My term paper for ENG 685 (Survey of Modern Cultural Criticism…or something like that…never did learn the full name) was actually completed last May, but I haven’t gotten around to putting it up on the blog until now.
I’m kind of proud of it. It’s not great in that the writing style could still use a lot of work, but I think it’s a solid piece. I’d like to use this as a jumping off point into writing a book on the subject sometime down the road.
Well, here it is, but if you want to read it in an easier on the eyes PDF version, right-click/save-as this link here.
MMOGs: The Avatar of Consumerism
Massively multiplayer online games (MMOGs) continue to draw throngs of players every year with the promise of action, adventure, compelling stories, and untold riches and legendary artifacts that can be your very own. The most popular MMOG at this time, World of Warcraft, has over ten million paying subscribers while millions more are playing dozens of similar competing games (MMOGCHART.com). There is no doubt that, as a cultural product, the MMOG is enjoying a popularity to which few other forms of production can compare (except for perhaps popular music and television). What is perhaps most striking about this form of production is that in addition to being a commodity sold by global media corporations and thus, like all other products and creative projects, comment on the cultural logic — the MMOG is in an unusual position to actually replicate the dominate hegemonic conditions which commodify the participant in active, real-time alternate spaces. Taking a materialist approach to the subject, what follows is an analysis of how the MMOG fits among the contrivances and contradictions of the postmodern culture. But to begin, an examination of how the mystification of commodification relies on the delicate construction of the idea of “the self” will be necessary.