World of Warcraft 66

Total Page:16

File Type:pdf, Size:1020Kb

World of Warcraft 66 Beyond The Magic Circle Marinka Copier Graphic and cover design: Joris van den Ende. Copyright © Marinka Copier, 007. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, pho- tocopying, recording, or otherwise, without permission in writing from the author. ISBN 978-90-393-4595-5 Aan Ina en Harald Aan Tijn Who’s unconditional love and support gives me wings 3 Beyond The Magic Circle Marinka Copier Promotoren: Prof. dr. M.L. Waaldijk, Prof. dr. R. Braidotti Co-promotor: dr. M. Ramstedt 4 Beyond the Magic Circle A Network Perspective on Role-Play in Online Games Voorbij de magische cirkel Een netwerk perspectief op role-play in online games (met een samenvatting in het Nederlands) Proefschrift ter verkrijging van de graad van doctor aan de Universiteit Utrecht op gezag van de rector magnificus, prof.dr. W.H. Gispen, ingevolge het besluit van het college voor promoties in het openbaar te verdedigen op dinsdag 1 juni 007 des middags te .30 uur door Marinka Copier geboren op 1 november 1976 te Heemstede 5 Beyond The Magic Circle Marinka Copier 6 That which we find through imagination is not imaginary in the sense that it is non-existent. Rather, imagination is a way of knowing that we can use to gain access to, and explore, nu- merous realities. The experience of these reali- ties is not available to us through reason or log- ic and cannot be verified by the latter means, because such realities are of a different order or kind. What we learn through them is not incon- sistent with reason and logic, just different. Margaret Somerville, The Ethical Imagination 7 Beyond The Magic Circle Marinka Copier 8 Contents Summary 10 Preface and Acknowledgments 1 Introduction 18 1. Fantasy Role-Playing Games: Code and Culture 36 . Role-Play in World of Warcraft 66 3. Beyond the Magic Circle 14 4. Theorizing Role-Play in World of Warcraft 154 Conclusions and Implications 196 Methodological Appendix 06 References 10 Samenvatting 220 Curriculum Vitae 223 9 Beyond The Magic Circle Marinka Copier Summary 10 Summary Currently, game research is characterized by the (re)construction of contested boundaries such as the “magic circle” of the game experience. These boundaries create dichotomies, for instance, between the real and the imaginary that hide the complexity of actual play, design and research. In this the- sis I propose to go “beyond the magic circle” in order to understand games and play from a network perspective. My case study is role-play in the online game World of Warcraft (WoW, Blizzard Enter- tainment 004), whereby players act out the roles of their Fantasy characters. I understand Mas- sively Multiplayer Online Role-Playing Games (MMORPGs) as networks of social interaction in which players (human actors) interact both with each other and with the system (nonhuman actors). Through interaction, role-players are creating meaning and social bonds that stretch out far beyond dichotomies such as in-character and out-of-character, in-game and out of game, real and imaginary, leisure and work or education, virtual and material, online and offline. The emergence of Fantasy role-playing games, of which the pen and paper game Dungeons and Dragons (D&D, 1974) is the first and World of Warcraft is one of the latest incarnations, ties in with the development of what sociologist Manuel Castells termed the “network society”. Through rich empirical case studies in his trilogy The Information Age: economy, society and culture (1996, 1997 and 1998), he mapped how since the late 1960s we have been witnessing a shift from hierarchies to networks in all sectors of society. Castells’ work is part of a growing body of network theory in which our society, including science itself, is understood as a complex system shaped by processes within and between actor networks that are often powered by information and communica- tion technologies. In order to study MMORPGs as networks, I made use of Actor Network Theory as it is formulated within science and technology studies (Callon 1986, Law 1987, Latour 1987, 005), Thomas Gieryn’s concept of boundary work (Gieryn 1983, 1999), Erving Goffman’s work on social interaction (Goffman 1956, 1974), and the concept of “situatedness,” a crucial addition that Donna Haraway made to network theory, which aims to make visible how scholars are positioned in constantly morphing network structures (Haraway 1991). This thesis contributes to 1) an understanding of online role-playing games as networks that interact with daily life, Fantasy game culture, and the broader technological and socio-cultural developments over the last thirty years; ) a description and analysis of role-play as a specific MMORPG play style that is characterized by its negotiation principles, and thus to understand the roles, conventions, identities, and