World of Warcraft
From GameLabWiki
World of Warcraft is a subscription based MMO.
About the Game
World of Warcraft is a Massively Multiplayer Online Role-Playing Game ( MMORPG ), created by Blizzard Entertainment and published in 2004.
Seven addons have been released for WoW to date:
The Burning Crusade ( 2007 )
Wrath of the Lich King ( 2008 )
Cataclysm ( 2010 )
Mists of Pandaria ( 2012 )
Warlords of Draenor ( 2014 )
Legion ( 2016 )
Battle for Azeroth ( 2018 )
Shadowlands ( presumably 2020 )
In 2019 WoW Classic was released as an official version of the original game at the time of its release in 2004.
World of Warcraft changed a lot throughout the years. Therefore WoW is a good research object for many scientific disciplines and theories in the Computer Games Research.
Research-relevant Contents of the Game
A big success factor, but at the same time also a point of criticism, for WoW is the strong immersion on the player. Various elements that cause this immersion are of scientific importance.
These are:
- Narrative Elements. The typical role-playing experience of an epic story. The narration revolves around the history of two alliances and their conflicts. In addition, WoW contains many references to real events. These don't disturb the immersion, they are even demanded by the community. But the strong focus on narration is at the same time a factor that can disturb immersion. If there are gaps in the story or if it doesn't seem conclusive, this can contribute to a negative gaming experience.
- Spatial immersion. The player repeatedly arrives at places that remain in his memory afterwards. In addition, emotions are increasingly linked to what has been experienced. This creates an identification with the game world.
- Social experience. The player joins groups, plays with friends, works with other players in a guild, or regularly meets other players, already known to him, in the capitals.
- Competitive play. Whether it's through the integrated achievement system, gaining rare items, or defeating strong bosses in dungeons and other players in arena battles, WoW has many factors that challenge the ambition of the player.
- Player driven economy, that is present everywhere in the game. The virtually acquired ownership of a player and his avatar can be converted into real currencies. This not only makes a player famous in the game, it also makes it difficult for him to simply let this property rest.
These are just a few important factors. A complete listing is certainly not possible, because the game experience is always perceived subjectively differently.
Related Research Approaches
Competitive Gaming
WoW is separated into PvP ( Player versus Player ) and PvE ( Player versus Environment ).
Progress Guilds are known to be the first to reach the goal to master the final boss encounter as soon as new PvE Content is released to the game.
There are also Player versus Player Matches in the so called Arena. The best Player for each Arena Season is determined live on stage at a major event, the Blizzcon ( Blizzards in-house exhibition ).
Serious Games
The game is often used to explore the effect of the game on the player, because it is good for observing the player while playing. The right approach to researching the effect of a game is a much discussed point in Game Studies.