2017
DOI: 10.24251/hicss.2017.247
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"Something We Loved That Was Taken Away": Community and Neoliberalism in World of Warcraft

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Cited by 9 publications
(10 citation statements)
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“…While the Southeast Asia English site alleviated some of these concerns, it is uncertain how much of the harvested data is authentic in nature in that regard, especially since the Southeast Asian region is not an option for account creation in the virtual gaming world. Several other works also report on complications with server regions (Crenshaw, LaMorte & Nardi, 2017) or study participation selection restricted to server location (Mancini, Caricati, Balestrieri & Sibilla, 2018).…”
Section: Resultsmentioning
confidence: 99%
See 3 more Smart Citations
“…While the Southeast Asia English site alleviated some of these concerns, it is uncertain how much of the harvested data is authentic in nature in that regard, especially since the Southeast Asian region is not an option for account creation in the virtual gaming world. Several other works also report on complications with server regions (Crenshaw, LaMorte & Nardi, 2017) or study participation selection restricted to server location (Mancini, Caricati, Balestrieri & Sibilla, 2018).…”
Section: Resultsmentioning
confidence: 99%
“…While certain player motivations are associated with teamwork, competition to engage with MMORPGs (Billieux et al, 2013), and escapism (Oggins & Sammis, 2012); and certain WoW communities combine both the affordances of technology and the influence of culture (Crenshaw, LaMorte & Nardi, 2017), recent research leans towards conclusions that World of Warcraft, in particular, has produced communities that are essentially neoliberal (Crenshaw, LaMorte & Nardi, 2017), victim-playing (Blommaert, 2017), and discriminatory (Mancini, Caricati, Balestrieri & Sibilla, 2018). Nevertheless, in Thorne, Fischer & Lu (2012), WoW serves as a "semiotic ecology" of game-generated text, player-to-player communication and collaboration (p. 279).…”
Section: Communities In World Of Warcraft®mentioning
confidence: 99%
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“…Case Study 3: Amateur game server governance For our final case study we examine governance in the popular game Minecraft. Governance in digital games has become an important arena for innovative institutional design [12,23,38,69], especially multiplayer games that follow a self-hosting model, by which fans in the community personally host publicly accessible instances of a game. Fans who self-host assume the difficulties of governance, while also gaining access to technological innovations for addressing those difficulties.…”
Section: Operational Layermentioning
confidence: 99%