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Träning och tävling online: Raidkultur i World of Warcraft

Christensson, Martin LU (2010) ETNM01 20101
Division of Ethnology
Abstract
Competitive gaming, or the growing sport like scene around computer games, has not been studied much in the academic field of Games Studies. Drawing on ethnographic and interview work both inside and outside the game this thesis examines player-produced culture around raids in the Massive Multiplayer Online Game World of Warcraft. Competitive elements in WoW, such as races to be the “World First” to beat a raid encounter, have become more dominant and mainstream during WoWs five year history. Today, famous guilds can get much attention outside the game, and get invited to play in front of audiences on big LAN like “Dream Hack” in Jönköping Sweden. With theoretical inspiration from phenomenological culture analysis and Bruno Latour the... (More)
Competitive gaming, or the growing sport like scene around computer games, has not been studied much in the academic field of Games Studies. Drawing on ethnographic and interview work both inside and outside the game this thesis examines player-produced culture around raids in the Massive Multiplayer Online Game World of Warcraft. Competitive elements in WoW, such as races to be the “World First” to beat a raid encounter, have become more dominant and mainstream during WoWs five year history. Today, famous guilds can get much attention outside the game, and get invited to play in front of audiences on big LAN like “Dream Hack” in Jönköping Sweden. With theoretical inspiration from phenomenological culture analysis and Bruno Latour the study discuss how players coordinate and monitor both their own, and other player’s game play in cooperative team play. By acknowledging the audience as a part of the game culture the author also argues that new ways of looking at games and play in contemporary culture can be reach. (Less)
Please use this url to cite or link to this publication:
author
Christensson, Martin LU
supervisor
organization
alternative title
Competitive play and training online: Culture around raids in World of Warcraft
course
ETNM01 20101
year
type
H1 - Master's Degree (One Year)
subject
keywords
Competitive gaming, Massive Multiplayer Online games, etnografi, fenomenologi, actor-network-theory, World of Warcraft, e-sport.
language
Swedish
id
1652311
date added to LUP
2010-08-17 15:00:09
date last changed
2010-08-17 15:00:09
@misc{1652311,
  abstract     = {{Competitive gaming, or the growing sport like scene around computer games, has not been studied much in the academic field of Games Studies. Drawing on ethnographic and interview work both inside and outside the game this thesis examines player-produced culture around raids in the Massive Multiplayer Online Game World of Warcraft. Competitive elements in WoW, such as races to be the “World First” to beat a raid encounter, have become more dominant and mainstream during WoWs five year history. Today, famous guilds can get much attention outside the game, and get invited to play in front of audiences on big LAN like “Dream Hack” in Jönköping Sweden. With theoretical inspiration from phenomenological culture analysis and Bruno Latour the study discuss how players coordinate and monitor both their own, and other player’s game play in cooperative team play. By acknowledging the audience as a part of the game culture the author also argues that new ways of looking at games and play in contemporary culture can be reach.}},
  author       = {{Christensson, Martin}},
  language     = {{swe}},
  note         = {{Student Paper}},
  title        = {{Träning och tävling online: Raidkultur i World of Warcraft}},
  year         = {{2010}},
}