TY - JOUR AU - Klaus, Simona PY - 2015/07/06 Y2 - 2024/03/29 TI - Smrt v virtualnem svetu: Dojemanje »dobre« in »slabe« smrti v spletni igri World of WarcraftDeath in Virtual World: Perception of “Good” and “Bad” Deaths in the Online Game World of Warcraft JF - Studia mythologica Slavica JA - Studia VL - 18 IS - 0 SE - SODOBNA MITOLOGIJA / CONTEMPORARY MYTHOLOGY DO - 10.3986/sms.v18i0.2840 UR - https://ojs.zrc-sazu.si/sms/article/view/2840 SP - 201-209 AB - <span style="line-height: 115%; font-family: 'Calibri','sans-serif'; font-size: 11pt; mso-ascii-theme-font: minor-latin; mso-fareast-font-family: Calibri; mso-fareast-theme-font: minor-latin; mso-hansi-theme-font: minor-latin; mso-bidi-font-family: 'Times New Roman'; mso-bidi-theme-font: minor-bidi; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA;" lang="EN-US">The notion of “good” and “bad” deaths can be found in many cultures around the world as death has always had a significant role in the societies. Many beliefs and customs are connected with the time of death and the way someone died in order to grant the soul a safe passage into the otherworld. The game World of Warcraft is a complex example of how the notion of “good” or “bad” deaths is incorporated in the fantasy virtual world and in what ways the authors of the game make it possible for the players to define death they encounter on regular bases as being either “good” or “bad”. The article emphasizes the notion of death and its contexts play a significant role in the creation of this online world.</span> ER -