.................................................................................................................................... 151 APPENDIX I ......................................................................................................................................... 161 ETHICS COMMITTEE DECISION .................................................................................................................. 161 APPENDIX II........................................................................................................................................ 163 INFORMATION FOR PARTICIPANTS & INTERVIEW SCHEDULE ..................................................................... 163 APPENDIX III ...................................................................................................................................... 165 WORLD OF WARCRAFT EXPANSION INTRODUCTIONS .................................................................................. 165 APPENDIX IV ...................................................................................................................................... 169 WORLD OF WARCRAFT MAPS ...................................................................................................................... 169 P a g e 4 | 171 EXPERIENCING AZEROTH: A NARRATIVE INQUIRY INTO PLAYING THE MMORPG WORLD OF WARCRAFT Thesis Declaration 1. I declare that this thesis has been composed solely by myself and that it has not been submitted, in whole or in part, in any previous application for a degree. Except where states otherwise by reference or acknowledgment, the work presented is entirely my own. 2. I confirm that this thesis presented for the degree of Professional Doctorate in Psychotherapy and Counselling, has: i) been composed entirely by myself ii) been solely the result of my own work iii) not been submitted for any other degree or professional qualification 3. I declare that this thesis was composed by myself, that the work contained herein is my own except where explicitly stated otherwise in the text, and that this work has not been submitted for any other degree or professional qualification except as specified. Signed: Date: 07/03/2020 P a g e 5 | 171 EXPERIENCING AZEROTH: A NARRATIVE INQUIRY INTO PLAYING THE MMORPG WORLD OF WARCRAFT Abstract Name of student: Elise K. DeFusco UUN S1469676 University email: [email protected] Degree sought: Professional Doctorate in No. of words in the 45,397 Psychotherapy and Counselling main text of thesis: Title of thesis: EXPERIENCING AZEROTH: A NARRATIVE INQUIRY INTO PLAYING THE MASSIVE MULTIPLAYER ONLINE ROLE-PLAYING GAME (MMORPG) WORLD OF WARCRAFT In this thesis I explore the following question: what are players experiencing in World of Warcraft? I examine this question through narrative inquiry. I begin by looking at the history of the Massive Multiplayer Online Role-Playing Game (MMORPG) and factors that have influenced their widespread success. I then