Sunday, November 8, 2009

WoW: A Network, Emphasis on the "Ork"

When comparing postmodern communities and networks, on must consider that they are basically comparing the idea of something that is invente as the result of a loss and something that exists, but does not require absolute commitment. One may belong to a network or several networks and feel very little sense of "belongingness" to some of these networks, while he or she may be very connected with others. World of Warcraft players are a cybersubculture and based on the definitions in Day's article, they belong to the network that is created by World of Warcraft.
Users who play World of Warcraft ar rewarded based upon how muh and how often they play, while the game itself also offers incentives so that users don't spend too much time playing the game and dedicating themself to it. This fits the description of networks entirely as they are made as a place where people may find relationships with others without feeling like they ust spend all of their ime committed to this single community. The people within this communty are actually rewarded for not committing themselves entirely to it by getting double experience for a period of time based upon how much time they spend not play World of Warcraft.
Like Day mentions, "Networks do more than link people together; they provide the basis for social cohesion and cooperation", in World of Warcraft, playing the game with others allows one to more easily reach and complete goals withing the game. These users are cohesive because they must stick together and commit themselves in part to the network to reach a common goal of attaining the best gear they can. The game encourages cooperation by making it a competitive process among guilds to be the best and most well recognized among other users, thus rewarding the guilds with the most well organized and cooperative members.

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