Performing Virtual Embodiment, Social Conduct, and Racial Imaginaries in World of Warcraft
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View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of Minnesota Digital Conservancy Here Be Dragons: Performing Virtual Embodiment, Social Conduct, and Racial Imaginaries in World of Warcraft A Dissertation SUBMITTED TO THE FACULTY OF UNIVERSITY OF MINNESOTA BY Kimi Diana Johnson IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY Dr. Margaret Werry, Associate Professor of Theatre Arts and Dance, Adviser December 2014 © Kimi Johnson 2014 i Acknowledgements I could not have completed this project without the village of people who saw me through the last six years. You all deserve more thanks than I could possibly give here. Thank you to the Social Science Research Council's Dissertation Proposal Development Fellowship and the leaders of the Virtual Worlds Working Group, Tom Boellstorff and Doug Thomas, for helping me outline and develop my initial research strategy for this project. The summer of funding and training in the ethics of digital ethnographic practice and in framing my research questions in an interdisciplinary light were invaluable. Thanks as well to the UMN College of Liberal Arts Graduate Research Partnership Program, for funding some of my most intensive ethnographic research, and the UMN Theatre Arts and Dance Department for supporting the presentation of my evolving thoughts on this site through numerous travel grants. Thank you (thank you, thank you) to my wonderful committee for reading my early work and understanding more than what I was trying to say and for pushing me outside my comfort zone: this project is the richer for it. I am particularly grateful to my adviser, Margaret Werry, for helping me take a pile of disjointed thoughts and sew them into a narrative that is more critically aware than I ever thought it could be. I don't think I could have found my way through this process without her unflagging support and motivation. Thank you as well to Sonja Kuftinec for reading my work and turning my attention to its connection to larger world events; to Gil Rodman, who asked the hard questions and forced me to think beyond my conclusions; and to Sonali Pahwa, whose reading helped redirect my thoughts when I fixated on minutia. ii I want to acknowledge the body of family and friends who have supported me with encouragement, love, and the occasional boot to the rear. I'm incredibly grateful to Stephanie Lein-Walseth and Eric Colleary for reading and re-reading my work over the past few months. Their feedback on my work was invaluable, but the camaraderie of our writing group helped me survive and thrive while developing this project. Shannon Walsh has been my rock for the last six years, providing a mixture of practical and professional advice that helped me find my balance in often shifting sands. Thank you as well to the wonderful friends I have made in the past few years, whose interest in my work pushed me to keep working on transforming my thoughts on a hobby into a proper dissertation. Carra Martinez, Elliot Leffler, Rita Kompelmakher, Virgil Slade, Sarah Saddler, Wade Haynes, Mike Mellas, Bryan Schmidt, Kelly McKay, Kristen Stoeckeler, Kane Anderson, and Jay Gipson-King have all been there when I needed a friend or a sounding board. Thank you especially to George McConnell, who kept telling me that World of Warcraft should be my research site until I finally believed him. In high school, I promised my grandfather that I would to be the first doctor in the family. I did not become the world famous surgeon that my sixteen year-old self envisioned, but I have somehow managed to keep my promise. I know you're proud, Papa, and I miss you dearly. Thank you so much Mom and Dad, for listening to me whine and procrastinate before telling me to get back to work (with love), and for encouraging me to always reach further than my grasp. Finally, thank you Chris, for making my ambitions your own and holding my hand through thick and thin. I'm so glad you've been beside me each day. iii Dedication To my husband, Christopher Weiss. I could not ask for a more supportive gaming partner or life partner. And... To my grandfather, Herbert Johnson, who sacrificed so much for his family's achievements. This project's completion is a promise fulfilled. iv Abstract This dissertation examines the performance of racial identity in the long-running, fantastical multiplayer online role-playing game World of Warcraft (WoW) and its role in shaping digital embodiment, guiding player conduct, and maintaining white racial hegemony in the virtual play space. As a space where players devise, build, and perform digital characters to play fictional scenarios, WoW is the world's largest form of participatory theatre. While this space provides a form of immersive escapism, it also asks players to emotionally invest in a narrative that reactivates the problematic racial imaginary