2022
DOI: 10.1017/eis.2022.1
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The limits of imagination: Securitisation and exceptionalism in the World of Warcraft video game

Abstract: Securitisation theory has too often been associated with the liberal state of exception and its problematic baggage. The Copenhagen School's early claims to deconstruct (not reproduce) the national security logic seem overlooked. Using the fantasy video game World of Warcraft as a large-scale thought experiment, this article asks how a distinct security mode is still possible when the normalisation of armed violence exceeds even what Carl Schmitt's political theory can provide for. Following a careful reading … Show more

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Cited by 2 publications
(1 citation statement)
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“…One of the most common was by subscription (also called payto-play-P2P), a method that requires users to pay a recurring fee to continue accessing the game. One of the most successful implementations of this model was achieved in Activision Blizzard's World of Warcraft (WoW), a massively multiplayer online role-playing game that had, at its peak, over 12 million active players, and which still retained over 4.7 million players in 2021, although the original version was released in 2004 [4,5]. Blizzard's idea of using the P2P model originated not only from financial considerations but also from the development point of view, as WoW received continuous improvements over the last decade, including eight expansion packs which deeply expanded the original universe and functionality.…”
Section: Introductionmentioning
confidence: 99%
“…One of the most common was by subscription (also called payto-play-P2P), a method that requires users to pay a recurring fee to continue accessing the game. One of the most successful implementations of this model was achieved in Activision Blizzard's World of Warcraft (WoW), a massively multiplayer online role-playing game that had, at its peak, over 12 million active players, and which still retained over 4.7 million players in 2021, although the original version was released in 2004 [4,5]. Blizzard's idea of using the P2P model originated not only from financial considerations but also from the development point of view, as WoW received continuous improvements over the last decade, including eight expansion packs which deeply expanded the original universe and functionality.…”
Section: Introductionmentioning
confidence: 99%