Wednesday, December 9, 2009

Introduction

The study of World of Warcraft (WOW) is a vast undertaking. Often, academics and/or researchers select a specific area of this Massively Multiplayer Online Role-Playing game (MMORPG) to study and analyze. The two camps of thoughts researchers lean towards is either studying the game or the player(s) and this includes/excludes the WOW phase space the players and Blizzard’s Entertainment expands upon outside of the MMORPG.  It is becoming evident of the influencing magnitude World of Warcraft has on pop culture and modern society. The question that arises is can World of Warcraft be measured? This question poises serious reflection considering that as a game it is not static, but is constantly evolving through game-play, reaction to game-play upgrades and expansion packs.  The World of Warcraft, as a masterpiece, is unfinished.  


Peter Lunenfeld (1999) in his article, “Unfinished Business”, looks at the idea of “unfinished” in past and present society. Unfinished masterpieces of times past left admirers, followers and society as a whole in suspense. However, in the modern age, “unfinished” is embodied in the computer. As Lunenfeld (1999) writes, “Cybernetics is the alchemy of our age: the computer is the universal solvent into which all difference of media dissolves into a pulsing stream of bits and bytes” (p.7). In other words, there is not an end in “unfinished” but it is a matter of what is yet to come. Lunenfeld explores the idea of unfinished in three constructed thoughts of unfinished space, unfinished story and unfinished time. The purpose of this paper is to measure the immeasurableness of World of Warcraft in context to Lunenfeld’s definition of unfinished space, unfinished story and unfinished time.  By looking at architectural/occupying space in the game, story/narrative of players, and use of time in play/creation, Lunenfeld’s concepts of “unfinished” will be used in understanding just how far the borders of World of Warcraft really extend.  

Unfinished Space

All matters pertaining to computers will always be unfinished, and Lunenfeld (1999) defines unfinished as the “aesthetic of digital media" (p.7). When looking at World of Warcraft as unfinished space, the game’s history stands as proof. From Warcraft past to World of Warcraft present, the series expand the “storyworld and its history, added episodes to a gradually filled-in chronology of the world’s history and produced cinematic cutscenes” (Lowood 2009 p.415). In this section, World of Warcraft’s unfinished space encompasses the creation and development of the avatar, architectural building and landscape, rearrangement of the landscape (expansion pack) and quests.

Avatar

The avatar is a prime example of Lunenfeld’s (1999) “not yet fully formed object” and that it “open[s] up more space for pleasure and identification than any “complete” work or person can ever offer” (8). The avatar as an identity is a “cogitation on how to define our “self” under new conditions” (Filiciak 2003 p. 88). In context to digital media with video games in mind, avatars “enable us…to manipulate our “selves” and to multiply them indefinitely (p.88).  With this in mind, the expansive avatar selection of World of Warcraft is noted. It is not a matter of simply selecting an avatar but choosing what faction, race, class and talent an avatar will be. World of Warcraft defines these terms:

Faction: “A faction is a group of racial, but sometimes ideological, allies. Most in-game factions are described in Warcraft lore, but some were specifically introduced in World of Warcraft. The concept of a faction exists primarily in World of Warcraft. The use of factions in other Warcraft games is more for general grouping purposes and not quantitatively tracked like World of Warcraft” (WOW Wiki:faction)

Race: “Though most races are native to the world of Azeroth, some have arrived from other worlds, such as Draenor. The armies of the Burning Legion are culled from many worlds throughout the Twisting Nether” (WOW Wiki: race)

Class: “A class is the primary adventuring style of a player character which determines the type of weapons and armor it can use, as well as what abilities, powers, skills, and spells it will gain throughout its adventures” (WOW Wiki:class)

Talent: “A talent is an additional class-specific ability or power that requires talent points to gain or improve. Each class has three Talent Trees to choose from” (WOW Wiki:talent)



A list of the races, classes and talents is as follows:

Faction: Alliance, Horde

Races: Human, Dwarf, Night Elf, Gnome, Draenei (Alliance); Orc, Forsaken, Tauren, Troll, Blood Elf (Horde).

