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Shanel: What World of Warcraft offer to users
- According to Lau, what does World of Warcraft offer to users? What are the various ways users interface with the game? (Shanel)
- World of Warcraft is not the Utopian community that
Rheingold imagined. Rather, its appeal lies in its connections to the offline world with the flexibility of a virtual space. It’s a flexible environment that
allows several options for play and engagement. Players can choose to
collaborate, compete, go to war, explore careers, farm, become a "boss," trade goods and gold, become collectors of virtual goods, join a guild, and more.
Since it is such a popular game, there is ample opportunity for interaction
with others. Players can choose to reproduce and reimagine offline
relationships in a virtual space with partners and friends, but they are also
able to forge new connections and relationships within the game. Lastly, the
game allows a bottom-up approach for meaning making and norm creation. There
are no set structures dictating the social norms of the game, and players
create a culture through their individual interactions and interactions with
larger groups.
- My question came from reading Ruberg, but can be applied to both readings.
- Digital tools and communities have allowed us to be critical of institutions/individuals who are the granters of "legitimacy." How can/has this criticism translated into structural or institutional change in the offline world? Where is there potential? Where may there be more resistance?
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