Social dimensions of expertise in "World of Warcraft" players
DOI:
https://doi.org/10.3983/twc.2009.072Keywords:
Digital game, Ethnography, Expertise, Games, Learning, MMOGAbstract
Expertise development in the massively multiplayer online game World of Warcraft (Blizzard Entertainment, 2004) depends greatly on a player's use of social skills to gain access to expert player groups and accrue social and cultural capital. Drawn from ethnographic research, this paper maps out various forms of expert practice and highlights the social aspects of game play that often eclipse the importance of game-mechanics knowledge. At the time of this research, playing World of Warcraft and developing expertise in the game happened roughly within a two-stage process: (1) leveling up, or advancing one's character or avatar while learning the mechanics of the game, and (2) drawing on social capital gained during the first stage to join a group of up to 40 players to partake in high-end or endgame content.
Downloads
Published
Issue
Section
License
TWC Nos. 25 onward are licensed under a Creative Commons Attribution 4.0 International License (CC by 4.0). For an explanation of the journal's reasoning, see the TWC editorial Copyright and Open Access. TWC Nos. 1 through 24 are licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported (CC BY-NC 3.0) license, with TWC, not the author, retaining copyright.
Presses whose policies require written permission for reproduction should contact the TWC Editor; such permission is routinely given for no fee.