My previous post focused on the many strengths of Bonnie Nardi’s new book, My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft. This one is more critical, looking primarily at her deployment of theory. In all, the book is exceptional, and an invaluable resource, but particularly if used in the classroom, should be accompanied by serious discussion of some of its problematic issues.
Dismissiveness and Contempt
This is a subset of a larger problem of Nardi’s, a general ivory-tower disdain for popular cultural production that comes through time and again, despite a grounding in a democratic aesthetic theory. Still, specific instances of ignorant dismissiveness stand out as both unprofessional and inappropriate for a generally positive analysis of a pop-culture phenomenon.
In her explanatory chapter on the nature of WoW, after explaining the difference between PvP (player versus player) and PvE (player versus environment) specialized game servers, she describes roleplay servers as “devoted to role-playing in which characters speak in a kind of humorous, ersatz Ye Olde English patois (see Kavetsky 2008),” and unsurprisingly notes “I have conducted no research on these servers.”
Her statement is wrong, misleading, contemptuously dismissive – and utterly needless. For the same amount of effort she could have included a neutral and accurate sentence about them. But, this attitude fits with her general lack of respect for popular creativity.
That lack of respect, unsurprisingly, is fully voiced in her discussion of Second Life. “On the whole,” she says, “participants have gravitated toward creating content devoted primarily to two activities: shopping and sex.” Of course, no citation is provided. Even granting the statement as true, which I have no reason to do, she still fails to note that in a market economy, which Second Life has, the creating of content will be devoted primarily to sale, which she dismisses as “shopping.”
She adds, “In a world in which people can do whatever they want, the reproduction of consumption as a primary activity is, in my view, a somewhat disappointing turn (although consistent with the larger culture).” This “view” runs contrary to her embrace of John Dewey’s aesthetics, as I’ll discuss below. It does manage to reject capitalism, personal initiative and the design arts all in one snotty, ivory-tower turn of phrase.
She goes on to cite Malaby (2006) (that date is important) to the effect that “the virtual world evolved into something of a junk heap,” because creative tools were given to ordinary people and not reserved for gifted professional designers. I’m not making this up: much of the middle section of the book is a glorification of the professional game designer and a slam at all the fields of study which find value in amateur creative production.
While noting that the “design of Second Life – its bid for tools-without-rules” led to complaints from its designers at its ugliness – almost makes a valid point, but slides away from it. The SL mainland, an anarchic realm under Linden Lab’s direct control, has always been largely hideous. This is in fact due to the Lab’s ideologically-driven choice to provide no restrictions whatsoever. What Nardi ignores, however, is the countless thousands of owner-zoned regions which are home to astonishing beauty, enabled by simple zoning rules that were created not by the professionals, who failed to do so, but by amateur creators and managers, who succeeded where those professionals failed.
To note that, however, would have involved removing ideological blinders, setting aside prejudices, and actually looking at the reality. Much easier to sniff dismissively.
The Magic Circle
It’s rather astonishing that a major scholar has, in 2010, devoted an entire chapter to trying to keep this zombie of a concept in motion. To her credit, the third, directly observational, section of Nardi’s book completely contradicts her attempts to deploy the Magic Circle.
While clearly articulating that game play “is not a sequestered activity walled up in a magic circle,” she argues that “we must revive Huizinga’s notion of the magic circle in its fullness,” because “the meaningfulness of play is bound within the activity of those who actually play.” What she means is that “non-players are apart from the world in which a person’s actions are sensible, interesting, compelling, meaningful.”
It’s not hard to see that there’s no group or activity for which it isn’t true that what defines the group (job, religion, culture, bowling league, whatever) is that the group values the group activities more than those outside the group do. This pedestrian observation hardly requires resuscitating the deservedly-discredited notion of a “magic circle” around game play.
The Dewey Dichotomy
One of the theoretical foundations of the book is John Dewey’s theory of aesthetic experience. His focus on performance and collective expression fit well with her other theoretical tools. However, she quotes, and then proceeds to deny over and over, Dewey’s statements on the aesthetic as essentially human, populist, democratic, anti-elitist. Dewey states that in pre-modern times “the arts of the drama, music, painting, and architecture thus exemplified had no particular connection with theaters, galleries, museums. They were part of the significant life of an organized community.”
Nardi notes that “[m]odernity sequesters the aesthetic in regulated institutions ouside the normal processes of living. Dewey suggests how deeply peculiar this is.” Yet, much of the book does precisely that: sequestering the aesthetic pleasures of WoW within a museum-like elevating of the designed artifact above player participation and contribution. Her WoW is a temple in which the masses are invited to come perform the orthodox rituals: while she recognizes that other activities take place there, she regards them as utterly aesthetically inferior to both the temple and the sanctioned rites. Squaring this elitism with the democratic Dewey is an impossibility that Nardi simply passes on: she notes Dewey’s views and simply moves on.
Producer-centrism
Nardi seems to position her book as a necessary counterbalance to undue academic stress on the users of technology and the amateur producers of aesthetic artifacts and experiences. While she is certainly right in crediting the outstanding creative work of the WoW development team, it’s an odd reading of the technology and society literature that claims that the balance has tipped too far to user studies.
The academy, motivated in no small part by self-importance, has tended to see itself as allied with the elite priesthood of scientific and technological creation, rather than the unwashed masses of users. User studies have barely begun to redress the neglect of serious analysis of user deployment and modification of technology.
While true that games scholars tend to neglect game-as-software and game-as-code, due in part to their lack of programming and computer science experience, that imbalance does not equate to an imbalance in analyzing the social and aesthetic experiences of game play, the claim which Nardi does seem to make. Conflating the two enables a justification of snobbery, but over-emphasizes the value distinction between professional and amateur aesthetic creation around WoW.
Activity Theory
I
‘m just starting to read Kaptelinin and Nardi’s Acting With Technology: Activity Theory and Interaction Design, so I don’t feel qualified to critique activity theory yet. I do note that it’s got some strange approaches to agency, again privileging the designed artifact, it seems, over the user, and smelling more than a bit of both rational actor theory and technological determinism. While this fits with Nardi’s overall cultural elitism, I suspect it raises some deeper problems in assigning and analyzing agency, though largely beyond the scope of Nardi’s work.
In summary, My Life as a Night Elf Priest is two books: one absolutely stellar participant-observer anthropological account that’s clear-eyed, insightful and accessible, and one work of applied theory with a highly problematic elitist bias. Skipping over Part Two of the book in casual reading or in classroom use might well be a good idea.



Gwyneth Llewelyn argues that SL “









In his terrific, readable new book, 