Class and Talent: Priest (Discipline, Holy, Shadow), Rogue (Assassination, Combat, Subtlety), Warrior (Arms, Fury, Protection), Mage (Arcane, Fire, Frost), Druid (Balance, Feral Combat, Restoration), Hunter (Beast Mastery, Marksmanship, Survival), Warlock (Affliction, Demonology, Destruction), Shaman (Elemental, Enhancement, Restoration), Paladin (Holy, Proection, Retribution), Death knight (Blood, Frost, Unholy). (WOW Wiki:class, talent)

The purpose of the game play is to develop the avatar “through combat versus a diverse number of opponents, against a subtext of way finding, exploration and learning skills” (McGregor  2006 p.7). The purpose of the avatar is vital, it is the only way to play the game however, the selection that goes into crafting an avatar is just as important. As Filiciak (2003) writes, “a huge role is played here by the ability to choose appearance, which has become an obsession in the postindustrial societies” (p.90). Avatars go beyond merely “being” in the game but as cyborgs are “a manifestation of the self beyond the realms of the physical, existing in a space where identity is self-defined rather than preordained” (p.90). Referring back to Lunenfeld’s idea of a “not yet fully formed object,” the avatar is continues to be developed in World of Warcraft. With the new expansion pack expected in 2010, the Worgen (Alliance) and Goblin (Horde) will be added to the played avatar list (Wikipedia: World of Warcraf: Cataclysm). When playing one’s avatar in World of Warcraft, the camera view can either be first person, where the player sees everything or third person, where the player can see his/her avatar.

Architecture
Unfinished space is also bound to architecture or as Lunenfelds (1999) writes, “our lived spaces reflects and incorporates the electronic information and imaging technologies that are ever more central to our lives” (p.11). Architecture is a way of “organizing and using space” (McGregor 2006 p.1) and when applied to World of Warcraft, one begins to notice the use of landscape and buildings in the game. Before looking at environment, one must first understand the geographical makeup of World of Warcraft. The world of Azeroth is divided into the three continents: Eastern Kingdoms, Kalimdor, and Northrend, all of which are divided by the Great Sea. The variety in landscape is considerable and as McGregor (2006) puts it “players weave and maneuver their way around and under trees, across hill, dale, dune and dell, through streams and lakes into underwater terrains, into caves and up mountain ranges (p.4). It is not a matter of just traversing the landscape or entering buildings, players “interact[ing] with the architecture…are alternately channeled and impeded” (p.2). These architectures structure and mold players “organizing [their] activities into discrete zones and structuring the way in which [they] move between activities” (p.2). The landscape and buildings in World of Warcraft are not just space but unfinished space that shapes its players.





Such examples of players interacting with the landscape are hiking the mountain terrains throughout the continents. Although the mountains appear as barriers, they can be traversed and some players have “devoted hours to mapping out paths afforded by the junctions of geometry within supposedly impassable terrain” (McGregor 2006 p.4). There are divided areas throughout the continents that are labeled and have their own unique set of non-player characters (NPC) and levels of difficulty (p.4). However, there are some NCPs that are found consistently throughout Azeroth such as Murlocs[1], Naga[2], and Centaurs. Interaction with all NPCs is either for trading or questing purposes. Referring back to areas or zones, as McGregor (2006) labels them, “the same nodal points of activity pattern that structure and organize activity within individual buildings and zones is repeated on a macro-level in the zones and continents of World of Warcraft” (p.4). The expanse of landscape is dotted with buildings that loom over the landscape with “cavernous ceilings and oversized steps that make dwarfs [of players]” (p.5). Vast landscapes and immense buildings continue to “immerse and saturate the players” (p.4) in the World of Warcraft environment.
           
