The managed hearthstone: Labor and emotional work in the online community of World of Warcraft

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Abstract

Prior analyses of player interactions within massive multi-player online environments (MMOs) rely predominantly on understanding the environments as spheres of leisure - places to "escape" the stress of the "real world." We find in our research on the World of Warcraft, a popular online role-playing game suggests that, in fact, social interaction within the game more closely resembles work. Successful play requires dedicated participants who choose to engage in a highly structured and time-consuming "process" of game progression. Simultaneously, players must also actively engage in the "emotional labor" of acceptably maintaining standards of sociability and guild membership constructed by their gaming peers. We posit that these expectations of both structured progression work and emotional maintenance work significantly blur the existing lines between categorizing work and leisure. While the assumption of leisure shrouds the general expectation of gaming interaction, we suggest a "play as work" paradigm more clearly captures the reality of the demands of The World of Warcraft.© Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2010.

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APA

Lukacs, A., Embrick, D. G., & Wright, T. (2010). The managed hearthstone: Labor and emotional work in the online community of World of Warcraft. In Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering (Vol. 33 LNICST, pp. 165–177). https://doi.org/10.1007/978-3-642-11743-5_13

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