Abstract
We analyze collaborative play in an online video game, World of Warcraft, the most popular multiplayer video game with 11 million players in Asia, North America, Europe, and Australia. Based on an immersive ethnographic study, we describe how the social organization of the game and player culture affect players’ enjoyment and learning of the game. We discovered that play is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups. The variety of collaborations makes the game more fun and provides rich learning opportunities. We contrast these varied collaborations, including those with strangers, to the “gold standard” of Gemeinschaft-like communities of close relations in tightknit groups.
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Notes
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This particular disruption was made famous in WoW lore in a humorous video called Leeroy Jenkins, available online at http://www.leeroyjenkins.net.
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Nardi, B., Harris, J. (2009). Strangers and Friends: Collaborative Play in World of Warcraft. In: Hunsinger, J., Klastrup, L., Allen, M. (eds) International Handbook of Internet Research. Springer, Dordrecht. https://doi.org/10.1007/978-1-4020-9789-8_24
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