From Role Play to Behavior: How Cultural Background Influences
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Meaning-Making in World of Warcraft
Language, Meaning, and Society Volume 2 (2009) Communicative Commodity Forms: Meaning-Making in World of Warcraft Liz ErkenBrack University of Pennsylvania Abstract: World of Warcraft, a “massively multi-player online role playing game,” is a rich dialogic encounter that is mediated by the players through interpersonal footing and reliant on normative discourses. In this paper, I employ a semiotic analysis of the commodity forms within the game to illuminate the motivation and social meaning behind the interactions oriented to these commodity forms in order to deconstruct and understand them as a part of the dialogic meaning-making by the players themselves. Additionally, I explore how a player’s orientation to the game alters the embedded meaning of the commodity forms in my discussion of hypothetical “gold farmers” in Bolivia. The proliferation of literature surrounding the internet and online video games1 is testament to the expanded public interest in these types of virtual technologies. Some authors view the phenomenon with fear, warning that “an epidemic has been growing over the past ten years. What had started out as a simple game has grown into a social dilemma” (Waite, 2007; 2), while others extol the idea that “cyberspace is seen as a utopian space…an alternative to contemporary social reality” (Nayar, 2004; 166). Indeed, as the documentary Second Skin presents, there are individuals who feel they inhabit Azeroth, the online world in which World of Warcraft is based, 1 281,076 returns for a book search of “internet” on Amazon.com and 2, 467 returns on “online video games” http://www.amazon.com/s/ref=sr_nr_i_0?ie=UTF8&rs=&keywords=internet&rh=i%3Aaps%2Ck%3Ainternet%2Ci %3Astripbooks 8 Language, Meaning, and Society Volume 2 (2009) and visit the physical world beyond the computer. -
Theescapist 042.Pdf
putting an interview with the Garriott Games Lost My Emotion” the “Gaming at Keep up the good work. brothers, an article from newcomer Nick the Margins” series and even “The Play Bousfield about an old adventure game, Is the Thing,” you described the need for A loyal reader, Originally, this week’s issue was The Last Express and an article from games that show the consequences of Nathan Jeles supposed to be “Gaming’s Young Turks Greg Costikyan sharing the roots of our actions, and allow us to make and Slavs,” an issue about the rise of games, all in the same issue. I’ll look decisions that will affect the outcome of To the Editor: First, let’s get the usual gaming in Eastern Europe, both in forward to your comments on The Lounge. the game. In our society there are fewer pleasantries dispensed with. I love the development and in playerbase. I and fewer people willing to take magazine, read it every week, enjoy received several article pitches on the Cheers, responsibility for their actions or believe thinking about the issues it throws up, topic and the issue was nearly full. And that their actions have no consequences. and love that other people think games then flu season hit. And then allergies Many of these people are in the marketing are more than they may first appear. hit. All but one of my writers for this issue demographic for video games. It is great has fallen prey to flu, allergies or a minor to see a group of people who are interested There’s one game, one, that has made bout of forgetfulness. -
381 Karlsen 17X24.Pdf (9.567Mb)
Emergent Perspectives on Multiplayer Online Games: A Study of Discworld and World of Warcraft Faltin Karlsen Doctoral thesis submitted for the degree of Ph.D. Faculty of Humanities, University of Oslo, June 2008. © Faltin Karlsen, 2009 Series of dissertations submitted to the Faculty of Humanities,University of Oslo No. 381 ISSN 0806-3222 All rights reserved. No part of this publication may be reproduced or transmitted, in any form or by any means, without permission. Cover: Inger Sandved Anfinsen. Printed in Norway: AiT e-dit AS, Oslo, 2009. Produced in co-operation with Unipub AS. The thesis is produced by Unipub AS merely in connection with the thesis defence. Kindly direct all inquiries regarding the thesis to the copyright holder or the unit which grants the doctorate. Unipub AS is owned by The University Foundation for Student Life (SiO) Acknowledgements Thanks to my supervisor Gunnar Liestøl for constructive and enthusiastic support of my work, from our first discussions about computer games long before this project was initiated, to the final reassuring comments by phone from someplace between Las Vegas and Death Valley. Thanks to my second supervisor Jonas Linderoth for generously accepting my request and for thorough, precise and not least expeditious comments on various drafts during the last phase of my work. I would also like to thank Espen Ytreberg, Ragnhild Tronstad and Terje Rasmussen for reading and commenting on different parts of my thesis. A special thanks to Astrid Lied for introducing me to Discworld back in 1998, and for commenting on and proofreading parts of this thesis. -
