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Groups: Class and Race

Many gameplay features depend on a player's class (role) and race, but these make less difference to the game's social aspects than one might expect.

In the World of Warcraft, two character choices account for most of the gameplay differences between characters: the choices of class and race. Classes refer to a character's fantasy archetype and has strong parallels to older role-playing games, such as Dungeons and Dragons. Players can choose to be warriors, rogues, mages, and more with each class providing different abilities and attributes. Races refer to any of several fantasy races, also influenced by other RPGs, including humans, elves, trolls, and more. Not every race can be every class also, and each race receives unique benefits.


Research Connection: Avatars As Our Ideal Selves

Bessière, Katherine, A. Fleming Seay, and Sara Kiesler. “The ideal elf: Identity exploration in World of Warcraft.” Cyberpsychology & behavior 10.4 (2007): 530-535.

In a paper published in CyberPsychology, Bessière noted that people tended to create avatars that were closer to their ideal self than they were. This could be a reflection of any of several aspects of a person (Bessiere 2007). Some choose to be more physically attractive, others choose to take on alternative gender identities. Unsurprisingly, this effect was strongest among people with lower psychological well-being.


Research Connection: Racial Agency in a Fantasy World

Monson, Melissa J. 2012. “Race-based fantasy realm: Essentialism in the World of Warcraft.” Games and Culture 7, no. 1: 48-71.

Monson found that despite explicit race essentialism in the World of Warcraft, players' ability to select their race allowed them to use race as a reflection of their personality instead of the usual vide versa (Monson 2012). This conformance between the idealized racial presentation of self and internal ideas about race provides unique opportunities for authentic expression.

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