The WoW Factor: A Virtual Ethnographic Study of Sacred Things and Rituals in World of Warcraft.

This paper describes the method of complete participant observation-style virtual ethnography and how it was used to study sacred objects and rituals in the virtual world of Azeroth, from the massively multiplayer online role-playing game (MMORPG) World of Warcraft (WoW). Drawing heavily from the wo...

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Bibliographic Details
Main Author: Sapach, Sonia C. (Author)
Format: Electronic Article
Language:English
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Published: [2015]
In: Gamevironments
Year: 2015, Volume: 2, Pages: 1-24
Further subjects:B social solidarity
B World of Warcraft
B virtual ethnography
B MMORPG
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Summary:This paper describes the method of complete participant observation-style virtual ethnography and how it was used to study sacred objects and rituals in the virtual world of Azeroth, from the massively multiplayer online role-playing game (MMORPG) World of Warcraft (WoW). Drawing heavily from the work of Hine (2000), Gold (1958), and Durkheim (1912), and utilizing a case study of the author's MA thesis titled The WoW Factor: The Development of Social Solidarity in Azeroth, this paper provides a detailed description of the unique challenges that a researcher must overcome when planning, and carrying out, an ethnographic study in an MMORPG. Key topics of discussion include: ethical considerations and concerns, recording observations through the use of video-capture and screen-shots, the importance of maintaining the proper balance between being an 'insider' and an 'outsider', and spatial and temporal displacement between the virtual and the real.
ISSN:2364-382X
Contains:Enthalten in: Gamevironments
Persistent identifiers:URN: urn:nbn:de:gbv:46-00104728-17