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Available from: Rolf T. Wigand, Sep 28, 2015
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    • "First, WoW has a large user base and it is easy to identify active participants. Second, few IS researchers have studied virtual world games, although Schultze and Rennecker (2007) and Assmann et al. (2010) suggest that more IS researchers should study virtual world games. Third, we believe that this field sites demonstrates an interesting combination of gaming and social movement activities, which takes the game beyond that of which the designers initially intended. "
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    ABSTRACT: Virtual worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. One social phenomenon which has moved into the virtual world is the social movement, which are an important means of bringing out social, cultural and political changes through collective action. These social movements exist in an immersive technological ecosystem which is constantly evolving as designers release patches which change the way users " live " within these environments. Using a biography of artifacts approach, we explore not just the evolution of the technological artifact itself (the virtual world), but also its co-evolution with the social phenomena (a social movement). Using Netnography, a modified version of ethnography, and actor-network theory, we explore a social movement in World of Warcraft, and observe how it evolves over time as changes to the virtual world are implemented.
    International Conference on Information Systems, Orlando, Florida; 01/2012