Approaching the Cognitive and Social Functions of World of Warcraft Fan-Comics

  • Roger Dale Jones Université Paul Valéry - Montpellier 3, France

Abstract

 

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.

 

Published
June 30, 2015
How to Cite
DALE JONES, Roger. Approaching the Cognitive and Social Functions of World of Warcraft Fan-Comics. Networking Knowledge: Journal of the MeCCSA Postgraduate Network, [S.l.], v. 8, n. 4, june 2015. ISSN 1755-9944. Available at: <http://ojs.meccsa.org.uk/index.php/netknow/article/view/389>. Date accessed: 25 july 2017.