Rearrangement
The point of unfinished space within World of Warcraft is its expansion packs. With each new expansion, land is added, areas are opened, and new themes are offered. Lunenfeld (1999) says it best when he writes,
Perhaps no other aspect of the new technologies has opened such a wide ranging set of investigations as the advent of virtual environments and online matrices, with their re-calibrations of physicality and seemingly boundless realms" (p.8)
 In the case of the new expansion pack, Cataclysm, the entire world of Azeroth will be rearranged. New towns will be added or given aesthetic makeovers (World of Warcraft: Cataclysm). Old dungeons will be brought up to the new 85 capping level, newly accessible areas and a “Path of the Titans” for players wanting to level without raiding, PvP[3] or grinding[4]. These new additions are landscape specific, and other changes that will be examined further in the paper.  

Quests
One area of World of Warcraft that has one foot in unfinished space and another foot in unfinished story is questing. By questing, players come to know the depth and breadth of a land. Through narrative, players tell where they have been and where they are going. Players echo the endless space and indirectly inform themselves and other players of future narratives that are waiting to be told because of exploration. World of Warcraft, McGregor claims “is vast, the quests numerous and the components manifold” (p.7). Gaming narratives of quests allow players to share knowledge, making it almost “impossible to play inside game worlds and learn absolutely nothing about the characters, locations and events that occur there” (Lowood 2009 p.413). To date there are 7,650 quests in the World of Warcraft (Dumitrescu 2009).
            
Some quests are race/class specific and others are open to all. There are several methods of receiving a quest: “right-clicking signs, reading scrolls or documents, opening containers, using certain loot items, or from completing a previous quest” (WOW Wiki:Quest). Once the quest is completed the player is awarded experience points (XP). Once the maximum level of XPs is accomplished (currently 80), gold is given instead of XPs. There are different quest types. According to the Wikipedia entry on quests, they are: kill quests, delivery quests, gather quests, escort quests, hybrid quests and quest chains (Wikipedia: Quest). However, the World of Warcraft quests are a bit more specific. A list provided on the World of Warcraft wiki gives a more detailed list:

Solo quests: The most common quest.
Group quests: Is suggested for more than one player.
Dungeon quests: The objective of the quest is inside an instance[5].
Raid quests: The objective of the quest is found within a raid instance or involves a raid boss[6].
Heroic quests: The object of the quest is inside an instance in Heroic mode.
PvP quests: Quests that require you to complete them while flagged for PvP.
Repeatable quests: These quests can be soloable or for groups with the primary intention to boost reputation with a faction.
Daily quests: These quests are special repeatable type of solo quest introduced in Burning Crusade for those at the level cap to primarily generate money.
Seasonal quests: These are available only for limited periods of time and often related to events or holidays.
            
World of Warcraft is comparable to Lunenfeld’s (1999) “unfinish in the era of liquid architecture” (p.13). With landscape shifting with each expansion and exploration of that unfinished space through quests, it is understandable that through these “simulations, morphings…one way we find our way through is by telling stories of where we have been” (p.13). Stories are told but stories that have no end in sight are unfinished stories.



[1] Fish-like humanoids: http://www.wowwiki.com/Murloc
[2] Humanoid sea serpants: http://www.wowwiki.com/Naga
[3] Player versus player: http://en.wikipedia.org/wiki/Player_versus_player
[4] Killing lots of NPCs repeatedly, becomes repetitive: http://wow.allakhazam.com/db/guides.html?guide=345
[5] Instance: “is a special area, typically a dungeon, that generates a new copy, or instance, of the dungeon map for each group, or for certain amount of players, that enters the area” (Wikipedia: Instance)
[6] Boss: “is a particularly powerful enemy or opponent in a video game” (Wikipedia: Boss (video gaming))

Unfinished Story

Storytelling is a vital component within human functioning, or as Lunenfeld (1999) writes, “human beings are hardwired into the storytelling process” (p.13), and are either storytellers or the listeners.  World of Warcraft stories/narratives have no endings. The only possible way an ending could be accomplished is if the user “completely exhausted the content:...delved every dungeon, murdered every harmless woodland creature and gone through its pockets…opened every chest, [broke] every vase and completed every quest” (Rolston 2009 p.120). Even if a player were to accomplish all these feats, the player can begin the game anew, “explore the dialogue and plot branches that he/she missed” (p.120).  Lunenfeld’s unfinished story is found in World of Warcraft narratives such as stories of everyday game play, interactive narrative and self-experienced narrative.

