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The Science of World of Warcraft

By Nick R Brown 2 April 2010 No Comment

William Sims Bainbridge is a highly decorated social scientist who received his Ph.D. in sociology from Harvard University and who has studied and written on sociological issues ranging from religious cults to various aspects of society.  But in his latest work he has turned to the emerging civilizations of virtual realms.

This week, his latest work, The Warcraft Civilization, was released to book stores across the country.  As you might infer from the title, The Warcraft Civilization centers around the culture and society of those that inhabit the virtual world of the MMORPG (Massively Multiplayer Online Role Playing Game) World of Warcraft.  The game which has existed for almost six years boasts a subscriber base of 11.5 million players and claims roughly a 62% of the MMORPG market.  Whether the individual is outspoken about their adventures in the virtual world of Azeroth or it is a secret passion, there is a strong possibility that someone you know actively plays World of Warcraft.

While the virtual world of the game is not “real” the social issues of life exist in full bloom, and additionally the game spawns issues that are unique to its own gaming environment.  Bainbridge did not take the research lightly, or even try to commentate on its nature from a third person perspective, if you will excuse the pun.  He spent some 2200 hours involved in the game.  That’s a total of three months engaged in the world of Azeroth for those keeping score at home.  For anyone that understands MMO’s, they will know that is about the minimum to be considered a veteran of an MMO gaming environment.

During his stint online he took up 22 different job roles.  Each job plays a unique role in both individual combat and adventuring and group play aspects.  Based on this he was able to portray a well documented perspective of life as a specific job role in the game.  This allows him to share that experience of specific roles in the games society, and how major social issues like religion, group cooperation, the economy, selfishness, role education, and shared experiences come into play.

Bainbridge argues that World of Warcraft is not simply a virtual experience, but is an allegory for the future of the real world.  He argues that elements of the game become a “virtual prototype of tomorrow, of a real human future in which tribe-like groups will engage in combat over declining natural resources, build temporary alliances on the basis of mutual self-interest, and seek a set of values that transcend the need for war.”

If you are a WoW player or a fan of the MMO genre, this is definitely a book you will most likely find fascinating.

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