Abstract

This chapter uses a case study of so-called Massively Multiplayer Online Role-Playing Games (MMORPGs), most notably World of Warcraft, to provide an in-depth study of ?hyper-real religion'. It analyzes the way these ?enchanting' worlds on the Internet are constructed and, how and why gamers derive spiritual meaning from play in these environments. The analysis is based mainly on a content analysis of four popular online computer games (Ultima Online, Everquest, Dark Age of Camelot and World of Warcraft) and about twenty qualitative in-depth interviews with Dutch players of World of Warcraft. On the basis of this study of World of Warcraft, particularly through an analysis of the meanings players attribute to the game, author hopes to demonstrate that this dichotomous and implicitly moral picture is deeply problematic. Author demonstrates that these online worlds are particularly influenced by neopagan spirituality and the fantasy fiction of J. R. R. Tolkien. Keywords:computer games; Dutch players; Hyper-real Paganism; hyper-real religion; J. R. R. Tolkien; Massively Multiplayer Online Role-Playing Games (MMORPGs); neopagan spirituality; World of Warcraft

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