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.

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doi.org/10.1145/1496984.1497046
2008 Conference on Future Play: Research, Play, Share, Future Play 2008

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