Article: Interfaces: Bodies and Technologies in Multiplayer Role-Playing Games
Abstract
Role-playing games create fictional spaces within which imaginary, exotic, and often heroic identities can be acted out. MMORPGs, Massive Multiplayer Role-Playing Games with virtually unlimited numbers of participants, offer increasingly complex and complicated networks of player interaction - here playing becomes especially time-consuming and at times even boring. I want to look at two multiplayer role-playing games, the action-centered Diablo II and the massive multiplayer game Dark Age of Camelot, comparing their ways of corporeally immersing players. I want to introduce the following hypothesis: multiplayer role-playing computer games, usually considered to form a relatively homogeneous genre, offer very diversified, indeed in some aspects oppositional, playing experiences.
Preferred Citation
BibTex
 author = {Gunzenhäuser, Randi},
 title = {Interfaces: Bodies and Technologies in Multiplayer Role-Playing Games},
 year = 2002-11-10,
 doi = "\url{http://dx.doi.org/10.25969/mediarep/17569}",
 volume = 4,
 address = {Berlin},
 journal = {Dichtung Digital. Journal für Kunst und Kultur digitaler Medien},
 number = 6,
 pages = {1--11},
}
Keywords
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