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Games and Culture
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Does WoW Change Everything?

How a PvP Server, Multinational Player Base, and Surveillance Mod Scene Caused Me Pause

T. L. Taylor

IT University of Copenhagen

Rather than simply identifying "emergence" as a prime property of massively multiplayer online game life, a better understanding of the complex nature of player-produced culture is needed. Life in game worlds is not exempt from forms of player-based regulation and control. Drawing on ethnographic and interview work within World of Warcraft, the author undertakes initial inquiries on this subject by looking at three areas: nationalism, age, and surveillance. This case study shows systems of stratification and control can arise from the bottom up and be implemented in not only everyday play culture but even player-produced modifications to the game system itself. Due to the ways these systems may simultaneously facilitate play, there is often an ambivalent dynamic at work. This piece also prompts some methodological considerations. By discussing field site choice, the author argues that context is of utmost importance and needs to be more thoughtfully foregrounded within game studies.

Key Words: computer games • MMOG • online community • modding

Games and Culture, Vol. 1, No. 4, 318-337 (2006)
DOI: 10.1177/1555412006292615


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European Journal of Cultural StudiesHome page
S. Humphreys
Ruling the virtual world: Governance in massively multiplayer online games
European Journal of Cultural Studies, May 1, 2008; 11(2): 149 - 171.
[Abstract] [PDF]