It's the e-thing : World of Warcraft meets Coke in China


Autoria(s): Beavis, Catherine
Data(s)

01/01/2007

Resumo

The increasing sophistication of online computer games – entrancing aesthetics, challenge, and the promise of sociality and community – make them a compelling world for many players, locally and internationally. Games like 'World of Warcraft' provide a complex and satisfying universe where mythically imbued narratives, rules and mores provide a context for players to take on heroic or playful roles. Players can explore identities, create friendships and relationships, and establish a complete and separate space where trust and danger coexist, in ways experienced as both fantastic and safe. Yet such worlds are not value free, nor separated from ‘real’ life. Ideologies implicit in the game (through its narrative roles and architecture, mythic references and occasions for decision making and action) prestructure choices about character building, orientations and allegiances amongst players, and drive towards particular sets of values and moralities. These features, plus the huge numbers of players worldwide, mean that massively multiplayer online role-playing games (MMORPGs) provide a seductive but largely untapped market to the advertising industry. What is happening with convergences of this kind? And what do they mean for young players of computer games, particularly massively multiplayer and other online games, where communal play, distributed knowledge networks, and relationships, establish strong bonds and allegiances within the game, with cross-overs between on and offline values, identities and community.<br />

Identificador

http://hdl.handle.net/10536/DRO/DU:30007363

Idioma(s)

eng

Publicador

ATOM

Relação

http://dro.deakin.edu.au/eserv/DU:30007363/beavis-itsanething-2007.pdf

http://search.informit.com.au/documentSummary;dn=806080376348494;res=IELHSS

Palavras-Chave #computer games #Coca-Cola Company #World of Warcraft #beverages #advertising
Tipo

Journal Article