2006
DOI: 10.1177/1555412006292618
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Blood Scythes, Festivals, Quests, and Backstories

Abstract: One of the pleasures of playing in the “World” of Warcraft is becoming part of its pervasive mythology. This article argues that to understand the game’s formal, aesthetic, and structural specificity, its pleasures and potential meanings, it is essential to investigate how the mythic functions. The author shows that the mythic plays a primary role in making a consistent fantasy world in terms of game play, morality, culture, time, and environment. It provides a rationale for players’ actions, as well as the lo… Show more

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Cited by 49 publications
(11 citation statements)
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References 3 publications
(4 reference statements)
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“…It is the primary physical mode of interaction the player has with the game but is something that for the time being is consistent among all games until some sort of interface is developed that can highjack our brain (think The Matrix). Second, the design and purpose of the game, or its ''worldliness'' (Krzywinska, 2006), influences the overall context of meaning. Is it a fantasy game?…”
Section: Understanding the Other Within An Overall Context Of Meaningmentioning
confidence: 99%
“…It is the primary physical mode of interaction the player has with the game but is something that for the time being is consistent among all games until some sort of interface is developed that can highjack our brain (think The Matrix). Second, the design and purpose of the game, or its ''worldliness'' (Krzywinska, 2006), influences the overall context of meaning. Is it a fantasy game?…”
Section: Understanding the Other Within An Overall Context Of Meaningmentioning
confidence: 99%
“…On a certain level of geographic analysis, one can emphasize the immersive nature of the richly developed landscapes. Krzywinska (2006) took this approach to the study of the world. In her article, WoW is framed in terms of a spatial narrative set in a beautifully rendered environment that uses distinctive landscapes to create a strong sense of place as the players' characters travel from location to location.…”
Section: The Geographic Structure Of World Of Warcraftmentioning
confidence: 99%
“…But, at least in the case of WoW, distance and time can shrink to zero (or very nearly so), but this does not correspond to the annihilation of place. Not only do places such as the Auction House remain important, but also Blizzard goes to great effort to emphasize place through the creation of unique and dramatic landscapes for users to experience, which was the focus of Krzywinska's (2006) article. Users may experience different places, but the space between places is not intended to be a major obstacle, especially as a user's character progresses in power.…”
Section: The Use Of Space To Create a Gameplay Experiencementioning
confidence: 99%
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