Approaching the Cognitive and Social Functions of World of Warcraft Fan-Comics
Research output: Journal contributions › Journal articles › Research › peer-review
Authors
This article addresses the question of how video game players make sense out of their experiences by looking specifically at World of Warcraft (Blizzard Entertainment 2004) fan-comics on the official game website. It first develops an analytical framework consisting of game discourse to address the different levels that fan-comics refer to the “game” and game narrative to address the ways in which fan-comics utilize narrative aspects of the game in their stories. Sense-making in comics is then used to address how fan-comics use graphic images and verbal text to embed (and narratively frame) conflicting perspectives into specific cognitive and social forms of sense-making. It then applies this analytical framework to three World of Warcraft fan-comics that participate in three different levels of game discourse and presents three different types of sense-making processes. Finally, the article raises questions for future research on the sense-making processes and strategies of video game fan-comics.
Original language | English |
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Journal | Networking Knowledge |
Volume | 8 |
Issue number | 4 |
Number of pages | 11 |
DOIs | |
Publication status | Published - 30.06.2015 |
- Didactics of English as a foreign language