Diffusion of realities: Virtual communities in the online roleplaying game. (Case Dofus Aguabrial- Period 2012 - 2013)
Abstract The paper is the result of a qualitative study about the MMORPG Dofus, specifically in the Aguabrial server. It was carried out an investigation about the dynamics and relationships generated between the players in and around the game. In this way, the development of this work was circumscribed between 2012 and 2013. Thus, the results presented are based mainly on the application of the ethnographic method and the implementation of social research tools, such as participant observation and interviews undirected In this sense, is performed an analysis of the relationships that exist in the game in the light of the “anthropology of science and technology” (ACT), considering mainly the human / nonhuman relationship, innovation of the everyday and the concept of socio-technical network. As categories, we settled three kinds of relationships mainly: interpersonal relations, economic, and of power, in some situations these relationships can reach beyond the virtual environment in which the game is played.
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Diffusion of realities: Virtual communities in the online roleplaying game. (Case Dofus Aguabrial- Period 2012 - 2013). (2016). Education in The Knowledge Society, 17(2), 133-148. https://doi.org/10.14201/eks2016172133148
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