Notes
1. Because of World of Warcraft’s (WoW’s) similarities with earlier massively multiplayer online role-
playing games (MMORPGs), veteran players have imported many cultural practices that originated in
these earlier environments. The most noticeable is the large MMORPG lingo used to describe roles and
activities in the game world. We will define the most important notions in this introduction so that we can
use the player’s terminology unchanged in later parts of this article.
2. The gender of characters is not one of the variables that can be retrieved via the “/who” command.
The server does store this information of course, but it is only accessible by client-side interface if the
character is within targetable range. In an attempt to gather information about the gender of characters,
we placed our census bots in central city locations. The bots cycle through their most recent census data
and try to target everyone in that list. Characters who are found then have their gender noted. The gender
information thus accumulates over time. Our data set from October had a gender identification rate of
32.1%, and it is these data we are using here.
3. See this thread on Daedalus, for instance: http://www.nickyee.com/daedalus/archives/001366.php
References
Bartle, R. (2004). Designing virtual worlds. Indianapolis, IN: New Riders Publishing.
Blizzard. (2006). Customer base reaches 6 million players worldwide as Blizzard Entertainment® pre-
pares its award-winning MMORPG for continued growth in Europe. Retrieved July 27, 2006, from
http://www.blizzard.com/press/060228.shtml
Brown, B., & Bell, M. (2004). CSCW at play: “There” as a collaborative virtual environment. In
Proceedings of CSCW’04 (pp. 350-359). New York: ACM.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: HarperCollins.
Ducheneaut, N., & Moore, R. J. (2004). The social side of gaming: A study of interaction patterns in a
massively multiplayer online game. In Proceedings of the ACM conference on Computer-Supported
Cooperative Work (CSCW2004) (pp. 360-369). New York: ACM.
Ducheneaut, N., & Moore, R. J. (2005). More than just “XP”: Learning social skills in massively multi-
player online games. Interactive Technology and Smart Education, 2, 89-100.
Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). “Alone together?” Exploring the social
dynamics of massively multiplayer online games. In Proceedings of the ACM conference on Human
Factors in Computing Systems (CHI 2006) (pp. 407-416). New York: ACM.
Fine, G. A. (1983). Shared fantasy: Role-playing games as social worlds. Chicago: University of Chicago
Press.
Kasavin, G. (2004). World of Warcraft. Retrieved August 8, 2005, from http://www.gamespot.com/pc/rpg/
worldofwarcraft/review.html
Kim, A. J. (2000). Community building on the Web. Berkeley, CA: Peachpit Press.
Koster, R. (2005). A theory of fun for game design. Scottsdale, AZ: Paraglyph Press.
Lee, J. (2005). Wage slaves [Electronic version]. 1UP.com. Retrieved July 27, 2006, from http://www.1up
.com/do/feature?cId=3141815
Mulligan, J., & Patrovsky, B. (2003). Developing online games: An insider’s guide. Indianapolis, IN: New
Riders Publishing.
Nakamura, L. (2000). Race in/for cyberspace: Identity tourism on the Internet. In D. Bell (Ed.), The
cybercultures reader (pp. 226-235). New York: Routledge.
Schubert, D. (2005, October). What Vegas can teach MMO designers (and how to take a design lesson
from almost anywhere). Speech presented at Austin Games Conference, Austin, TX.
Seay, A. F., Jerome, W. J., Lee, K. S., & Kraut, R. E. (2004). Project Massive: A study of online gaming
communities. In Proceedings of CHI 2004 (pp. 1421-1424). New York: ACM.
316 Games and Culture