Stories of Everyday Game Play
As boundaries within narrative begin to “dissolve in the…universal solvent of the digital” (Lunenfeld 1999 p.14), new narratives come to the fore as gamers interact with the game and the gaming community; narratives that are defined as “sequence of events focused by one (a few) living being(s)…events…based on simulations of experiences in which there is a constant interaction of perceptions, emotions, cognitions and actions” (Grodal 2006 p.130). In World of Warcraft this definition of narrative is found in stories told and listened to through headset; narratives typed and read through chat channels.


The use of the headset in World of Warcraft focuses on talk with people during raids or instances. A player can narrate to another player only if the player is invited to talk. Since raids and instances are done most times with players familiar with each other, the use of the headset helps for easy narrative during action. Typing is reserved for unfamiliar players and more so in passing each other during the game or when in the same area. Talking or typing takes place within channels. There are four official channels established by World of Warcraft: general, trade, Local Defence and LookingForGroup (World of Warcraft: chat overview). The general channel is province wide. The trade channel is used for trade. The Local Defense channel, depending on the faction area, will give a warning of an enemy within the area. The LookingForGroup channel is reserved for players needing a group to do raids or instances with. There are other channels that players create; however, these four main channels are maintained by Blizzard administration. The channel moderation tool controls narrative between players. The control features are:

·            Whisper: “Opens up a text prompt where you can type a message that only this player will be able to see.”
·            Invite: “Sends a group invitation to the selected player. If you're in a public channel such as general chat or trade or a custom channel, you can use this to quickly invite your friends to form a group with you.”
·            Target: “Makes the selected player your current target for targeted spells and abilities.”
·            Make Moderator: “Gives the selected player moderation privileges in this channel.”
·            Remove Moderator: “Takes moderation privileges away from the selected player.”
·            Mute: “This option will add the selected player to your "Muted" list. You can't hear muted players in voice chat, but you can still read their texts in regular chat. Players on your "Ignore" list will be filtered out in both text and voice chat. “
·            Ignore: Ignores players.
·            Silence in Channel: “Prevents the selected player from using voice chat in this channel. Silencing is different from muting in that muting only affects what you hear, while silencing filters the player out for everyone in the channel.” (World of Warcraft: Voice Chat)


Players, through these means of narrative, interact with each other to sell and exchange items, fight together in small or large groups and find common ground through raids or instances. All of this is “social space…enacted within a common environment” (McGregor 2006 p.7) and create narratives that further mold the identity of the singular player or group of players.

Interactive Narratives
Popular culture and technology, with its constant forward motion, move stories into the unfinished and “the limits of what constitutes the story proper are never to be as clear again” (Lunenfeld 1999 p.14). This is definitely true with the narration that is created by guilds. Narration is tied into the success of a guild, especially when the “abilities of different characters complement each other, meaning that the success of the one player often depends on the abilities of others” (p.1). For this to happen narrative in and outside the game must take place. Guild narration comes in “short messages, banter, questions/answers…but there is often a narrative element in players’ chat about experiences in the game” (Albrechtslund 2008) through raiding and instances experience or bizarre in-game play.


Guilds are created for various reasons. Some guilds are created to accomplish goals and others for no purpose at all. Guilds often times create their own websites that contain updates, personal information about members’ avatars, guild pictures, and organize group activities from raiding to remote control racecar races and gnome runs. The gnome runs seems to be quite popular. Guilds or groups of friends, out of boredom make gnomes and upon a set time and place line up these avatars and race across a particular landscape scenario. Several conditions are considered before racing. The gnome race takes place in the Player versus Environment (PvE) server rather than the Player versus Player (PvP) server. The PvP environment allows players to kill other players and a group of racing gnomes would be too great of a temptation.





