From consumption to appropriation of MMORPGs

Authors

  • Fábio Rafael Augusto Instituto de Ciências Sociais da Universidade de Lisboa (ICS-ULisboa)
  • Antónia do Carmo Barriga Universidade da Beira Interior e CIES-IUL

DOI:

https://doi.org/10.4000/cp.1359

Keywords:

video games, MMORPGs, discussion forums, negotiation

Abstract

This article seeks to identify and characterize some of the major changes that have led to the need to (re)think the role of the player regarding video games such as the Massively Multiplayer Online Role Playing Games (MMORPGs). Based on the criticism of the magic circle concept and on several theoretical contributions pointing out the MMORPGs as a space of negotiation that draws producers and consumers together (Jenkins, 2006; Steinkuehler, 2006; Klevjer, 2008; Consalvo, 2009; among others), we intend to demonstrate the molding to which this type of games are subjected, particularly in the video game World of Warcraft. A discussion forum of World of Warcraft was analyzed in order to highlight situations in which the negotiation of the game’s reality is present. Finally, we systematize the theoretical contributions and discuss the process underlying the molding of MMORPGs.

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Published

2021-10-13

How to Cite

From consumption to appropriation of MMORPGs. (2021). Comunicação Pública, 12(22). https://doi.org/10.4000/cp.1359