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WoW is the New MUD

Social Gaming from Text to Video

Bibliographic Data

ID2409355
AuthorsTorill Elvira Mortensen (0000-0003-0223-0590, Volda University College, corresponding author)
Year2006
Volume1
Issue4
Pages397-413
Publication date2006-10-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412006292622
OpenAlexW2110095903
LanguageEN
Citations received12
References cited2

With the immense popularity of massively multiplayer games such as World of Warcraft (WoW), other media as well as game research have discovered gaming as a topic of discussion and study. These discussions, however, tend to ignore the history of both games and of game studies. This article addresses the connections between one of the old and, today, obscure forms of using computers for multiplayer gaming-the text-based Multi-User Dungeon (MUD)-and the current, highly visible and massively used graphic interface game World of Warcraft. These connections range from player style through game-play options to social interaction and player-controlled social modifiers within both types of games. The comparison is based on play, observation, and interviews with players in MUDs and in WoW

Art · Game mechanics · Game studies · Human–computer interaction · Multimedia · Popularity · Style (visual arts · Turns, rounds and time-keeping systems in games · Video game · Video game culture · Video game design · Visual arts · World Wide Web · Artificial Intelligence in Games · Computer Science · Digital Games and Media · Educational Games and Gamification · Psychology · Social Psychology · Artificial Intelligence

  • The Rise of the East Asian Gaming Industry

    Open Access•Laichi Chen•Global Media and China•2022

  • Grieving World of Warcraft ’s Chinese server shutdown

    Open Access•HongLan Xu, Lars De Wildt•Global Media and China•2026

  • Don't Hate the Player, Hate the Game

    Lisa Nakamura•Critical Studies in Mass…•2009

  • Player-centric networks in League of Legends

    Open Access•Marçal Mora-Cantallops, Miguel-Ángel Sicilia•Social Networks•2018

  • You Wince in Agony as the Hot Metal Brands You’

    David Feltmate•Journal of Contemporary Religion•2010

  • Community in World of Warcraft

    Open Access•Caroline Whippey•The University of Western Ontario…•2011

  • Community, Frame of Reference, and Boundary

    Open Access•J P Williams•Qualitative Sociology Review•2009

  • Leveling Up

    Anthony Mlimperos, Edward Downs et al.•Annals of the International…•2013

  • Typing your way to technical identity

    Open Access•Patricia G Lange•Pragmatics Quarterly Publication…•2022

  • Condições e possibilidades de uma tecnopolítica de gênero/sexualidade

    Open Access•Lucas Aguiar Goulart, Inês Hennigen•Revista Estudos Feministas•2014

  • At Least Nine Ways to Play

    Open Access•Kirsi Pauliina Kallio, Christopher Lizotte et al.•Games and Culture•2011

  • Computer Games and Sociocultural Play

    Open Access•Chin-Siang Ang, Chee Siang Ang et al.•Games and Culture•2010

  • "Alone together?"

    Open Access•Nicolas Ducheneaut, Nicholas Yee et al.•Proceedings of the SIGCHI…•2006

  • Man, Play and Games

    Roger Caillois•Man, Play and Games•1961

Unique citing works12
Citations per year0,71
Citation span2009 - 2026 (18)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 12

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