Another condition that must be met is protection for the gnomes during the races by higher-level avatars. Since the gnomes are only created for the race, none have experience points. Thus when running across landscapes that have higher-level non-character players, gnomes have to avoid being attacked.  Hence, when watching video clips of running gnomes, a viewer should not be surprised at several large avatars running alongside the pack. Dialogue before and after such a happening continues on when members post video clips on YouTube, and inadvertently allow narrative to continue as outsiders comment on the video.

Self-experienced Narratives
The boundaries that once defined stories are disintegrating and are becoming “markers within an ever-shifting nodal system of narrative information” (Lunenfeld 1999 p.15). Story components of beginning, middle and end are becoming something entirely different. One approach to narrative within gaming is not “verbal representation” but the “ability to “hold” the story in the consciousness” as the player experiences the game in the moment (Grobal 2003 p.132). Skills developed during the gaming experience help to develop the story further and since “story development in video games is driven by the player’s motor action, its central story format is linked to first-person perspective…” (p.152). This helps to explain why observers are “out of synchronization with the player of the game” (Atkins 2006 p.135). Since the player is in constant motion, is in neither past or present but “firmly fixed in a future-orientation and not on the realized or rendered image” (p.130), the player’s narration is internal and constantly moving. Before stories are told they are experienced (Grobal 2003 p.135). Hence, outside viewers cannot comprehend the game and indirectly the narration of the person involved in the game. 

Unfinished Time

What the world knows of stories is changing. Most medias still allow for an ending, even if it takes time to see the path to that ending (Mackey 1999 p.20), but in the World of Warcraft, no ending is in sight. As Lunenfeld elegantly raises the question, ”what will we have in an era of unfinished MOOS and ever-expanding narratives of communication? Will the final conflict be forever forestalled?” (1999 p.20). He goes on to write that technology does not make its own paths, but as bound to society, moves forward according to their demands (p.20). Unfinished time in World of Warcraft is recognizable when players are given “multiple choices and multiple possible storylines” (Grobal  2003 p.150). Unfinished time will always be present when freedom of choice is afforded to the creation of one’s own narrative. Unfinished time within World of Warcraft is found in its expansion packs, the unlimited use of the avatar and the realms in which players can navigate.
                       
Using Avatars
Unfinished time in World of Warcraft is accomplished through the avatar, or actually, avatar”s”, since many players will have more than one avatar. The need to have more than one avatar is irresistible. Although players will have several avatars, they usually stay with a selected few to level with or bring up to the leveling cap. Maintaining a singular avatar has its advantages in that it “leads to a deepening of the player’s investment in and identification with the avatar (Filiciak  2003 p.91). Players can now swap a fully developed (or partially) alliance avatar for a horde avatar and vice versa. The condition of such an exchange is that avatars of both factions must be of equivalent stature (Scott 2009). All avatars within World of Warcraft have unique properties because of race, class and talent. Access to various quests or parts of the landscape depends on the race, class and talent selected. Even if a player does finish all the quests, only one aspect of the game is explored. Other branches are available to be explored with a different avatar, thus unfinished time is always realized when leveling with an avatar.

Realms
A realm is a game world that contains several thousand players (World of Warcraft: Realm FAQs). Realms exist to create a less crowded experience and more of a community. In real-time, each continent has a number of realms hosted on servers. For example, North America has 200 realms. Although there are a number of players limited to each realm, players’ can choose which realm they wish to play in, however, players must locate realms in their geographical region (Realm FAQs). There are different types of realms such as normal realms (also known as Player versus Environment (PVE)), PvP realms, Role-playing normal Realms and Role-playing PvP realms. The details for each are:

Normal Realms (PVE): In this realm players can focus on quests, “harvesting materials, and battling monsters without worrying about being attacked by other players” (World of Warcraft: Realm types). Player verses player within the normal realm goes through a process of first flagging another player and have “self-contained PvP battles” on battlegrounds.

