This paper describes World of Warcraft as a ludic cyborg - an entity that exists for play and depends on both artificial and organic components to survive. We argue that the popularity of the game arose due to the balance between the types of socialization it promotes and in-game literacies acquired by players on PvP servers. Copyright 2008 ACM.

Additional Metadata
Keywords Ludic cyborg, MMORPG, Social computing, Social interaction
Persistent URL dx.doi.org/10.1145/1496984.1497046
Conference 2008 Conference on Future Play: Research, Play, Share, Future Play 2008
Citation
McArthur, V. (2008). World of warcraft as a ludic cyborg. In ACM Future Play 2008 International Academic Conference on the Future of Game Design and Technology, Future Play: Research, Play, Share (pp. 264–265). doi:10.1145/1496984.1497046