![]() In order to study MMORPGs as networks, I made use of Actor Network Theory as it is formulated within science and technology studies (Callon 1986, Law 1987, Latour 1987, 2005), Thomas Gieryn's concept of boundary work (Gieryn 1983, 1999), Erving Goffman’s work on social interaction (Goffman 1956, 1974), and the concept of “situatedness,” a crucial addition that Donna Haraway made to network theory, which aims to make visible how scholars are positioned in constantly morphing network structures (Haraway 1991). Castells’ work is part of a growing body of network theory in which our society, including science itself, is understood as a complex system shaped by processes within and between actor networks that are often powered by information and communication technologies. Through rich empirical case studies in his trilogy The Information Age: economy, society and culture (1996, 19), he mapped how since the late 1960s we have been witnessing a shift from hierarchies to networks in all sectors of society. The emergence of Fantasy role-playing games, of which the pen and paper game Dungeons and Dragons (D&D, 1974) is the first and World of Warcraft (WoW, Blizzard Entertainment, 2004) is one of the latest incarnations, ties in with the development of what sociologist Manuel Castells termed the network society. Through interaction, role-players are creating meaning and social bonds that stretch out far beyond dichotomies such as in-character and out-of-character, in-game and out of game, real and imaginary, leisure and work or education, virtual and material, online and offline. I understand Massively Multiplayer Online Role-Playing Games (MMORPGs) as networks of social interaction in which players (human actors) interact both with each other and with the system (nonhuman actors). My case study is role-play in the online game World of Warcraft (Blizzard Entertainment 2004), whereby players act out the roles of their Fantasy characters. In this thesis I propose to go “beyond the magic circle” in order to understand games and play from a network perspective. ![]() These boundaries create dichotomies, for instance, between the real and the imaginary that hide the complexity of actual play, design and research. MMORPGs, computergames, online communities, virtual worlds, magic circle, role-play, network theory, network society, actor-network theoryĬurrently, game research is characterized by the (re)construction of contested boundaries such as the “magic circle” of the game experience. ![]() And repeats.Beyond the magic circle : A network perspective on role-play in online games The event seems to justify all of those negative thoughts you had about yourself. This presentation put another dent in your confidence. How many times have we done this? Gotten ourselves so worked up that we can barely make it through something that is typically well within our capabilities. You barely scrape through your presentation, stumbling on your words and failing to connect the points you worked so hard to create. Even though you know your presentation subject matter very well, you can’t seem to articulate your thoughts in the way you want to. As you begin, your thoughts are running rampant and you’re feeling as anxious as ever. After time spent grappling back and forth and procrastinating going, you make it out the door and now you’re just starting your presentation. Is it any surprise that our thoughts so directly influence our feelings? The things that we tell ourselves matter. Overall, you’re feeling really bad about yourself and the last thing you want to do is present. You feel extremely anxious about your upcoming presentation (AKA the now impending doom). After a morning filled with internal verbal assault, you’re feeling even worse. How many times have you found yourself saying similar things? These thoughts often make up the internal dialogue that we have with ourselves. Your thoughts start up: “I’m going to mess up”, “No one is going to like my presentation”, “I can’t even talk in front of a group, how am I going to achieve anything?”, “I’m worthless”, “I’m a loser”, “I should just stay home so I don’t make a fool out of myself”. You have a massive presentation today and you hate having to speak in front of groups. You wake up feeling tired, groggy, and insecure. Here is how the Cognitive Triangle plays out in our day to day life:
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