Coordinated action in the massively multiplayer online game world of warcraft

In tandem with the technological advancement of immersive virtual environments, digital games have evolved into complex social worlds where people play collaboratively to achieve individual- and group-oriented goals. The massively multiplayer online games genre has received international attention f...

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Main Authors: Williams, J. Patrick., Kirschner, David.
Other Authors: School of Humanities and Social Sciences
Format: Article
Language:English
Published: 2013
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Online Access:https://hdl.handle.net/10356/95698
http://hdl.handle.net/10220/11903
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-956982020-03-07T12:10:39Z Coordinated action in the massively multiplayer online game world of warcraft Williams, J. Patrick. Kirschner, David. School of Humanities and Social Sciences DRNTU::Social sciences In tandem with the technological advancement of immersive virtual environments, digital games have evolved into complex social worlds where people play collaboratively to achieve individual- and group-oriented goals. The massively multiplayer online games genre has received international attention for the large numbers of users that commit a significant amount of time and effort to online play. Play styles within such game worlds are diverse, but “raiding” is generally considered among gamers and scholars alike to be the most challenging form of collaborative play. Like other forms of social activity, raiding is predicated on players' abilities to successfully coordinate individual lines of action. Yet the vast majority of raiders are not physically copresent during their collaborative efforts. Using Couch's theory of coordinated action as an interpretive frame, we explore the computer-mediated process of raiding in the massively multiplayer online game World of Warcraft by analyzing ethnographic data and audio/visual recordings of gameplay. Our study expands Couch's theory of coordinated action in two ways. First, we demonstrate how individuals and groups simultaneously engage in multiple forms of coordinated activity (e.g., conflict and cooperation). Second, we reveal two semiotic layers of coordinated action—the “subject-subject” (i.e., intersubjective) layer that is facilitated through the game's user interface, and the “subject-object” layer that comprises players' interactions with the user interface itself. Our study thus considers the potential of Couch's theory for the study of computer-mediated communication and nonhumans in interaction. 2013-07-22T01:58:59Z 2019-12-06T19:20:03Z 2013-07-22T01:58:59Z 2019-12-06T19:20:03Z 2012 2012 Journal Article Williams, J. P., & Kirschner, D. (2012). Coordinated Action in the Massively Multiplayer Online Game World of Warcraft. Symbolic Interaction, 35(3), 340-367. 0195-6086 https://hdl.handle.net/10356/95698 http://hdl.handle.net/10220/11903 10.1002/symb.22 en Symbolic Interaction © 2012 Society for the Study of Symbolic Interaction.
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
language English
topic DRNTU::Social sciences
spellingShingle DRNTU::Social sciences
Williams, J. Patrick.
Kirschner, David.
Coordinated action in the massively multiplayer online game world of warcraft
description In tandem with the technological advancement of immersive virtual environments, digital games have evolved into complex social worlds where people play collaboratively to achieve individual- and group-oriented goals. The massively multiplayer online games genre has received international attention for the large numbers of users that commit a significant amount of time and effort to online play. Play styles within such game worlds are diverse, but “raiding” is generally considered among gamers and scholars alike to be the most challenging form of collaborative play. Like other forms of social activity, raiding is predicated on players' abilities to successfully coordinate individual lines of action. Yet the vast majority of raiders are not physically copresent during their collaborative efforts. Using Couch's theory of coordinated action as an interpretive frame, we explore the computer-mediated process of raiding in the massively multiplayer online game World of Warcraft by analyzing ethnographic data and audio/visual recordings of gameplay. Our study expands Couch's theory of coordinated action in two ways. First, we demonstrate how individuals and groups simultaneously engage in multiple forms of coordinated activity (e.g., conflict and cooperation). Second, we reveal two semiotic layers of coordinated action—the “subject-subject” (i.e., intersubjective) layer that is facilitated through the game's user interface, and the “subject-object” layer that comprises players' interactions with the user interface itself. Our study thus considers the potential of Couch's theory for the study of computer-mediated communication and nonhumans in interaction.
author2 School of Humanities and Social Sciences
author_facet School of Humanities and Social Sciences
Williams, J. Patrick.
Kirschner, David.
format Article
author Williams, J. Patrick.
Kirschner, David.
author_sort Williams, J. Patrick.
title Coordinated action in the massively multiplayer online game world of warcraft
title_short Coordinated action in the massively multiplayer online game world of warcraft
title_full Coordinated action in the massively multiplayer online game world of warcraft
title_fullStr Coordinated action in the massively multiplayer online game world of warcraft
title_full_unstemmed Coordinated action in the massively multiplayer online game world of warcraft
title_sort coordinated action in the massively multiplayer online game world of warcraft
publishDate 2013
url https://hdl.handle.net/10356/95698
http://hdl.handle.net/10220/11903
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