“Immersed in World of Warcraft”: A Discursive Study of Identity Management Talk About Excessive Online Gaming
Online excessive gaming has been associated with negative player identity constructions depicting an abnormal life-style. Up-to-date, there is limited insight into player identity management talk about excessive online gaming. To address this gap, drawing from discursive and rhetorical psychology, we investigated naturally occurring talk of 134 players of World of Warcraft (WoW) -a Massively Multiplayer Online Role-Playing Game (MMORPG)- from three publicly available websites and of five players from one focus group. The analysis illuminated participants’ dilemmatic and contradictory ways of constructing the player identity, while displaying immersion in the game. Participants invoke identity constructions like ‘nolifer’, ‘hardcore’ or ‘clean’ player, which they disavow or assign to themselves and to each other depending on the conversational context, while attending to concerns about (ab)normalcy. The study’s findings highlight a dynamic process of player identity construction in talk, occasioned by and exemplifying the contingencies of the discursive context.