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The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs
Author(s) -
Linderoth Jonas
Publication year - 2012
Publication title -
symbolic interaction
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.874
H-Index - 47
eISSN - 1533-8665
pISSN - 0195-6086
DOI - 10.1002/symb.39
Subject(s) - narrative , illusion , sociology , metaverse , feeling , aesthetics , frame (networking) , fictional universe , virtual world , immersion (mathematics) , possible world , epistemology , media studies , virtual reality , social psychology , psychology , computer science , art , literature , philosophy , human–computer interaction , cognitive psychology , mathematics , telecommunications , pure mathematics
On the basis of ten months of fieldwork studying a role‐playing guild in the game World of Warcraft , this article shows that contrary to the idea that virtual worlds are seductive illusions, technology does not necessarily support players' feelings of being immersed in fictional worlds. Applying Goffman's frame theory, the author explains how role‐players in the game actively upkey elements from primary frameworks in order to create and uphold the frame of being in a fictional world. This kind of narrative immersion is rather hindered than facilitated by technology.