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At the Convergence of the Elite and the Everyday: The Democratic Potential of Virtual Worlds

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This paper explores the complex interrelationships and alternative spaces for democracy that emerge when the virtual worlds developed by elite media and entertainment corporations are populated by millions of everyday individuals. In particular, I focus on World of Warcraft (WoW),one of the most popular massively multiplayer online role‐playing games ever created, to investigate the convergence of elite media and entertainment forms with the everyday vernacular practices that sustain such forms. Reading the ideological and symbolic environment of Azeroth (WoW’s virtual world) and the game’s structural and technological features while also attending to the multiple ways in which virtual worlds complicate more traditional understandings of the “elite” and the “public sphere,” I suggest that such virtual worlds open up possibilities for different models of sociality, communication, and democratic engagement,making possible what Derrida calls “another space for democracy.”

Abstract

This paper explores the complex interrelationships and alternative spaces for democracy that emerge when the virtual worlds developed by elite media and entertainment corporations are populated by millions of everyday individuals. In particular, I focus on World of Warcraft (WoW),one of the most popular massively multiplayer online role‐playing games ever created, to investigate the convergence of elite media and entertainment forms with the everyday vernacular practices that sustain such forms. Reading the ideological and symbolic environment of Azeroth (WoW’s virtual world) and the game’s structural and technological features while also attending to the multiple ways in which virtual worlds complicate more traditional understandings of the “elite” and the “public sphere,” I suggest that such virtual worlds open up possibilities for different models of sociality, communication, and democratic engagement,making possible what Derrida calls “another space for democracy.”

참고문헌 (8)

  1. Boellstorff, Tom, "Coming of Age in Second Life" (2008), Princeton University Press
  2. Castronova, Edward, "Synthetic Worlds: The Business and Culture of Online Worlds" (2005), University of Chicago Press
  3. Derrida, Jacques, "Spectres of Marx" (1994), Routledge
  4. "Warcraft and Utopia"[URL]
  5. Joinson, Adam N., "Self‐Disclosure in Computer‐Mediated Communication:The Role of Self‐Awareness and Visual Anonymity", European Journal of Social Psychology, 31, pp.177~192 (2001)
  6. Lau, Kimberly J., "The Political Lives of Avatars: Play and Democracy in Virtual Worlds", Western Folklore, 69, pp.99~124 (2010)
  7. Mechling, Jay, "On Sharing Folklore and American Identity in a Multicultural Society", Western Folklore, 52, pp.271~289 (1993)
  8. Yee, Nick, "The Proteus Effect: The Effect of Transformed Self‐Representation on Behavior", Human Communication Research, 33, pp.271~290 (2007)

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