The Art of Playing a Role in an MMORPG

Typology and Limits of World of Warcraft role-playing

Authors

Keywords:

World of Warcraft, WoW, role-play, role-playing games, RPG, MMORPG, ethnography

Abstract

This article presents a typology of role-playing within the massively multiplayer online role-playing game (MMORPG) genre, focusing specifically on role-playing in World of Warcraft (Blizzard Entertainment, 2004). Presently, there is a lack of broader research into the various ways in which players interact with each other in MMORPGs. Although players of this genre can overwhelmingly focus on the mechanical aspects of the game, this paper argues that role-playing in MMORPGs exists and takes place as a minor activity. Utilising participant observation, this text investigates this phenomenon, offering an ethnographic analysis of how role-playing in World of Warcraft (Blizzard Entertainment, 2004) takes place and what events and narratives role-playing participants create in the virtual world of the game. Based on the analysis of field notes and other material obtained through a total of 96 hours of participant observation, this paper presents a typology of role-playing in WoW, including day-to-day role-playing, private story role-play, and public role-playing events. This paper highlights how players negotiate the limitations of the game mechanics and game software to enable a wider range of role-playing performances. Through this, this study provides a detailed account of role-playing in WoW and offers opportunities for further research on role-playing in MMORPGs.

References

ArenaNet. (2012). Guild wars 2. [Windows].NCSoft.

Blizzard Entertainment. (2004). World of warcraft. [Windows, Mac OS]. Blizzard Entertainment.

Boellstorff, T. (2012). Ethnography and virtual worlds: A handbook of method. Princeton University Press.

Bowman, S. L., & Schrier, K. (2018). Players and their characters in role-playing games. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 395-410). Routledge. https://doi.org/10.4324/9781315637532-23

Caillois, R. (1998). Hry a lidé: Maska a závrať [Man, play and games]. (N. Vangeli, Trans.). Studio Ypsilon. (Original work published in 1961)

Dormans, J. (2006). On the role of the die: A brief ludologic study of pen-and-paper roleplaying games and their rules. Game Studies, 6(1). https://gamestudies.org/0601/articles/dormans

Dušek, O. (2023). An ethnographic study of role-playing in World of Warcraft [Master’s thesis]. Charles University

Fine, G. A. (1983). Shared fantasy: Role-playing games as social worlds. University of Chicago Press.

Huizinga, J. (2000). Homo ludens: O původu kultury ve hře [Homo Ludens: A study of the play element in culture] (J. Vácha, Trans.). Dauphin. (Original work published in 1938)

Linderoth, J. (2012). The effort of being in a fictional world: Upkeyings and laminated frames in MMORPGs. Symbolic Interaction, 35(4), 474-492. https://doi.org/10.1002/symb.39

MacCallum-Stewart, E., & Parsler, J. (2011). Role-play vs. gameplay: The difficulties of playing a role in World of Warcraft. In H. G. Corneliussen & J. W. Rettberg (Eds.), Digital culture, play, and identity: A World of Warcraft reader (pp. 225-246). MIT Press.

Maltsev, V. V. (2019). Economics of RP–PvP events in World of Warcraft (via the example of Argent Dawn server). The Computer Games Journal, 8, 241-254. https://doi.org/10.1007/s40869-019-00088-y

Stark, L. (2012). Leaving mundania: Inside the transformative world of live action role-playing games. Chicago Review Press.

Salen, K. & Zimmerman, E. (2003). Rules of play: Game design fundamentals. MIT Press.

van Ments, M. (1981). Everyone plays a part: An account of the use of role-play in a neighborhood workshop project. In M. Yorke & B. Hollinshead (Eds.), Simulations and games: The real and the ideal (pp. 21-33). Kogan Page.

Watch2Gether. (2024). W2g.tv. https://w2g.tv/en/

Waskul, D., & Lust, M. (2004). Role-playing and playing roles: The person, player, and persona in fantasy role-playing. Symbolic Interaction, 27(3), 333-356. https://doi.org/10.1525/si.2004.27.3.333

Wilde, P. (2023). Posthuman gaming: Avatars, gamers, and entangled subjectivities. Routledge.

Zagal, J. P., & Deterding, S. (2018). Definitions of “role-playing games.” In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 19-51). Routledge.

Downloads

Published

2026-08-17

Issue

Section

Articles