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DiGRA
Many Chinese players moved their World of Warcraft accounts to Taiwanese servers after China's release of expansion content was delayed. The authors call this 'migration without physical presence'.
This study examines the 2008 "WoW rush," when many Chinese players moved their World of Warcraft accounts to Taiwanese servers following delays in China's release of expansion content. The authors characterize this movement as "migration without physical presence," arguing that persistent online game worlds generate durable relationships and ongoing identity negotiation across the Taiwan Strait, in ways that differ from the brief, politically charged exchanges typical of open internet forums. Drawing on ethnographic observation, Taiwanese and Chinese forum data, and interviews with 21 Taiwanese players, the work spans the Burning Crusade and Wrath of the Lich King expansions through roughly 2010, when government approval of WoW on Chinese servers prompted many migrants to choose between staying and returning.
Early in this period, the influx generated recurring friction over etiquette, language, and server overload, which frequently escalated into nationalist confrontations expressed through character names and public chat channels. Interactions were most contentious in open forums and public channels, where political disputes flourished. Game First's 2010 ban on political speech in public channels sharply reduced overt conflict, but it did not end cross-cultural tension. Private one-to-one exchanges proved more candid, with some Chinese players curious about Taiwanese democracy and Taiwanese players gaining alternative views of China, while entrenched prejudice persisted. Linguistic differences, guild structure, player type, and the ratio of Taiwanese to Chinese players shaped these outcomes, producing a hybrid game culture.
The study's most distinctive contribution concerns design. Cataclysm's 2010 guild-advancement system consolidated large guilds, reduced casual and random interaction, and deepened national segregation among players. The authors frame this through "code-as-law," showing how technical design choices constrain player behavior even as players negotiate within those limits. They also find that Chinese players tend to anchor their identities in friendships rather than homeland nostalgia, while Taiwanese players display a stronger sense of territorial ownership over TW servers.
DiGRA · 2018