interpersonal relationships that self-proclaimed role-players negotiate in and through the systems of a commercially distributed game; and, finally, 3) an understanding of how collaborative play, design, and game research are closely intertwined. Going “beyond the magic circle” has profound implications for both epistemology and educa- tion in game research and design. A network epistemology asks for interdisciplinary academic work that combines not only scholarship from the humanities and social sciences, but also from computer sciences. Furthermore, it calls for a societal contextualization of scholarship and a connecting of fun- damental and applied theorization both “inside” and “outside” academia, done by players, designers, and academics, roles that more often can be found in one person. A networked education teaches a spe- cialization in the context of other research and design disciplines, as the ability and passion to create unexpected blends is crucial for future innovative developments in play, design, and research. 11 Beyond The Magic Circle Marinka Copier Preface and Ac- knowledg- ments 1 Preface and Acknowledgments Something begins when I read the books of Terry Pratchett. He has the gift of weaving together networks of Fantasy1 and reality, entertainment and cultural criticism, intellect, wit and sexiness, in a seemingly effortless mix that makes me laugh – and think. The best creations are blends of concepts that we do not expect to be compatible, but someone imagined them to be so anyway. The best forms of leisure, education, and work are those that provide an encounter with great people, as well as with yourself. Everything starts somewhere, although many physicists disagree. But many people have always been dimly aware of the problem with the start of things. They wonder aloud how the snowplough driver gets to work, or how the makers of dictionaries look up the spelling of words. Yet there is the constant desire to find some point in the twisting, knotting, raveling nets of space-time on which a metaphorical finger can be put to indicate that here, here, is the point where it all began… (Pratchett 1996, 11) Today, we no longer understand meeting yourself as meeting your “true identity” but finding out where you are situated, which roles you play, and which roles you can play, to imagine who we can become. In one of his most cited passages, “All the world’s a stage,” Shakespeare compared the world to a stage and life to a play. As sociologist Erving Goffman noted in furthering the metaphor, those roles are not masks, all those roles combined are us. We are not only the actors, we can also be the audience. In each situation, in each social interaction, we play a different role, as identity is a construct, an ongoing process that can both be playful and serious, but one that always involves power relations. While we gained consensus over this concept of identity, the world became wired into a global information network. Simultaneously, Fantasy role-playing games emerged as a leisure activity in which players consciously play with roles. One of the most popular online role playing games, World of Warcraft (Blizzard Entertain- ment 2004), is a mishmash between Fantasy and reality, a mix between romantic neo-me- dievalism and high-tech culture. While players dwell as elves, gnomes, and orcs in worlds of 1 “Fantasy” as a genre is capitalized in order to distinguish between the Fantasy genre and fantasy in terms of the imagi- nary. 13 Beyond The Magic Circle Marinka Copier make-believe, they are both going with the flow of an imaginary character and world, as well as building an active out-of-character social net- work that stretches out over different social groups, nationalities, and time zones. Players are simultaneously escaping, questioning, and constructing their selves and the world. This may sound paradoxical and confusing from a dualistic perspective. But if we listen to the growing field of network science and stop putting everything in opposing boxes and start to look for connec- tions, what is it that we see then? Science is also about blending concepts that we may not expect to be compatible at first sight. Yet, with a combination of reason and imagination, we can learn to under- stand the patterns that connect it all. Fantasy role-play is my leisure, work, and education, it’s where I encounter great people as well as the many roles that make me. Meanwhile, I gained a nickname or two and wrote a thesis. Writing this thesis was like writing a travelogue. While playing and researching it was not yet a story. Only later, looking at the window of my word processor, I could look over all my experiences and shape them into a meaningful whole. This meaningful whole, which we call scholarship, stories, and anecdotes, has a temporary beginning and an ending.
