Abstract : This paper presents an ethnography conducted in the virtual environment of World of Warcraft (WoW), an online video game filled with many non-human forms, including animals. The paper seeks to answer the following question : What are the numerous animal figures depicted within the game ? When passive, these depictions are just artistic dimensions of the main software, only serving as ornaments within the environment of the game. They are merely animal figures with which the player’s avatar cannot interact. However, the animal plays a central role within the game. It is often a key entity which populates the environment and interacts, in a recurring manner, with the player’s avatar. In WoW, the active animal figures are supported by the players’ avatars or by artificial intelligences embodied in virtual creatures. Six different animal figures will be studied, with the paper concluding with images of hybrids, frontier- entities created from various figures.
Servais, O. (2015). Du décor virtuel à l’avatar métamorphe : les figures de l’animal dans le jeu vidéo World of Warcraft. Religiologiques, 32(1), 351-394. https://hdl.handle.net/2078.5/190524 (Original work published 2015)