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Welcome to Azeroth: economy ludic aspects in a fantastic world

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Author(s):
Gabriela Campedelli
Total Authors: 1
Document type: Master's Dissertation
Press: São Paulo.
Institution: Universidade de São Paulo (USP). Escola de Comunicações e Artes (ECA/SBD)
Defense date:
Examining board members:
Gilson Schwartz; Elizabeth Nicolau Saad Correa; Jorge Luis da Silva Grespan
Advisor: Gilson Schwartz
Abstract

This work aims to analyze economic and social aspects of the synthetic world entitled World of Warcraft, a Massively Multiplayer Online Role Playing Game (MMORPG). This choice was made because of the popularity of this game around the world, counting 11 million players according to Blizzard Entertainments data published in October 2008. The etnography was developed online by ten avatars speacially created to take part of the world inside the virtual land of Azeroth, and observes the developing aspects of the player communities and their relationship with Blizzard governance while it also constitutes an introduction to this genre of game which highlights the economic dynamics of this complex digital universe. Play is a source of value and the ludicity has its own economy. (AU)