Recommended publications
  • Incommensurate Wor(L)Ds: Epistemic Rhetoric and Faceted Classification Of
    Incommensurate Wor(l)ds: Epistemic Rhetoric and Faceted Classification of Communication Mechanics in Virtual Worlds by Sarah Smith-Robbins A Dissertation Submitted to the Graduate School in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Dissertation Advisor: Dr. Rai Peterson Ball State University Muncie, IN March 28, 2011 Table of Contents Table of Contents ..................................................................................................................................... ii List of Tables ........................................................................................................................................... vi List of Figures ......................................................................................................................................... vii Abstract .................................................................................................................................................. ix Acknowledgements ................................................................................................................................. xi Chapter 1: Incommensurate Terms, Incommensurate Practices ............................................................... 1 Purpose of the Study ................................................................................................................................... 3 Significance of the Study ............................................................................................................................
    [Show full text]
  • Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
    Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players.
    [Show full text]
  • Thursday Friday
    3:00 PM – 4:00 PM Thursday 4:00 PM – 5:00 PM 12:00 PM – 1:00 PM “Hannibal and the Second Punic War” “The History of War Gaming” Speaker: Nikolas Lloyd Location: Conestoga Room Speaker: Paul Westermeyer Location: Conestoga Room Description: The Second Punic War perhaps could have been a victory for Carthage, and today, church services and degree Description: Come learn about the history of war gaming from its certificates would be in Punic and not in Latin. Hannibal is earliest days in the ancient world through computer simulations, considered by many historians to be the greatest ever general, and focusing on the ways commercial wargames and military training his methods are still studied in officer-training schools today, and wargames have inspired each other. modern historians and ancient ones alike marvel at how it was possible for a man with so little backing could keep an army made 1:00 PM – 2:00 PM up of mercenaries from many nations in the field for so long in Rome's back yard. Again and again he defeated the Romans, until “Conquerors Not Liberators: The 4th Canadian Armoured Division in the Romans gave up trying to fight him. But who was he really? How Germany, 1945” much do we really know? Was he the cruel invader, the gallant liberator, or the military obsessive? In the end, why did he lose? Speaker: Stephen Connor, PhD. Location: Conestoga Room Description: In early April 1945, the 4th Canadian Armoured Division 5:00 PM – 6:00 PM pushed into Germany. In the aftermath of the bitter fighting around “Ethical War gaming: A Discussion” Kalkar, Hochwald and Veen, the Canadians understood that a skilled enemy defending nearly impassable terrain promised more of the Moderator: Paul Westermeyer same.
    [Show full text]
  • Using the MMORPG 'Runescape' to Engage Korean
    Using the MMORPG ‘RuneScape’ to Engage Korean EFL (English as a Foreign Language) Young Learners in Learning Vocabulary and Reading Skills Kwengnam Kim Submitted in accordance with the requirements for the degree of Doctor of Philosophy The University of Leeds School of Education October 2015 -I- INTELLECTUAL PROPERTY The candidate confirms that the work submitted is her own and that appropriate credit has been given where reference has been made to the work of others. This copy has been supplied on the understanding that it is copyright material and that no quotation from the thesis may be published without proper acknowledgement. © 2015 The University of Leeds and Kwengnam Kim The right of Kwengnam Kim to be identified as Author of this work has been asserted by her in accordance with the Copyright, Designs and Patents Act 1988. -II- DECLARATION OF AUTHORSHIP The work conducted during the development of this PhD thesis has led to a number of presentations and a guest talk. Papers and extended abstracts from the presentations and a guest talk have been generated and a paper has been published in the BAAL conference' proceedings. A list of the papers arising from this study is presented below. Kim, K. (2012) ‘MMORPG RuneScape and Korean Children’s Vocabulary and Reading Skills’. Paper as Guest Talk is presented at CRELL Seminar in University of Roehampton, London, UK, 31st, October 2012. Kim, K. (2012) ‘Online role-playing game and Korean children’s English vocabulary and reading skills’. Paper is presented in AsiaCALL 2012 (11th International Conference of Computer Assisted Language Learning), in Ho Chi Minh City, Vietnam, 16th-18th, November 2012.
