• DocumentCode
    2804665
  • Title

    Collaborative Play in World of Warcraft

  • Author

    Nardi, Bonnie

  • Author_Institution
    Dept. of Informatics, California Univ., Irvine, CA
  • fYear
    2006
  • fDate
    Oct. 2006
  • Firstpage
    3
  • Lastpage
    3
  • Abstract
    Summary form only given. The author discusses play in World of Warcraft, a popular massively multiplayer online game. World of Warcraft enables self-organizing groups of strangers and friends to collaborate on short-term objectives. Such collaborations may reflect coming changes in globalized work in which we increasingly work with remote others we know little about. In game play, the glue that keeps groups together is the shared objective of completing a "quest" or mission, as well as the shared culture of the game. The game is rich in meaning with a strong narrative, a material culture of weapons, armor, potions, recipes, jewelry, and many other goods, as well as a vibrant economy. Players\´ backgrounds are diverse but discourse emphasizes understandings about the game rather than players\´ personal lives. Players learn to be at ease with strangers, to get things done with others they don\´t know and may never interact with again. The game diminishes some of the impact of things that divide us such as ethnicity, gender, and age, through sharing the game
  • Keywords
    computer games; groupware; prejudicial factors; World of Warcraft; collaborative play; massively multiplayer online game; prejudicial factors; Blogs; Books; Collaborative work; Informatics; Internet; Online Communities/Technical Collaboration; Weapons;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Web Congress, 2006. LA-Web '06. Fourth Latin American
  • Conference_Location
    Cholula
  • Print_ISBN
    0-7695-2693-4
  • Type

    conf

  • DOI
    10.1109/LA-WEB.2006.8
  • Filename
    4022084