Being in the World (of Warcraft): Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game.

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 ac...

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Publicado en:Anthropological Quarterly Vol. 83; no. 1; pp. 17 - 46
Autor principal: Golub, Alex
Formato: Artículo
Publicado: George Washington Institute for Ethnographic Research Winter 2010
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Acceso en línea:Ver este registro en EBSCOhost
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        atl: Being in the World (of Warcraft): Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game.
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        au: Golub, Alex
      su:
        Video games & society
        Virtual reality
        Realism
        Theory of knowledge
        World of Warcraft (Game)
      sug:
        subj:
          Video games & society
          Virtual reality
          Realism
          Theory of knowledge
          World of Warcraft (Game)
      ab: 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 ingame 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.
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    language: English
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