Abstract

This paper addresses a set of persistent methodological and theoretical challenges to research on Massively Multiplayer Online Games (MMOGs), and to studies of 'virtual worlds' more generally. Critically examining some of the ontological, epistemological and ethical missteps that characterize well-respected, well-publicized and oft-cited research, our goal is to contribute to building firmer theoretical foundations to support more innovative, more rigorous and more accountable studies of digitally re-mediated, MMOG-based work, play and sociality.

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