Projekt per år
Sammanfattning
It is today commonplace that games and virtual worlds are not only multi-billion dollar businesses but also momentous socio-cultural phenomena that require critical attention. Massively Multiplayer On-line Games (MMOGs) are these days becoming recognized not only as grounds for play within ‘magic circles’ but also as complex and significant social spaces with 24-7 access to the millions of gamers who inhabit them. If the idea of MMOGs as closed off playgrounds is rejected, such games and their gamers, engaging in social and virtual geographies, may be viewed as transport systems and users whose socio-cultural constructions of mobility can be studied to identify barriers to, and alternative strategies for, more sustainable mobility solutions. Game design thus becomes a potential arena for crafting and providing alternative models of mobility.
This paper focuses on mobility in the world’s number one on-line role-playing game, World of Warcraft (Blizzard 2004) as experienced by a number of players and as expressed in the Swedish fan-magazine “Level presents World of Warcraft”, particularly an article on in-game mounts. Players produce as much as consume play, here read: mobility, but the game (mechanics) does control player movement in crucial ways. This paper seeks to show how traditionally positive values of mobility are employed by gamers and in the game design to enhance, inspire and prolong gameplay. Mobility is understood as central to the game experience, its playability, marketing and resulting commercial success. Although there is, at least on the surface, a democratization of mobility in operation e.g. in terms of safe and equal – gender and race-neutral access and public transportation options, the dominant configuration and use of mobility speaks of a very traditional mobility view with limited innovative mobility visions leaving much to be desired in view of the seemingly endless possibilities that game design and simulation might offer.
This paper focuses on mobility in the world’s number one on-line role-playing game, World of Warcraft (Blizzard 2004) as experienced by a number of players and as expressed in the Swedish fan-magazine “Level presents World of Warcraft”, particularly an article on in-game mounts. Players produce as much as consume play, here read: mobility, but the game (mechanics) does control player movement in crucial ways. This paper seeks to show how traditionally positive values of mobility are employed by gamers and in the game design to enhance, inspire and prolong gameplay. Mobility is understood as central to the game experience, its playability, marketing and resulting commercial success. Although there is, at least on the surface, a democratization of mobility in operation e.g. in terms of safe and equal – gender and race-neutral access and public transportation options, the dominant configuration and use of mobility speaks of a very traditional mobility view with limited innovative mobility visions leaving much to be desired in view of the seemingly endless possibilities that game design and simulation might offer.
Originalspråk | engelska |
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Sidor | 1-25 |
Antal sidor | 25 |
Status | Published - 2008 |
Externt publicerad | Ja |
Evenemang | European Social Science History Conference 2008: network Ethnicity and Migration - Lisbon, Lisbon, Portugal Varaktighet: 2008 feb. 26 → 2008 mars 1 |
Konferens
Konferens | European Social Science History Conference 2008 |
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Land/Territorium | Portugal |
Ort | Lisbon |
Period | 2008/02/26 → 2008/03/01 |
Bibliografisk information
Konferenspaper, muntligt presenterad. Innehåller ej separat källförteckning men referenserna är inkluderade i paranteser i texten. Kontakta författaren om det inte går att hitta till de refererade verken.Titelskillnad mellan papertitel och konferensprogrammets titel. Konferensprogrammets titel: Oh, I like my Horse, but I love my Flying Mount! Joys of Mobility in the on-line Game 'World of WarCraft'.
Ämnesklassifikation (UKÄ)
- Etnologi
- Kulturstudier
- Medie- och kommunikationsvetenskap
- Genusstudier
Fria nyckelord
- mobilitet
- MMORPG
- ludiska rum
- plats
- MMOS
- hållbarhet
- speldesign
- datorspel
- digitala kulturer
- digital etnografi
Fingeravtryck
Utforska forskningsämnen för ”Joys of Mobility in the On-line game World of Warcraft: “I like my Horse, but I Loove my Flying Mount!””. Tillsammans bildar de ett unikt fingeravtryck.Projekt
- 1 Avslutade
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MACS: MACS - Man, the Automobile, Culture, Society
Enevold Duncan, J. (Forskare)
1990/01/01 → 2014/12/31
Projekt: Nätverk
Aktiviteter
- 1 Presentation
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’Oh, I Like My Horse, but I Love My Flying Mount!’ Joys of Mobility in the On-line Game World of Warcraft
Enevold Duncan, J. (presentatör)
2008 feb. 29Aktivitet: Föredrag eller presentation › Presentation