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The Managed Hearthstone: Labor and Emotional Work in the Online Community of World of Warcraft

  • Conference paper
Facets of Virtual Environments (FaVE 2009)

Abstract

Prior analyses of player interactions within massive multi-player online environments (MMOs) rely predominantly on understanding the environments as spheres of leisure—places to “escape” the stress of the “real world.” We find in our research on the World of Warcraft, a popular online role-playing game suggests that, in fact, social interaction within the game more closely resembles work. Successful play requires dedicated participants who choose to engage in a highly structured and time-consuming “process” of game progression. Simultaneously, players must also actively engage in the “emotional labor” of acceptably maintaining standards of sociability and guild membership constructed by their gaming peers. We posit that these expectations of both structured progression work and emotional maintenance work significantly blur the existing lines between categorizing work and leisure. While the assumption of leisure shrouds the general expectation of gaming interaction, we suggest a “play as work” paradigm more clearly captures the reality of the demands of The World of Warcraft.

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© 2010 ICST Institute for Computer Science, Social Informatics and Telecommunications Engineering

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Lukacs, A., Embrick, D.G., Wright, T. (2010). The Managed Hearthstone: Labor and Emotional Work in the Online Community of World of Warcraft. In: Lehmann-Grube, F., Sablatnig, J. (eds) Facets of Virtual Environments. FaVE 2009. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 33. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-11743-5_13

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  • DOI: https://doi.org/10.1007/978-3-642-11743-5_13

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-11742-8

  • Online ISBN: 978-3-642-11743-5

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