of 19th century imperial modernity. Through the methodologies of cultural criticism and autoethnography, this dissertation investigates three components of WoW’s gaming environment: the narrative devices that shape a player‘s avatarial identity, the process of embodying a gendered and racialized virtual character, and the structural design of a gaming system that encourages players to perform white, heteronormative, hypermasculine, and neoliberal capitalist behaviors online or acquiesce to operating within a space that defines itself along such lines. The project focuses on the development of racially coded and narratively complex virtual bodies and analyzes how avatarial embodiment shapes player perceptions of self, race, and gender online. It relies on the concept of the interaction continuum, a term that describes the overlap between the social, virtual-active, and real worlds that form the game space, and stresses the importance of online sociality as the locus of the game‘s value. This study also utilizes the concept of governmentality to describe how the game designers structure knowledge of and about WoW‘s citizenry such that small player v populations govern themselves, but within the strictures of the game‘s digital code and the context of its fantastical yet whitewashed narrative. My analysis demonstrates that ludic online culture not only shapes player behavior in the role-playing space of a game, but also alters how players interact with one another in less narrative virtual social spaces. vi Table of Contents LIST OF FIGURES vii CHAPTER ONE 1 INTRODUCTION: GAMES AND MYTH IN THE 21ST CENTURY CHAPTER TWO 43 JUST A GAME, WHAT'S THE BIG DEAL?: OBFUSCATING THE EFFECTS OF THE DIGTIALLY 'POST-RACIAL' SPACE CHAPTER THREE 97 CRAFTING WHITENESS: EMBODIMENT AND IMMERSION AT WAR CHAPTER FOUR 143 CITIZEN OF THE WORLD (OF WARCRAFT): PEDAGOGIES OF RACIAL ACQUIESCENCE CONCLUSION 194 THE SACROSANCT TREEHOUSE: WORLD OF WARCRAFT AND THE SHIFTING SANDS OF GAMING CULTURE BIBLIOGRAPHY 207 vii List of Figures Figure 1.1. Floating chat panel. World of Warcraft. Screenshot August 10, 2014..........17 Figure 1.2 Character creation. World of Warcraft. Screenshot August 10, 2014............18 Figure 1.3 Interaction Continuum. Screenshot August 10, 2014.....................................20 Figure 3.1 Aktobe. World of Warcraft. Screenshot November 14, 2012.......................129 Figure 3.2 Aktobe's face. Screenshot World of Warcraft. November 14, 2012………..129 1 Chapter 1: Introduction: Game and Myth in the 21st Century "Every age has its storytelling form, and video gaming is a huge part of our culture. You can ignore or embrace video games and imbue them with the best artistic quality. People are enthralled with video games in the same way as other people love the cinema or theatre." Actor Andy Serkis, Interview in The Guardian November 8, 2010 “For all the talk about the merging of film and video game, and for all its inevitability, perhaps the secret of true convergence lies not in an external reality, but in an internal truth: What kids seek from video games is what we all seek from our own distractions--be they movies, radio, comic books, literature, or art: an escape from the mundane to the sublime, where our imaginations make of us heroes, lovers, warriors, and gods.” Devin C. Griffiths, in Virtual Ascendance: Video Games and the Remaking of Reality I have spent the last nine years of my life involved with, in some shape or form, the popular Massively Multiplayer Online Role Playing Game World of Warcraft (WoW)—seven of those years as an active (and sometimes over-active) player and community member. World of Warcraft is a sandbox game world in which players role 2 play heroic fantasy characters in an extensive virtual environment in real time. The game has just begun its tenth year as the leader of its genre and will launch its fifth expansion in November 2014. At its height it had over 12 million players—though it now boasts a more humble 7.5 million—and has defined the MMO genre since its launch in 2004. Despite being a space of play, this multi-modal game environment hosts thousands of small, active communities called guilds that define the game‘s value through their generation of social capital. World of Warcraft, then, is just as real a space for its players as social environments in the physical world. WoW is not just a game. Its interactions hold a weight that marks this particular virtual site as an intriguing space to study how identities are shaped into a new set of social standards. There is an impressive body of critical analysis in cultural studies that demands that we look beyond dismissals of broader popular culture as ―just entertainment‖. However, arguments that virtual game spaces are unworthy of or immune to analysis die hard among player populations— particularly in the wake of the Fall/Winter 2014 ―Gamer Gate‖ online attacks against those who work with video games as sites of critical inquiry.