This thesis describes a study surrounding the applicability of politeness theory and the presence of communities of practice in the online game environment of World of Warcraft. By applying theory...Show moreThis thesis describes a study surrounding the applicability of politeness theory and the presence of communities of practice in the online game environment of World of Warcraft. By applying theory and methodologies of sociolinguistics in new media, more specifically computer game studies, this is a completely original and multidisciplinary study. Its main hypotheses revolve around communities of practice and politeness theory. First: Multiple communities of practice potentially exist in the social in-game online environment of World of Warcraft. These communities are likely based on different in-game activities players engage in, and what players have achieved in the game environment. Second: Tied to communities of practice, politeness theory is likely applicable in online game environments, despite social distance, power of speakers over one another, and the absolute ranking of impositions being based on game-specific concepts rather than socio-demographic factors. The research conducted involves: participant observation of several in-game environments and communities; the logging of face-threatening acts committed and face-saving strategies employed by players in different game environments; and the analysis of collected data in order to test hypotheses.Show less