JVWR Newsletter

JVWR updates and newsletter.

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JVWR Previous Issues

Vol. 1, Issue 1 - Virtual Worlds Research: Past, Present & Future

   Editor:

  • Jeremiah Spence, University of Texas at Austin, USA

 

Vol. 1, Issue 2 - Consumer Behavior in Virtual Worlds

   Guest Editors:

  • Natalie Wood, Saint Joseph′s University, USA
  • Caja Thimm, University of Bonn, Germany

 

Vol. 1, Issue 3 - Cultures of Virtual Worlds

   Guest Editors:

  • Mia Consalvo, Ohio University, USA
  • Mark Bell, Indiana University, USA

 

Vol. 2, Issue 1 - Pedagogy, Education and Innovation in Virtual Worlds

   Guest Editors:

  • Leslie Jarmon, University of Texas at Austin, USA
  • Kenneth Y.T. Lim, Nanyang Technology University, Singapore
  • B. Stephen Carpenter, II, Texas A&M University, USA

 

Vol. 2, Issue 2 - 3D Virtual Worlds for Health and Healthcare

   Guest Editors:

  • Maged M. Kamel Boulos, University of Plymoth, UK
  • Susan Toth-Cohen, Thomas Jefferson University, USA
  • Simon Bignell, University of Derby, UK

 

Vol. 2, Issue 3 - Technology, Economy and Standards in Virtual Worlds

  Guest Editors:

  • Yesha Y. Sivan, Shenkar College & Metaverse Labs, Israel
  • Jean H.A. Gellissen, Philips Research, Netherlands
  • Robert Bloomfield, Cornell University, USA

 

Vol. 2, Issue 4 - Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds

  Guest Editors:

  • Mandy Salomon, Smart Services CRC, Australia
  • Serge Soudoplatoff, ESCP-EAP / Hetic, France

 


Creative Commons License

CrossRef Member

Analyzing Social Identity (Re) Production: Identity Liminal Events in MMORPGs

Javier A Salazar

 

Abstract

Within Massive Multiplayer Online Role Playing Games (MMORPG) studies, there are many papers dedicated to player typologies. This is especially true when it comes to themes that directly or indirectly touch the social identity of opposing groups of players: “roleplayers” vs. “PvPers”, “helpers vs. griefers”, “power gamers” vs. “casual gamers”, etc. Every time researchers label a group of players as, for example, "roleplayers" they are indeed assuming the existence of a social identity of this group. However, in MMORPG literature there are very few pages dedicated to theorizing about social identity. In this paper, I provide practical examples of how social identity in MMORPGS can be analyzed through the application of Salazar′s (2006) social identity (re)production theoretical model. The basic unit of analysis is what in this paper will be called an Identity Liminal Event (ILE), or specific MMORPG events on which the constitutive elements of social identity can be observed. The examples to be studied in this paper are ILEs taken from the World of Warcraft and Star Wars Galaxies MMORPGs. To conclude, the paper offers several suggestions for implementing this theoretical model for further studying MMORPG events.

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