Game Design What Women Want Investig Aming
game design classroom what men want InvestiGaming.com • tag 1 workforce social context IT Careers gender stereotypes tweens casual games brain research preschool console gamesspatial ability competition learning educational games computers storytelling .com WII teens age estiGamin nv Research Findings g i on Gender and Games avatars gender identity elementary school violence boys masculine feminine high school modding MMO grade school hypersexualized gender equity middle school aggression investiGaming gaming culture sexuality player demographics children motivations narrative ethnicity girl games arcade www. psychology game industry cooperation self-esteem pink games feminism research what women wantplayer types gender theories 2 Preface and Contents • InvestiGaming.com Preface This book was created to live in game design conference rooms, game design classrooms, game industry professionals’ and gaming researchers’ bookshelves. Selected highlights from the investiGaming.com gateway to About investiGaming research on gender and gaming can be perused for inspiration. They point to the more complete online citations and abstracts Credits and contact information in our ever expanding online resource. Tag Cloud Highlights This print publication and the online investiGaming.com Avatars .............................................................................. 7 gateway were partially supported by grant 0631771 from the National Science Foundation to Professor Carrie Heeter and Children ......................................................................... -
DEN ALLVARSAMMA LEKEN Om World of Warcraft Och Läckaget
DEN ALLVARSAMMA LEKEN Om World of Warcraft och läckaget Peder Stenberg Institution för kultur- och medievetenskaper Umeå 2011 Etnologiska skrifter 55 Institutionen för kultur- och medievetenskaper Umeå universitet Responsible publisher under swedish law: the Dean of the Faculty of Humanities Responsible publisher under swedish law: the Dean of the Medical Faculty ThisISBN: work 978 is -protected91-7459- 178by the-1 Swedish Copyright Legislation (Act 1960:729) ISSN: 1103-6516 Etnologiska skrifter ISBN: 12-1234-123-1 Layout: Frans Enmark ISSN:Elektronisk 1234-1234 version tillgänglig på http://umu.diva-portal.org/ Tryck/Printed by: Print & Media. Elektronisk version tillgänglig på http://umu.diva-portal.org/ Tryck/PrintedUmeå, Sverige by: Print 2011 & Media Umeå, Sverige 2011 TACK! Tack till alla er som gjort denna avhandling möjlig: min handledare Alf Arvidsson, min bihandledare Billy Ehn, alla vänner från World of Warcraft, Elin, Julian, Frans, Erik, Elza, Anders, mamma, pappa, Deportees, Jonas, Mattias och alla ni andra som stått ut med mitt ständiga tal om virtuella världar. Jag vill också rikta ett stort tack till alla fantastiska kollegor på institutionen. i INNEHÅLL 1. INLEDNING 1 SYFTE 3 ATT VÄLJA EMPIRI FÖR ONLINEROLLSPEL SOM FORSKNINGSFÄLT 4 METODOLOGISKA PROBLEM OCH REFLEXIVITET 7 AVGRÄNSNING AV MATERIAL OCH ETISKA ÖVERVÄGANDEN 10 OM FORSKARENS FÖRSTA MÖTE MED ETT EXKLUDERANDE FÄLT 12 DEN EXPLICITA FORSKARROLLEN 16 WORLD OF WARCRAFT 2005-2010 17 FORSKNINGSSAMMANHANG 19 DISPOSITION 21 2. OM ONLINEROLLSPELENS FORMELLA BESKAFFENHET 22 SPELET 22 Onlinerollspelen och dess historia 22 Om plats och geografi 24 Den användbara estetiken 25 Datorn och drömmen om den genomskinliga tekniken 27 Narrativ, ontologi och kosmologi 28 Om de sociala nätverken 30 Spelar man eller leker man? 31 OM SKAPANDET AV EN AVATAR 33 Val av genus och virtuellt förkroppsligande 34 Att välja sida i World of Warcraft 35 Om server och dess betydelse 39 Att välja namn 40 Jag och mina avatarer 43 3. -
Scb Fall 2008
SCB FALL 2008 SCB: TRULY INDEPENDENT SCB DISTRIBUTORS IS Dokument PROUD TO INTRODUCE Drago Inner Health Books Park It! Guides Tavin Press SCB: TRULY INDEPENDENT Cover photo of John Lee Hooker, Legendary American Bluesman Courtesy of Jay Blakesberg From his Traveling on a High Frequency, Rock Out Books, 2008 Further details on Page 8 of this SCB Catalogue Cover & Catalog Design by Rama Crouch-Wong Layout by Dan Nolte The Tarot of Perfection A Book of Tarot Tales By Rachel Pollack A collection of wildly imaginative tales of tarot, divination and desire from an award- winning author of fantasy and science fiction. Profound, touching and funny, these stories open fresh ways of seeing and meditating on tarot cards, providing provocative new insights and spiritual truths about the familiar archetypes of the tarot deck. These vivid, dreamlike fantasies invite readers to rearrange expectations while imagining the impossible. Rachel Pollack, considered one of the world's foremost authorities on modern tarot, was born in New York in 1945. She holds a BA, cum laude, in English from NYU, where she has taught, and an MA from Claremont Graduate School. She is also a poet, an award-winning novelist, and a tarot card and comic book artist. She has published 12 books on the tarot, including 78 Degrees of Wisdom (Thorsons, 1998). LIFETIME AUTHOR SALES: 200,000 COPIES She is a member of the ATA, the ITS, and the TGA. She has taught at the Institute for 15 years and has been conferred Tarot Grand Master by the Tarot Certification Board. She has also won the Arthur C. -