    [Show full text]
  • Cyber-Synchronicity: the Concurrence of the Virtual
    Cyber-Synchronicity: The Concurrence of the Virtual and the Material via Text-Based Virtual Reality A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Jeffrey S. Smith March 2010 © 2010 Jeffrey S. Smith. All Rights Reserved. This dissertation titled Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality by JEFFREY S. SMITH has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Joseph W. Slade III Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT SMITH, JEFFREY S., Ph.D., March 2010, Mass Communication Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality (384 pp.) Director of Dissertation: Joseph W. Slade III This dissertation investigates the experiences of participants in a text-based virtual reality known as a Multi-User Domain, or MUD. Through in-depth electronic interviews, staff members and players of Aurealan Realms MUD were queried regarding the impact of their participation in the MUD on their perceived sense of self, community, and culture. Second, the interviews were subjected to a qualitative thematic analysis through which the nature of the participant’s phenomenological lived experience is explored with a specific eye toward any significant over or interconnection between each participant’s virtual and material experiences. An extended analysis of the experiences of respondents, combined with supporting material from other academic investigators, provides a map with which to chart the synchronous and synonymous relationship between a participant’s perceived sense of material identity, community, and culture, and her perceived sense of virtual identity, community, and culture.
    [Show full text]
  • The Decline of Mmos
    The Decline of MMOs Prof. Richard A. Bartle University of Essex United Kingdom May 2013 Abstract Ten years ago, massively-multiplayer online role-playing games (MMOs) had a bright and exciting future. Today, their prospects do not look so glorious. In an effort to attract ever-more players, their gameplay has gradually been diluted and their core audience has deserted them. Now that even their sources of new casual players are drying up, MMOs face a slow and steady decline. Their problems are easy to enumerate: they cost too much to make; too many of them play the exact same way; new revenue models put off key groups of players; they lack immersion; they lack wit and personality; players have been trained to want experiences that they don’t actually want; designers are forbidden from experimenting. The solutions to these problems are less easy to state. Can anything be done to prevent MMOs from fading away? Well, yes it can. The question is, will the patient take the medicine? Introduction From their lofty position as representing the future of videogames, MMOs have fallen hard. Whereas once they were innovative and compelling, now they are repetitive and take-it-or-leave-it. Although they remain profitable at the moment, we know (from the way that the casual games market fragmented when it matured) that this is not sustainable in the long term: players will either leave for other types of game or focus on particular mechanics that have limited appeal or that can be abstracted out as stand-alone games (or even apps).
    [Show full text]
  • Rubicite Breastplate, Priced to Move Cheap
    Burke, Rubicite Breastplate Rubicite Breastplate Priced to Move, Cheap: How Virtual Economies Become Real Simulations Timothy Burke Department of History Swarthmore College June 2002 Almost everyone was unhappy, the d00dz and the carebears, the role-players and dedicated powergamers, and almost everyone was expressing their anger on websites and bulletin boards. It was patch day in the computer game Asheron’s Call, an eagerly anticipated monthly event, when new content, new events, new tools and tricks, were introduced by the game’s designers. A big nerf had come down from on high. There had been no warning. Nerfing was a way of life over at the other big multiplayer games, but supposedly not in Asheron’s Call. This time, the fabled Greater Shadow armor, the ultimate in personal protection, was now far less desirable than it had been the day before the patch. The rare crystal shards used to forge the armor, which had become an unofficial currency, were greatly reduced in value, while anyone who already possessed the earlier, more powerful version of the armor found themselves far wealthier than they had been the day before. Asheron’s Call was one of three major commercial “persistent world” massively multiplayer computer games available in the spring of 2001, the others being Everquest and Ultima Online. (Since that time, a number of other games in this genre have appeared, with more on the way.) In these games, tens of thousands of players within a shared virtual environment control alternate personas, characters who retain their abilities 1 Burke, Rubicite Breastplate and possessions from session to session and who can acquire additional skills or objects over time.