PvP Realms: Game policies for each PvP realm is specific and requires reading before playing. “Each zone of the game has a PvP flag color that shows its PvP status. There are no "neutral" zones” (World of Warcraft: Realm FAQs).

Role-playing Realms (RP)/Role-playing PvP Realms: The role-playing realms are where avatars can create their back-stories and stay in character throughout their game play. Role-playing realms are no different than other realms except for the fact that the players have agreed to the behavioral rules when joining RP realms. Each RP realm has a Role-playing policy that must be read before commencing gaming.

Expansion Packs
 Since coming out in 2004 as a MMORPG, several expansion packs followed suit with The Burning Crusade came out in 2007, The Wrath of the Lich King in 2008, and now Cataclysm in 2010 (Wikepedia: World of Warcraft). The Burning Crusade introduced two new races to play (Draenei of the Alliance, Blood Elves of the Horde), added new World instances and a new PvP Arena System (Wikipedia: The Burning Crusades). The capping level in The Burning Crusade was originally 60 but has been changed to 70 (Powerlevel 2009). The Wrath of the Lich King the third continent, Northrend was introduced; introduction of the Death knight class, level cap was placed at 80, the inscription profession added, and general graphical improvements (Wikipedia: World of Warcraft: The Wrath of the Lich King). The newest expansion pack, Cataclysm, has significant expansion for landscape, game play experience, and avatar development. Added to the list of races will be Worgen for Alliance and Goblins for Horde. The new level cap will be 85. The new skill, archaeology will be added to the listed professions. New areas and new towns will be accessible, new dungeons; raids and battlegrounds will be added. Guilds will now have a leveling and achievement system. Lastly, for players not wanting to gain experience points through grinding or raiding but through skills can now play ‘Paths of the Titans’ to level (Wikipedia: World of Warcraft: Cataclysm)

Conclusion

Immortality
Lunenfeld’s understanding of the unfinished within the digital world is tied up in unfinished space, unfinished story and unfinished time. The gaming world, in particular, World of Warcraft, encompass these concepts of “unfinished.” Tied at the center of this unfinishedness is the player. With unfinished space, story and time within World of Warcraft along with themes steeped in folklore and mythology, it is understandable the sense of immortality a player feels when gaming. Gamers, like the Einherjar of Norse mythology, find themselves battling for hours and at the end of the battles, socializing with fellow warriors about the accomplished feats of the day. The Einherjar, selected from the dead on battlefields by Odin’s valkyries, became immortal. On a daily basis, they slew one another and were resurrected at the end of the day, all of this in preparation for Ragnarök. Even the name “Einherjar” resonates with the concept of players’ status within World of Warcraft.  Einherjar has two common definitions: lone fighters (Wikipedia: Einherjar) and "those who are all [now] in one army" (when alive they were in many armies, but now as dead belong to one army) (AllExperts: Einherjar). World of Warcraft players either play alone or together in groups to accomplish quests, raids, instances or battlegrounds, and upon death, resurrect to play again.
           
Phase Space
One aspect of World of Warcraft that is not discussed in the body of this paper but is just is prevalent, is World of Warcraft’s phase space. There is a plethora of transmedia that spans fiction, fan fiction, fan art, proxy agencies (help websites), twitter feeds, Facebook groups, blogs and machinima. These transmedia aspects are familiar to other multimedia literacies however; machinima is a gaming specific transmedia. Machinima is “the use of real-time three-dimensional graphics rendering engines to generate computer animation” (Wikipedia: Machinima), or in other words, gamers take pictures or video clips of their runs and create a video out of them. Originally, these clips were used to document in-game play for other players to analyze in order to level faster, however machinamas have developed into featuring stunts, storylines or just dancing (Wikipedia: Machinima). See sample clip below:



