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dc.contributor.advisorSjurseike, Ragnhild Johanne
dc.contributor.authorWlodarczyk, Mateusz
dc.date.accessioned2024-07-04T15:52:29Z
dc.date.available2024-07-04T15:52:29Z
dc.date.issued2024
dc.identifierno.uis:inspera:231448708:231456096
dc.identifier.urihttps://hdl.handle.net/11250/3138080
dc.descriptionFull text not available
dc.description.abstractIn this paper I attempt to classify Multiplayer Online Role-Playing gaming as a distinct subculture, using Gary A. Fine's 1983 book Shared Fantasy about tabletop role-playing games, as well as more modern research into sociology of gaming. I use World of Warcraft as my primary example of an online subculture, compared to physical RP game Dungeons and Dragons. I give overview of both genres and individual games before moving on to the main part of this endeavor. I used Fine's criteria for what constitutes a subculture and applied it to digital virtual-based communities of WoW. While it is evident that real life shapes the sociality of online games, it is also clear that there are major differences that must be addressed, such as anonymity, and how one must enter these virtual words in order to fully understand them. I discuss how well Fine's criteria translate in the context of digital RP gaming, and the challenges that arise. Despite those problems I conclude that those online communities show that they are indeed a distinct subculture with their own norms, values, rituals and other unique characteristics.
dc.description.abstractIn this paper I attempt to classify Multiplayer Online Role-Playing gaming as a distinct subculture, using Gary A. Fine's 1983 book Shared Fantasy about tabletop role-playing games, as well as more modern research into sociology of gaming. I use World of Warcraft as my primary example of an online subculture, compared to physical RP game Dungeons and Dragons. I give overview of both genres and individual games before moving on to the main part of this endeavor. I used Fine's criteria for what constitutes a subculture and applied it to digital virtual-based communities of WoW. While it is evident that real life shapes the sociality of online games, it is also clear that there are major differences that must be addressed, such as anonymity, and how one must enter these virtual words in order to fully understand them. I discuss how well Fine's criteria translate in the context of digital RP gaming, and the challenges that arise. Despite those problems I conclude that those online communities show that they are indeed a distinct subculture with their own norms, values, rituals and other unique characteristics.
dc.languageeng
dc.publisherUIS
dc.title​​The Digital Subculture of MMORPG Gaming Worlds
dc.typeBachelor thesis


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  • Studentoppgaver (SV-IMS) [1337]
    Master- og bacheloroppgaver i Endringsledelse / Kunst og kulturvitenskap / Samfunnssikkerhet / Dokumentarproduksjon

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