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2008

World of Warcraft as a ludic cyborg

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World of Warcraft as a ludic cyborg
This paper describes World of Warcraft as a ludic cyborg -- an entity that exists for play and depends on both artificial and organic components to survive. We argue that the popularity of the game arose due to the balance between the types of socialization it promotes and in-game literacies acquired by players on PvP servers. Categories and Subject Descriptors K.8.0. [Personal computing]: General
Victoria McArthur
Added 26 Oct 2010
Updated 26 Oct 2010
Type Conference
Year 2008
Where FPLAY
Authors Victoria McArthur
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