Proliferation of Social Flaws in World of Warcraft

1070 Words Feb 4th, 2018 4 Pages
It has over 11 million players around the world – 2.5 million of them in the US. The game is one of the most dominant games in the global market today, which is available in 7 languages and played in all continents, North America, Europe, Australia, and Asia, including South Korea, China, Singapore, Hong Kong and Macau. Despite many scholars believe that “the virtual worlds are always in some basic way the expression of utopian desire” (Monson). WoW is far from a perfect world. In addition to the ethnic discrimination I’ve read about in the reading this semester by Lisa Nakamura, I also realized it involves extreme stereotypes.
The WoW is set in a “high-fantasy world” where players are able to select race-based avatars “races” (orcs and dwarves) and “classes” (mage, warrior, priest). They are under the imaginary world of Azeroth where they find themselves in the midst of an ongoing battle between two warring factions, the Alliance and the Horde. Players kill monsters and complete quests in order to gain experience and “gears”. They can also learn professions such as cooking, fishing, and blacksmithing, which enable them to “craft” items like real-world human beings (Mccreery). While this might seem to be like Plato’s Republic, in fact, it still involves extreme stereotypes, due to its euro-centrism and embedded…
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