Abstract: | Three recent ethnographies of the well-known massively multiplayer online game World of Warcraft demonstrate the health and vitality of the study of virtual worlds. In particular, they emphasize the importance of anthropologists reading ethnographic work done by researchers in other disciplines, and by connoisseurs and cultural practitioners of video games who deserve to be taken as intellectual interlocutors. It may be, however, that less and less work will be done on virtual worlds in the future as scholarly attention focuses on other, more novel forms of technology. |