“…The much anticipated Star Wars: The Old Republic published by BioWare boasted the creation of over one million new accounts within the first 3 days of the games release in December 2011 (Electronic Arts, 2011), while NCsoft's Guild Wars 2, sequel to the popular MMO Guild Wars was very well received upon its release in the latter half of 2012, being touted as one of the best games of the year (Peckham, 2012). Not surprisingly, academics have responded with research exploring the cultural, economic, and psychological dimensions of this striking social uptake of new digital technologies (e.g., Ahmad, Borbora, Shen, Srivastava, & Williams, 2011;Allison, Wahlde, Shockley, & Gabbard, 2006;Cass, 1998;Collister, 2008;Corneliussen & Rettberg, 2008;Kienle, Lober, Vasiliu, & Müller, 2010;Moberly, 2010;Pace, Houssian, & McArthur, 2009;Schultze, 2010;Williams, Kennedy, & Moore, 2011). Given its endurance over the last 10 years, World of Warcraft remains a focus of scholarly discussion due to both its popularity and its accessibility.…”