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On the Dark Side

Gothic Play and Performance in a Virtual World

Bibliographic Data

ID19544720
AuthorsMikael Johnson (0000-0002-4001-0313, National Consumer Research Centre), Tanja Sihvonen (0000-0003-3220-2814, University of Turku)
Year2009
Volume1
Issue3
Publication date2009-01-17
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueJournal of Virtual Worlds Research (JOURNAL)
Journal identifiersISSN: 1941-8477 • E-ISSN: 1941-8477
PublisherVirtual Worlds Institute, Inc (PUBLISHER)
DOI10.4101/jvwr.v1i3.368
OpenAlexW1584680840
LanguageEN
Citations received1
References cited12

This article investigates gothic play and performance in Habbo, a virtual world for preteen children and teenagers. In addition to analyzing the aesthetics of the environment and its player characters, the authors seek to ask how gothic players figure in its appropriation and redevelopment. Countercultural player activities, such as playing goth in Habbo, are often treated as disruption, but here it will be argued that gothic players are in fact rather resourceful and productive members of the community. Observations of player-generated content, events, rituals, appearance and group discussions indicate that goth is more than a style – it is also play and performance. Gothic players are not only consumers, but also content providers, who inspire the developers at Sulake, the company behind Habbo. The influence of Habbo goths is evident, as emergent gothic player-created content has repeatedly been incorporated in newer releases of the game platform

Aesthetics · Appropriation · Art · Epistemology · Visual arts · Digital Games and Media · Gothic Literature and Media Analysis · Philosophy · Psychology · Sexuality, Behavior, and Technology

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Unique citing works1
Citations per year0,06
Citation span2010 - 2010 (1)
Citation velocityhistorical
Highly citedNo
Citation typesNeutral: 1

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Open DOIOpen Access
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