Natal Project
True to the unfinished form of computers, gaming technology is always advancing. The desire to dissolve barriers that separate the player from the game world is in constant development. Development is based on “ a desire for a corporeal immersion with technology, a will to envelop the player in technology and the environment of the game space” (Lahti 2003 p.159). With the future release of the Natal Project 2009, this may one day be a reality. Natal Project is a gaming system that is controller-free, meaning; no hand held devices are needed to play games. Everything is done through motion detectors found at the bottom of the screen. A user simply makes the hand or body motions to play the games or move objects about on the screen (Buchanan 2009). This piece of gaming technology will affect all matters pertaining to gaming – everything from physical form of the player to interaction with games.  See advertisement below:     
                                                                 


The Library
Ultimately, the library should be a place where unfinished space, story and time in World of Warcraft or any other gaming can be explored. There are several reasons why games/videogames should be found in the library. There are benefits in social gaming such as “playing videogames together can provide teenagers with opportunities for bonding, learning anger management and nurture democratic values” (Levine 2009 p.9). Youth playing videogames together “encourages appropriate groups to begin researching and structuring those experiences in order to maintain democratic participation in the larger local, national, and global communities” (Levine 2009 p.11). Gaming is a way libraries can connect with the twenty- and thirty- somethings (p.19). Before a library can implement a gaming program or event, a “well-planned, goal-oriented approach” must be taken “in order to justify using public resources for gaming” (p.22). Providing a policy for gaming groups helps to provide that focus. In the case of the Denver Public Library, the goal of providing gaming to children and teen groups is to create comfortable in accessing other parts of the library (Denver Public Library 2009). For the University of North Texas, their Media Library is circulating Wii, PS3 and XBox 360 videogames, gaming consoles and gaming accessories, and they provide an easily accessible borrowing policy for students (University of North Texas 2010). Gaming is not just a matter of entertainment but "it can further engage the library and its patrons with their community" (Levine 2010).

 

With gaming becoming a newly acquired service at public libraries, the space, narrative and time of this medium has yet to be fully explored. Libraries just introducing the service will have to play catch up to meet the needs of users familiar and unfamiliar with the medium. Additionally, the areas of space, narrative and time become endless with the contineous introduction of new technology and new user groups.