Trigger Happy: Videogames and the Entertainment Revolution
Free your purchased eBook form adhesion DRM*! * DRM = Digtal Rights Management Trigger Happy VIDEOGAMES AND THE ENTERTAINMENT REVOLUTION by Steven Poole Contents ACKNOWLEDGMENTS............................................ 8 1 RESISTANCE IS FUTILE ......................................10 Our virtual history....................................................10 Pixel generation .......................................................13 Meme machines .......................................................18 The shock of the new ...............................................28 2 THE ORIGIN OF SPECIES ....................................35 Beginnings ...............................................................35 Art types...................................................................45 Happiness is a warm gun .........................................46 In my mind and in my car ........................................51 Might as well jump ..................................................56 Sometimes you kick.................................................61 Heaven in here .........................................................66 Two tribes ................................................................69 Running up that hill .................................................72 It’s a kind of magic ..................................................75 We can work it out...................................................79 Family fortunes ........................................................82 3 UNREAL CITIES ....................................................85 -
Being in the World (Of Warcraft): Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game
Being in the World (of Warcraft): Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game Alex Golub University of Hawaii Anthropological Quarterly, Vol. 83, No. 1, pp. 17–46, ISSN 0003-549. © 2010 by the Institute for Ethnographic Research (IFER) a part of the George Washington University. All rights reserved. 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, this data demonstrates 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. -
Theescapist 066.Pdf
The “Hero’s Journey,” as Campbell terms Whatever the reason is, this persevering In particular, MtGO is actually superior to it, is the timeless tale of the reluctant Myth is fascinating. It is one tie that truly its paper counterparts in two key respects: hero, plucked from his or her everyday binds, not just current day cultures to each existence to save a people/relic/lover other, but to those of the distant past. And 1) It actually enforces the game rules. Think of your favorite book. And now, from the clutches of a shadowy evil. Our this is why we turn our eyes to the myth in (Except in high level tournaments, most recall your favorite movie. Last, what is hero is helped along his way by some games in this week’s issue of The Escapist. games of Magic involve rules errors your favorite game? Compare each of ancient talisman, or perhaps an older Join us on our journey, and enjoy! unnoticed by all players.) them: Are they similar genres or different? figure, often male; he is also often How about setting, same or different? spurred along his way by the thought of Cheers, Now, think of the basic story structure – his ever-changing beloved. He sets out, the pattern of events, not the actual battles foes, solves puzzles, and finally events themselves. Are those similar or ends up in a battle with the Evil, and different? I’d be willing to bet that while comes out the other side a changed the answers to the first two questions will man, seeming older, wiser and reunited be rather varied among a given group of with saved people/relic/lover. -
Copyrighted Material
35_752738 bindex.qxp 11/2/05 7:36 PM Page 319 Index groups, 121 • Numerics • system requirements, 37 1984 (Orwell), 303 technical support, 113 3D accelerator video cards, 16, 66–71 Web site, 266 3DO (first publisher of MMGs), 17 anonymity, 147–148 anonymous-invite guilds, 172, 174–175 appeals, 107–109, 304 • A • appearance of characters, 79 archetypes A key (EverQuest), 288 characters, 80–83 AC (Armor Class), 304 guilds, 171–172 Achaea, 49–50 Area Of Effect (AOE), 133, 304 achiever guilds, 172–174 ArenaNet’s Guild Wars, 36 active roleplaying, 223 Armor Class (AC), 304 activities Armor Factor (AF), 304 endgames, 192–194 Armyn ab Treanid guild (Dark Age of first-week activities of characters, 97 Camelot), 162–169 add, 304 Asheron’s Call addiction description of, 31 studies about, 280 fan site, 269 warning signs, 278–280 groups, 121 advancement of characters