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WoWing Alone

The Evolution of “Multiplayer” in World of Warcraft

Bibliographic Data

ID12804397
AuthorsAndrea Braithwaite (0000-0002-7945-2223, Ontario Tech University, corresponding author)
Year2015
Volume13
Issue2
Pages119-135
Publication date2015-10-08
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publishing (PUBLISHER • US)
DOI10.1177/1555412015610246
OpenAlexW2369695132
LanguageEN
Citations received4
References cited22

World of Warcraft ( WoW ) is one of the most successful and longest running multiplayer online games in gaming. Over time, Blizzard Entertainment’s approach to multiplayer activities in WoW has changed. During the past decade, in-game world events, group matchmaking systems, and phasing technologies have been used to increasingly emphasize individual achievement rather than collaborative effort. The game is shifting away from sociable activities in favor of ones that situate players as powerful, atomized characters. WoW ’s governmentality now encourages players to see each other as obstacles to success and to see themselves as entrepreneurial subjects. These neoliberal strategies have the potential to impact our ability to collectively imagine and create alternative forms of social interaction and organization

Art · Entertainment · Governmentality · Media studies · Multimedia · Political science · Sociology · Video game · Visual arts · Computer Science · Digital Games and Media · Gender, Feminism, and Media · Psychology · Social Media and Politics

  • Ready player one

    Open Access•Yaojing Wang•The Sociological Review Magazine•2024

  • Social gaming

    Open Access•David Gonçalves, Pedro Pais et al.•Computers in Human Behavior•2023

  • The art of being together

    Open Access•Steffie Sofia Yeonjoo Kim, Ke M Huang-Isherwood et al.•Computers in Human Behavior•2022

  • Torpified by Gaming

    Yacine Kout•Journal of Autoethnography•2023

  • Bowling alone

    Open Access•Robert D Putnam•Proceedings of the 2000 ACM…•2000

  • Communities of Play

    Bonnie A Nardi, Celia Pearce et al.•Communities of play•2009

  • My Life as a Night Elf Priest

    Open Access•Bonnie Nardi•My Life as a Night Elf Priest: An…•2010

  • Digital Play

    Stephen Kline, S J Kline et al.•Digital Play•2003

  • Don't Hate the Player, Hate the Game

    Lisa Nakamura•Critical Studies in Mass…•2009

  • I Will Own You”

    Open Access•Carol Stabile•Television & New Media•2013

  • Ruling the virtual world

    Open Access•Sal Humphreys•European Journal of Cultural…•2008

  • Virtual Worlds and Their Discontents

    Open Access•Julian Kücklich, Julian Raul Kücklich•Games and Culture•2009

  • Coming of Age in Second Life

    Tom Boellstorff•Coming of Age in Second Life•2008

  • Discipline and Punish

    Raffaella D’amico•Telos•1978

  • Undoing the Demos

    Wendy Brown•Undoing the Demos•2015

  • The Assemblage of Play

    Open Access•T L Taylor•Games and Culture•2009

  • Discipline and Dragon Kill Points in the Online Power Game

    Open Access•Mark E Silverman, Mark Silverman et al.•Games and Culture•2009

  • Blackless Fantasy

    Open Access•Tanner Higgin•Games and Culture•2009

  • Does WoW Change Everything

    Open Access•T L Taylor•Games and Culture•2006

  • On the Research Value of Large Games

    Open Access•Edward Castronova•Games and Culture•2006

Unique citing works4
Citations per year1
Citation span2022 - 2024 (3)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 4

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