    [Show full text]
  • 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.
    [Show full text]
  • Southern Fandom Confederation Bulletin
    Southern Fandom Confederation Bulletin Volume 6, No. 6: October, 1996 Southern Fandom Confederation Contents Ad Rates The Carpetbagger..................................................................... 1 Type Full-Page Half-Page 1/4 Page Another Con Report................................................................4 Fan $25.00 $12.50 $7.25 Treasurer's Report................................................................... 5 Mad Dog's Southern Convention Listing............................. 6 Pro $50.00 $25.00 $12.50 Southern Fanzines................................................................... 8 Southern Fandom on the Web................................................9 Addresses Southern Clubs...................................................................... 10 Letters..................................................................................... 13 Physical Mail: SFC/DSC By-laws...................................................... 20 President Tom Feller, Box 13626,Jackson, MS 39236-3626 Cover Artist........................................................John Martello Vice-President Bill Francis, P.O. Box 1271, Policies Brunswick, GA 31521 The Southern Fandom Confederation Bulletin Secretary-Treasurer Judy Bemis, 1405 (SFCB) Vol. 6, No. 6, October, 1996, is the official Waterwinds CT,Wake Forest, NC 27587 publication of the Southern Fandom Confederation (SFC), a not-for-profit literary organization and J. R. Madden, 7515 Shermgham Avenue, Baton information clearinghouse dedicated to the service of Rouge, LA 70808-5762
    [Show full text]
  • Computer-Supported Cooperative Work for Music Applications
    Computer-Supported Cooperative Work for Music Applications Author: Álvaro Mendes Barbosa April 2006 Dipòsit legal: B.48971-2006 ISBN: 978-84-690-3933-5 Dissertation submitted to the Department of Technology of the Pompeu Fabra University for the Program in Computer Science and Digital Communication, in partial fulfillment of the requirements of the degree: Doctor per la Universitat Pompeu Fabra with Mention of European Doctor Dissertation directed by Dr. Xavier Serra and co-directed by Dr. Sergi Jordà Universitat Pompeu Fabra Departamento de Tecnologia Estació de França Passeig de Circumvallació, 8 08003 Barcelona, España Research leading to this Dissertation was conducted by the author at: This Doctorate Research Work was supported through the award of a Doctorate Scholarship by: (SFRH/BD/5192/2001) The Author is affiliated with: To Sofia Abstract This dissertation derives from research on musical practices mediated by computer networks conducted from 2001 to 2005 in the Music Technology Group of the Pompeu Fabra University in Barcelona, Spain. It departs from work carried out over the last decades in the field of Computer-Supported Cooperative Work (CSCW), which provides us with collaborative communication mechanisms that can be regarded from a music perspective in diverse scenarios: Composition, Performance, Improvisation or Education. The first contribution originated from this research work is an extensive survey and systematic classification of Computer-Supported Cooperative Work for Music Applications. This survey led to the identification of innovative approaches, models and applications, with special emphasis on the shared nature of geographically displaced communication over the Internet. The notion of a Shared Sonic Environments was introduced and implemented in a proof-of- concept application entitled Public Sound Objects (PSOs).
