Explaining Time Spent in Multiplayer Online Games: Moral Cognition in Chinese World of Warcraft
Games and Culture: A Journal of Interactive Media
Published online on February 08, 2015
Abstract
Why do people spend time in massively multiplayer online games? This article aims to complement games studies’ analytical toolkit with a material causal perspective on players’ time spent in Chinese World of Warcraft (WoW). I argue that the WoW gameworld is atypically rich in stimuli that have a strong, or supernormal, capacity to activate the moral cognition reasoning systems identified by Haidt and Joseph’s "moral foundations theory." Testimonial data gathered during long-term fieldwork in Wuhan, China, and data from a survey of 545 Chinese WoW players, wherein combat role (healer, tank) predicts frequency and type of in-game moral experience, are presented in support of this argument. Finally, the causal perspectives outlined in this article are styled in a steampunk aesthetic (