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(Person) Percentage - Sabanci University Research Database

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The Asian Media & Mass Communication Conference 2010 Osaka, Japan<br />

Games have a long customary relation and association with play concept. The concept of play, which<br />

is a common Western symbol of modernity, is ‘semibounded and socially legitimate domain of<br />

contrived contingency that generates interpretable outcomes’ (Mallaby, 2007). Games and their play<br />

is composed of intricately interwoven players of technological infrastructure system and software<br />

technologies, the hardware, virtual spaces, game genre, the social world infused in them, its<br />

ludology, game narratives, institutional framework of the game, legal structures, our personal<br />

histories and aesthetic experiences.<br />

Back in 1993, Julian Dibbel wrote an article “A Rape in Cyberspace” which became the scholastic<br />

marker of the first generation of virtual worlds studies. The virtual world referred to by Dibbel<br />

during that time was a world represented entirely by alphanumeric texts in which every depiction of<br />

rooms, objects and players is described without elaborate graphical avatars and images. Dibbel was<br />

able to show how compelling an abstract database of textual descriptions can be to some people. In<br />

the sexual “act” that happened in LamdaMOO, a fictional mansion composed of words, Dibbel<br />

(1993) argued that “when it comes to sex, perhaps the body in question is not the physical one at all,<br />

but its psychic double, the bodylike self-representation we carry around in our heads”. In this present<br />

time when virtual worlds are composed of three-dimensional images and sound, it presents a<br />

satisfying and immersive gaming experience. Back in the mid-1990s, people were amazed by how<br />

databases could turn into worlds while in present time, virtual worlds turned it back into a database<br />

through the community that it forms.<br />

This study deals about the knowledge formed in a group raiding that happens inside the virtual<br />

community of World of Warcraft where players join a coordinated form of “slaying” the bosses as an<br />

end form of accomplishment in every dungeon. This form of knowledge creation in the hopes of<br />

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