In this thesis I explore the following question: what are players experiencing in World of
Warcraft? I examine this question through narrative inquiry. I begin by looking at the history of
the Massive Multiplayer Online Role-Playing Game (MMORPG) and factors that have
influenced their widespread success. I then move into my research rationale and gaming
literature review. Next, I look at literature surrounding ideas on reality and virtual reality as I
discuss my ontology (social constructionism) and epistemology (interpretivism). I also look at
literature on ludology, narrative and fantasy narratives and how they are relevant in
understanding and interpreting human experience as I move into my methodology (narrative
inquiry) and methods (computer mediated semi-structured interview).
I relay my participants’ narrative accounts through reconstructed tales, each of which highlights
a specific trope that captures the sense of the narrative as I have interpreted it. I touch upon why
fantasy narratives can be particularly conducive for personal exploration and understanding
experience, whether through literature or gaming. I link my participants narratives to existing
literature on experiences of gameplay to shed light on the complex and unique relationships
people experience with (and within) MMORPGs.
The goal of this thesis is to broaden understanding on the experience of online gaming and the
role it can play in people’s lives, which is highly relevant to the field of psychotherapy.
Through my participants’ stories I strive to understand and convey the complexities of their
experiences, including the sense of joy, friendship, love, loss, and accomplishment that was
discovered in this strange and wonderful digital landscape. It is my hope to contribute my work
to the therapeutic body of knowledge