Collaborative Play in World of Warcraft

B. Nardi
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引用次数: 14

Abstract

Summary form only given. The author discusses play in World of Warcraft, a popular massively multiplayer online game. World of Warcraft enables self-organizing groups of strangers and friends to collaborate on short-term objectives. Such collaborations may reflect coming changes in globalized work in which we increasingly work with remote others we know little about. In game play, the glue that keeps groups together is the shared objective of completing a "quest" or mission, as well as the shared culture of the game. The game is rich in meaning with a strong narrative, a material culture of weapons, armor, potions, recipes, jewelry, and many other goods, as well as a vibrant economy. Players' backgrounds are diverse but discourse emphasizes understandings about the game rather than players' personal lives. Players learn to be at ease with strangers, to get things done with others they don't know and may never interact with again. The game diminishes some of the impact of things that divide us such as ethnicity, gender, and age, through sharing the game
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《魔兽世界》中的合作玩法
只提供摘要形式。作者讨论了流行的大型多人在线游戏《魔兽世界》的玩法。在《魔兽世界》中,陌生人和朋友之间的自组织团体可以为了短期目标而合作。这种合作可能反映了全球化工作中即将发生的变化,在这种变化中,我们越来越多地与我们知之甚少的遥远的其他人合作。在游戏玩法中,将团队团结在一起的粘合剂是完成“任务”或任务的共同目标,以及共同的游戏文化。这款游戏具有丰富的意义,具有强大的叙事,武器,盔甲,药剂,食谱,珠宝和许多其他商品的物质文化,以及充满活力的经济。玩家的背景是多种多样的,但话语强调的是对游戏的理解,而不是玩家的个人生活。玩家学会与陌生人相处自如,与陌生人一起完成任务,他们可能永远不会再与之互动。通过分享游戏,游戏减少了种族、性别和年龄等因素对我们的影响
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