WOW series

Is the history of the virtual, game world part of history?

Can digital objects and games also become archaeological objects?

The source of the WOW series is the above-mentioned idea, which tries to think about how the events between the virtual world, MMORPGs, in-game games, players, game developers, and so on, and even the larger digital community world can be documented, and how they can have the elements to become history and become history. The project starts with the online game World of Warcraft, and takes the events in World of Warcraft as the subject of archaeology, interviews, and surveys, and analyzes the events that occurred in World of Warcraft, including gender, ethnicity, digital boundaries, diseases, race, behavioral phenomena, and the connections and interactions with reality and expands to the post-internet era and the future conditions of history, in order to dig into the meta-historical narrative and structure of the Internet and the digital world. We will also expand our research to the post-internet era and future historical conditions to further explore the meta-historical narratives and structures of the internet and digital.

虛擬的、遊戲的世界的歷史是否也是歷史的一部分?

數位與遊戲的歷史是否也能成為考古的對像?

WOW系列創作計畫的來源開展於上述的提問的發想,試圖思考虛擬世界-網路線上遊戲(MMORPG)與遊戲中遊戲、玩家、遊戲開發方等等之間發生的事件甚至擴及更龐大的數位社群世界是如何被記錄、如何具有成為歷史的要素並且成為歷史。計畫以線上遊戲《魔獸世界》作為起頭,將《魔獸世界》中發生的事件作為考古、訪查田調的對象,其中產生的涵蓋性別、國族、數位邊界、疾病、種族、行為現象、對現實的連結與互動進行研究分析,並擴及屬於後網路時代與未來的歷史條件,近一步去挖掘關於網路與數位的元歷史敘述與構架。