Denizens of Virtual Worlds: Power-Gamers at "Play"

Abstract

This thesis studies a subset of players of video games called "power-gamers" who play games in a way that mirrors labour as opposed to leisure. Through ethnographic fieldwork and exploration this thesis examines what constitutes "power-gaming" and seeks to unpack the differences between skill, fun, and labour. Chapter One analyzes how ethnographic fieldwork is performed in virtual worlds, and the necessary frameworks inherent to this. Chapter Two explores facets of technical hobbies, masculinity, skill, and how they relate to power-gaming. Chapter Three explores how different cultures globally choose to play-games, and the forms of sociability involved in this play. Chapter Four examines reality in relation to virtual worlds, and how players in virtual worlds explore and unpack their surroundings, which mirrors many scientific practices in the real world. Chapter Five explores narrative structure in games, and their relation to power-gaming practices. Chapter Six concludes with a discussion of power-gamers as a neo-liberal workforce.

Author Keywords: game design, neo-liberalism, playbour, power-gamer, sociability, virtual-ethnography

    Item Description
    Type
    Contributors
    Creator (cre): Friis-Sheepers, Arij
    Thesis advisor (ths): Manning, Paul
    Degree committee member (dgc): Mitchell, Liam
    Degree granting institution (dgg): Trent University
    Date Issued
    2015
    Date (Unspecified)
    2015
    Place Published
    Peterborough, ON
    Language
    Extent
    166 pages
    Rights
    Copyright is held by the author, with all rights reserved, unless otherwise noted.
    Local Identifier
    TC-OPET-10285
    Publisher
    Trent University
    Degree
    Master of Arts (M.A.): Theory, Culture and Politics