Bonnie Nardi‘s new book, My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft, is online anthropological – and indeed academic in general – writing at its finest. It is clear, readable, and insightful, deploying theory in a sophisticated way while remaining highly accessible to a general audience. It’s an outstanding work that deserves wide use in the classroom.
However, along with Nardi’s exceptional contributions, in cross-cultural fieldwork as well as in the clarity of her writing, her theoretical framework is problematic in many ways, and outright contradicted in her strong observational concluding chapters. Another contradiction running through the book is between her use of John Dewey‘s democratic theory of aesthetic experience (from Art as Experience, 1934) and an ivory-tower condescension towards popular, amateur creative expression, along with a glib dismissiveness of cultural forms outside her areas of interest or expertise.
This post will deal with the book’s many strengths, the next one with a criticism of its flaws.
Nardi states in her prologue that “I believe World of Warcraft is an exemplar of a new means of forming and sustaining human relationships and collaborations through digital technology.” In describing her research methodology, while stating that “there was not a great deal of difference between my work on World of Warcraft and my previous work,” she adds that one difference was “that the research inclined toward the participant end of participant-observation,” as a “full participant in game activities,” citing Pearce (2009)’s term “participant-engagement.”
That’s a clear and valuable statement of the distinction between “RL” fieldwork in situations where the anthropologist is immediately and inevitably tagged as an outsider, and those, particularly online, in which something like full participation in the community is possible. Such a position, of course, calls for a different epistemology, problematizing the reflexivity required of an “engaged” reporter as well as the tensions between participation in the subject community and the community of academic research.
Nardi seems to have found the liminal space of participant-engagement much less troublesome than I do, but skilfully weaves the subjective through her work.
She makes an unusual and evocative argument early on: that WoW is “a refuge – an ‘escape,’ as players say – from modernity,” which manifests in the appeal of the medieval and “human scale” of architecture and activities, and in a focus on “character development,” in which the “toon” serves as a proxy for Victorian notions of self-improvement through deliberate activity.
One thinks of the “Vickies,” the neo-Victorians from Neal Stephenson’s The Diamond Age, who used nanotechnology to enable a culture thoroughly rejecting modernist, mass-culture values in favor of an advanced steampunk aesthetic – and foresees another post in the Mixy Things series. It’s unfortunate that Nardi didn’t further develop this theme in a more overt way.
While much of Nardi’s discussion of aesthetics is problematic, she does take a good swipe at both Jesper Juul and the narratologists by noting that
“Metrics and competition suggesting sportsmanlike activity tell half the story, but instead of the literal uniformity of sporting uniforms and the plainness and predictability of, say, basketball courts or soccer fields, video games conjure striking visual worlds remarkable in their vivid realizations of unique imagined universes,” and “[w]hile agreeing that video games bring forth imagined worlds, my data suggest that these worlds are less a fiction in which players fill in gaps and more a powerful visual experience like viewing a striking landscape – the world is fully realized, and one need only gaze at it.” That visual surface “did double duty: players could gaze appreciatively at their surroundings, but, simultaneously, the world’s visual features invited players to participatory activity.”
She argues that the success of WoW and MMOs in general is the linking of the performative role of the player to the designer-created visuals, that performance alone, as in text-based and tabletop games, is not enough to draw and sustain a mass audience. Yet, performance is real: “[p]articipation in virtual worlds is not simulation but performance.” Contra Baudrillard, she argues that “[p]ostmodern theory asserted the delusional quality of mass-produced images, but even as those images were proliferating, new means of authentic expressive performance, embedded in vivid visual spaces, were emerging as forms of mass culture.”
The final third of her book, “Cultural Logics of World of Warcraft,” is where Nardi really shines. Her fieldwork here is very strong, her reportage largely unwarped by excessive devotion to theory over observation (and as I’ll argue next time, refutes over and over again one of her key theoretical arguments from the somewhat dicey middle section).
She addresses addiction, theorycrafting and mods, gender and play in China each in their own chapter. While all are models of anthropological technique and description, her chapter on gender is truly extraordinary. Academics tend to see what they want to see, and tend to interpret the reactions of others as if all were liberal academics – resulting in such astonishing statements as Corneliussen (2008)’s description of WoW as “a playground for feminism.” Nardi clearly describes the “boys’ tree house” atmosphere of American WoW servers, the constant homophobic teasing, men actually choosing female avatars so they wouldn’t have to look at a male avatar, and the creation of a somewhat exclusionary space through boyish, masculinist discourse practices.
Her chapter on Chinese gamers (not gold farmers, but the huge audience of regular WoW players in China) is fascinating overall, and particularly for its contrast with the construction of masculinity in China versus the US: cross-gender playing is much more rare because the homophobic teasing is shaming, rather than more or less good-natured as in the US, and the huge dominance of PvP play marginalizes women to a much greater degree than the US PvE norm. Fascinating stuff, and Nardi notes many opportunities for very valuable future study.
(Parenthetically, in discussing these chapters with technosage, she asked about gendered MMO play in Japan, and I was startled to realize I haven’t read a single thing about Japanese MMO culture, or, even more surprisingly, Korean. I wonder if the incipient release of Final Fantasy XIV will create an opportunity to fill that gap. And, if anybody knows any work in that field, please let me know!)
Next up: problems of agency raised by Nardi’s use of activity theory, and tensions between her use of Dewey and her own fairly evident cultural elitism – which support her use of activity theory and a heavy weighting of the role of technological artifacts over that of users and their culture, which reads like technological determinism without the macro-historical arguments.




















Game designer
Turing described his test towards the end of an era when the Machine was the epitome of the Human: 