Magicians in Video Games, From Mana to Hackers: Towards a Pragmatic Anthropology of Magic.

This article is based on a ten-year ethnography of World of Warcraft (WoW), a massive multiplayer online game (MMOG) within the fantasy genre. It proposes that the notion of "magic" in video games must be understood on two levels: first, as a diegetic mechanic embedded in narratives, game design, an...

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Publicado en:Magic, Ritual & Witchcraft Vol. 20; no. 3; pp. 404 - 422
Autor principal: Servais, Olivier
Formato: Artículo
Publicado: University of Pennsylvania Press Winter2025
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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        World of Warcraft (Game)
        Massively multiplayer online role-playing games
        Ethnology
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          Ethnology
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        Ethnography
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      ab: This article is based on a ten-year ethnography of World of Warcraft (WoW), a massive multiplayer online game (MMOG) within the fantasy genre. It proposes that the notion of "magic" in video games must be understood on two levels: first, as a diegetic mechanic embedded in narratives, game design, and popular imaginaries; second, as a pragmatic social function embodied by players who master hidden infrastructures, notably hackers, programmers, and add-on creators. The article first grounds the discussion in the WoW ethnographic work. It then it traces the genealogy of "mana" from anthropology to gaming. Next it re-examines anthropological theories of magic in relations to video-game practice. Finally it argues that the true magicians of digital communities are those who manipulate invisible codes. By bridging anthropology, game studies, and folklore, the article redefines what it means to be a magician in contemporary virtual worlds.
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