player achievements, 301 endgame, 190 Shard of the Herald, 228 levels, 24–26 system requirements, 31 mentoring, 24–25 technical support, 113 models for, 24 VN Board, 291 quests, 98 Web site, 266 sidekicking, 24 Asian MMGs, 42–43 skills, 25–26 asking for help, 92, 289 advertising methods for online merchants, /assist command, 134, 287, 304 211–212 ATI, manufacturer of video cards, 67 AF (Armor Factor), 304 COPYRIGHTEDAuction MATERIAL House (AH), 304 AFK (Away from Keyboard), 304 Author’s blog (Broken Toys), 294 aftermarket sales and service, 219 Auto Assault, 54–55 Age of Conan, 54 avatars, 12 agg/aggro, 304 avoiding trouble, 114–115 AH (Auction House), 304 Away from Keyboard (AFK), 304 Allakhazam’s Magic Realm Web site, 293 alliances of guilds, 183 alts, 125, 304 • B • ammunition, 238 Anarchy Online BAF (Bring a Friend), 305 description of, 37 bags, 103 fan site, 269 balancing gameplay with your life, 277–280 35_752738 bindex.qxp 11/2/05 7:36 PM Page 320 320 Massively Multiplayer Games For Dummies Baldur’s Gate, 24 Bring a Friend (BAF), 305 banker, 181 broadband Internet access, 63–64 banking, 204 Broken Toys blog, 294 banks, 199, 202 BRT (Be Right There), 306 Baron Geddon monster (World of Bruce, Walter R. -
My Life As a Night Elf Priest Technologies of the Imagination New Media in Everyday Life Ellen Seiter and Mimi Ito, Series Editors
My Life as a Night Elf Priest technologies of the imagination new media in everyday life Ellen Seiter and Mimi Ito, Series Editors This book series showcases the best ethnographic research today on engagement with digital and convergent media. Taking up in-depth portraits of different aspects of living and growing up in a media-saturated era, the series takes an innovative approach to the genre of the ethnographic monograph. Through detailed case studies, the books explore practices at the forefront of media change through vivid description analyzed in relation to social, cultural, and historical context. New media practice is embedded in the routines, rituals, and institutions—both public and domes- tic—of everyday life. The books portray both average and exceptional practices but all grounded in a descriptive frame that renders even exotic practices understandable. Rather than taking media content or technology as determining, the books focus on the productive dimensions of everyday media practice, particularly of children and youth. The emphasis is on how specific communities make meanings in their engagement with convergent media in the context of everyday life, focus- ing on how media is a site of agency rather than passivity. This ethnographic approach means that the subject matter is accessible and engaging for a curious layperson, as well as providing rich empirical material for an interdisciplinary scholarly community examining new media. Ellen Seiter is Professor of Critical Studies and Stephen K. Nenno Chair in Television Studies, School of Cinematic Arts, University of Southern California. Her many publications include The Internet Playground: Children’s Access, Entertainment, and Mis-Education; Television and New Media Audiences; and Sold Separately: Children and Parents in Consumer Culture. -
Fair Game: an Anthropological Study of the Negotiation of Fairness in World of Warcraft
University of Alberta Fair Game: An Anthropological Study of the Negotiation of Fairness in World of Warcraft by Alicia Hibbert A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Arts Humanities Computing - Anthropology ©Alicia Hibbert Spring 2010 Edmonton, Alberta Permission is hereby granted to the University of Alberta Libraries to reproduce single copies of this thesis and to lend or sell such copies for private, scholarly or scientific research purposes only. Where the thesis is converted to, or otherwise made available in digital form, the University of Alberta will advise potential users of the thesis of these terms. The author reserves all other publication and other rights in association with the copyright in the thesis and, except as herein before provided, neither the thesis nor any substantial portion thereof may be printed or otherwise reproduced in any material form whatsoever without the author's prior written permission. Examining Committee Dr. Kathleen Lowrey, Anthropology Dr. Sean Gouglas, Humanities Computing and History and Classics Dr. Stan Ruecker, Humanities Computing and English and Film Studies ABSTRACT This study examined fairness in the online society of World of Warcraft (WoW), a society under constraint by game developers but dynamically affected by users. Because the society is voluntary, people have the ability to both effect major change on, and leave, that society at any time. Thus, fairness in this virtual world is an important area for anthropological research. In-game fairness pointed to the organization, distribution, and acquisition of wealth. In particular, I examined player perceptions of real-money trading (RMT) in the context of individual and collective motivations in the endgame.