References

Albrechtslund, Anne-Mette. (2008). Developing story: understanding narrative  practices in online gaming communities. Under the Mask: Perspectives on  the Gamer (Conference). Retrieved from: http://underthemask.wikidot.com/annemettealbrechtslund
Atkins, Barry. (2006). "What are We Really Looking At?: The Future-Orientation of Video Game Play." Game and Culture 1 (2), 127-140.
Buchanan, Matt. (2009). The xbox needs apps. Gizmodo. Retrieved from:             http://gizmodo.com/5275233/the-xbox-needs-apps
Chat overview. (2009). World of Warcraft. Retrieved             from:http://www.worldofwarcraft.com/info/basics/chat-overview.html
Class. (2009). WOWWiki. Retrieved from: http://www.wowwiki.com/Class
Dumitrescu, Andrei. (2009). 16 millions World of Warcraft Quests completed daily. Softpedia. Retrieved from: http://news.softpedia.com/news/16-Million-World-of-Warcraft-Quests-Completed-Daily-108245.shtml
Faction. (2009). WOWWiki. Retrieved from: http://www.wowwiki.com/Faction
Einherjar. (2000). AllExperts Encyclopedia. Retrieved from: http://en.allexperts.com/e/e/ei/einherjar.htm
Einherjar. (2009). Wikipedia. Retrieved from: http://en.wikipedia.org/wiki/Einherjar
Filiciak, Miroslaw (2003). Hyperidentities: Postmodern Identity Patterns in Massive Multiplayer Online Role-Playing Games. In Mark J.P. Wolf &Bernard Perron, The Video Game Theory Reader. New York, Routledge.
Great Gnome Race August 16th (2009). Youtube. Retrieved from: http://www.youtube.com/watchv=mYMruElye5M
Grobal, Torben. (2003). Stories for eye, ear, and muscles: video games, media, and embodied experiences. In Mark J.P. Wolf & Bernard Perron, The Video Game Theory Reader. New York, Routledge.
Images: World of Warcraft – Races (2009). About World of Warcraft. Retrieved from: http://www.about-world-of-warcraft.com/races.php#
Lahti, Martti. (2003). As we become machines: corporealized pleasures in video games. In Mark J.P. Wolf & Bernard Perron, The Video Game Theory  Reader. New York, Routledge.
Levine, Jenny. (2009). A powerful draw beyond youth culture. Library Technology Reports 45 (5), p19-21.
Levine, Jenny. (2009). Lessons we’ve learned from society. Library Technology Reports 45 (5), p7-10.
Levine, Jenny. (2009). Libraries, videogames and civic engagement. Library Technology Reports 45 (5), p11-18.
Levine, Jenny. (2009).  Gaming as fundraiser. Library Technology Reports 45 (5), p.26-30
Levine, Jenny. (2009). The benefits of a planned approach. Library Technology Reports 45 (5), p22-25
Lowood, Henry. (2009). Warcraft adventures: Texts, replay, and Machinima in a game-based storyworld. In Pat Harrigan & Noah Wardrip-Fruin Third  Person: Authoring and Exploring Vast Narratives. Cambridge: Massachusetts, The MIT Press.
Lunenfeld, Peter. (1999). Unfinished Business. In Peter Lunenfeld (ed.), The Digital Dialectic: New Essays on New Media (pp. 7-21). Cambridge, MA: MIT Press.
Machinima. (2009). Wikipedia. Retrieved from: http://en.wikipedia.org/wiki/Machinima
Mackey, Margaret (1999). Playing in the Phase Space: Contemporary Forms of Narrative Pleasure. Signal 88, p16-33.
McGregor, Georgia Leigh. (2006). Architecture, Space and Gameplay in World of Warcraft and Battle for Middle Earth 2. Retrieved from  http://www.immediat.ch/support/architecturespaceandgameplay.pdf
Microsoft Unleashes Natal Project (2009). Youtube. Retrieved from: http://www.youtube.com/watch?v=-ZM4_2cuZwA
Murloc. (2009). WOWWiki. Retrieved from: http://www.wowwiki.com/Murloc
Naga. (2009). WOWWiki. Retrieved from: http://www.wowwiki.com/Naga
Scott, Ryan. (2009). World of Warcraft to get faction-swapping service. IGN Entertainment Games. Retrieved from: http://pc.gamespy.com/pc/world-of-warcraft/999497p1.html
Realm FAQs. (2009). World of Warcraft. Retrieved from:             http://www.worldofwarcraft.com/info/faq/realms.html
Rolston, Ken. (2009). My story never ends. In Pat Harrigan & Noah Wardrip-Fruin Third Person: Authoring and Exploring Vast Narratives. Cambridge: Massachusetts, The MIT Press.
Race. (2009). WOWWiki. Retrieved from: http://www.wowwiki.com/Race
Talent. (2009). WOWWiki. Retrieved from: http://www.wowwiki.com/Talent
The Brothers Tauren. (2006). Youtube. Retrieved from: http://www.youtube.com/watch?v=DSEyKIUqGn0
Quests. (2009). WOWWiki. Retrieved from: http://www.wowwiki.com/Quest
Voice chat. (2007).World of Warcraft. Retrieved from:             http://www.worldofwarcraft.com/info/basics/voicechat.html
World of Warcraft: Cataclysm. (2009). Wikipedia. Retrieved from:             http://en.wikipedia.org/wiki/World_of_Warcraft:_Cataclysm
World of Warcraft: The Burning Crusade. (2009). Wikipedia. Retrieved from:             http://en.wikipedia.org/wiki/World_of_Warcraft:_The_Burning_Crusade
World of Warcraft: The Wrath of the Lich King. (2009). Wikipedia. Retrieved from:             http://en.wikipedia.org/wiki/World_of_Warcraft:_Wrath_of_the_Lich_King