Sean C. Duncan
"Struggling For Meaning in World of Warcraft Fan Communities"
Since one of John Fiske's enduring legacies has been to explain how audiences wrestle with multiple
meanings of media texts, contemporary scholars are now tasked with understanding how audiences also
bring life experiences to their engagement with media. The rise of online gaming culture provides a
compelling case showing how interactive media in particular is negotiated within interpretative
communities, and how they can often bring sophisticated technical literacies to bear in everyday fan
practices.
In particular, I investigate the interaction between fans/players of the massively‐multiplayer online
game World of Warcraft (WoW), and its lead designer, Dr. Greg Street (better known online as
"Ghostcrawler"). In the realm of online games, WoW has been a dominant market force, with over 11
million current monthly subscribers worldwide and broader cultural impact (from appearances in South
Park to advertisements for Toyota). With respect to the game itself, WoW's official online forums have
emerged as an important virtual locale "around" the game for players to interact with one another,
debate gameplay strategies, and, recently, interact with Ghostcrawler regarding proposals for re‐design
of the game.
In this paper, I present a Discourse analysis (Gee, 2006) of a single but extremely significant WoW forum
post from April 2009. In it, Ghostcrawler (and Activision Blizzard, WoW's corporate owner) frames the
forum as a site for feedback to gauge the impact of designers' choices. At the same time, for “Nawaf”
and many other players, the forums were alternatively framed as venues for the community to self‐
organize and develop their own understandings of the game, making meaning using tools and practices
common within the sciences and open‐source programming communities. This conflict highlights tense
relationships between a game's interactive structures, its channels for fans interaction outside the
game, as well as the ways that fan community activities (including accommodation and resistance to the
designers' goals) can afford and constrain meaning‐making activities.
Drawing from Squire's concept of games as designed experiences, or "experiences resulting from the
intersection of design constraints and players' intentions" (2006: 26), we see in the interaction between
a game's structural elements and the community practices amongst its "audience" of players a need to
better understand the heterogeneity of meanings for WoW within both the game and its gaming
communities. If, as Fiske states, "culture is a struggle for meanings" (1988: 20) then the Discourse
analysis presented here illustrates that this "struggle" is made manifest in some cases through a conflict
between game designers and dedicated player communities, each with their own goals and methods for
developing meaning from the game. I argue that in order to better understand the polysemy of
contemporary interactive media like games, we need to further explore the negotiation of community
practices around media between fans and these games' designers.