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Worlds at play: Space and player experience in fantasy computer games

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The relationship between the fantasy genre and the medium of computer games has always been a very tight-knit one. The present article explores the close connection between fan-tasy and computer games through different media, arguing that the fantasy genre's specific 'mode of function' is the ability to build complete fictional worlds, whereby it creates spe-cific experiences for its users. Based on empirical data from focus group interviews with players of the most popular Western Massively Multiplayer Online Role-Playing Game (MMORPG) of all times, World of Warcraft, the article develops the concept of worldness as an experiential, phenomenological understanding of player experience. I discuss how this way of framing a core quality of the fantasy genre (of world-building) functions across single fictional universes and aims to grasp a specific fantasy experience of being in the world. This experience works on the level of genre, by anchoring the specific fantasy world in the larger, surrounding fantasy genre matrix.
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