    [Show full text]
  • The Role of Wargames in the Development of Game Design
    The role of wargames in the development of game design Luiz Cláudio S. Duarte∗ Thiago Schaedler Uhlmann2 1PUCPR Figure 1: Playing Second Front: Sicily in 1943. Abstract ical representation of information. During the third quarter of the XX century, board wargames led the way in innovation in game design. Although small 1 Playing at war in comparison with present-day digital games industry, the Games are probably older than civilization [15]; however, as wargames industry was far from inconsequential, and several far as we know, game designers are a much younger breed. leading digital game designers started their careers playing Indeed, it is only from the 17th century onwards that we can or creating board wargames. Even the term “game designer” identify any game authors at all, such as Sir John Suckling was first used about the creators of board wargames. Noneof (Cribbage, 1630) [18] or John Jefferys (A Journey Through Eu- the information in this paper is new or unknown. However, rope, 1759). [6] But they did not think of themselves as game we believe that, as in any other human endeavour, game designers; even George S. Parker, founder and lead game designers can benefit from knowing some of the history from designer of the former Parker Brothers game company, did their field. Accordingly, in this paper we present some in- not identify himself as such during his lifetime (1866–1952). formation on board wargames, with special attention to the [16] influential role played by Redmond A. Simonsen, a graphic This comes as no surprise, since the concept of design as designer.
    [Show full text]
  • Demicon 32 Program Book
    DEMICON 32 APRIL 30 THROUGH MAY 2, 2021 DES MOINES ANNUAL SCIENCE FICTION, FANTASY AND GAMING CONVENTION HELD VIRTUALLY IN DES MOINES, IA CONTENTS Welcome - 4 Department Heads/DMSFFS - 5 Virtual World of DemiCon - 6 Convention Rules - 8 Guests Guests of Honor/Toastmasters - 10 Professional Guests/ Memorial - 12 Hall of Fame - 14 Artwork - 15 Donate/Charity Auction - 16 Venues - 17 Shopping Venues - 18 Programming - 19 Areas of Interest Contests - 20 DemiCon Channel - 22 Gaming - 23 Programming Schedule - 24 Thank You - 27 The After: DemiCon 2022 - 28 CONCOM THE DES MOINES SCIENCE FICTION & “ALL OUR DREAMS CAN COME TRUE, IF WE HAVE THE COURAGE TO FANTASY SOCIETY,INC. (DMSFFS)IS THE CONCOM: JOE STRUSS,SALLIE ABBA,JESSICA GUILE, PURSUE THEM.” – WALT DISNEY LOCAL 501(C)(3) CHARITY NON-PROFIT JUDY ZAJEC,NATE FARMER ORGANIZATION THAT SPONSORS DEMICON. ANIMÉ: SAM SAM HACKETT YES, AND WELCOME TO DEMICON 32: SUPER MANGA GRAPHIC THIS VOLUNTEER RUN ORGANIZATION STANDS ARCHIVIST: SALLIE ABBA NOVELS COMICS ANIMATION! BY THE ORGANIZATIONʻS MISSION ART SHOW: MICHAEL OATMAN MAKE SURE YOU MEET OUR ARTIST GUESTS OF HONOR AND DRAGON SALLIE ABBA STATEMENT: TO INSPIRE INDIVIDUALS AND BLOOD DRIVE: SHERIL BOGENRIEF AFICIONADOS DAVID LEE PANCAKE AND ALISON JOHNSTUN.OUR COMMUNITIES TO READ,IMAGINE AND LORD OF DRINK: KRIS MCBRIDE AUTHOR GUEST OF HONOR IS THE INCREDIBLE LETTIE PRELL. HER WORK THINK; CREATING A BETTER WORLD CHANNEL MASTER: JOE STRUSS EXPLORES THE EDGE WHERE HUMANS AND THEIR TECHNOLOGY ARE THROUGH EDUCATION AND SUPPORT OF CONSUITE: MANDI ARTHUR-STRUSS,MONICA OATMAN, INCREASINGLY MERGING. LITERACY, SCIENCE, AND THE ARTS.DEMICON WIL WARNER SUSAN LEABHART AND MITCH THOMPSON ARE OUR WONDERFUL IS ONE OF MANY EVENTS THAT DMSFFS CONTESTS: SALLIE ABBA TOASTMASTERS.SUE IS OFTEN FOUND REGALING ON MANY DIVERSE AND HOSTS HE REST OF THE YEAR IS FILLED WITH .T DATABASE: CRAIG LEABHART INTERESTING TOPICS (LIKE TIME TRAVELING).
    [Show full text]