Sorcelleries vidéo-ludiques : figures sorcières, pouvoir et communauté dans les mondes <i>The Witcher 3</i> et <i>World of Warcraft</i>

This article examines the appropriations and reconfigurations of witchcraft across two major video game universes : The Witcher 3 : Wild Hunt (CD Projekt Red, 2015) and World of Warcraft (Blizzard Entertainment, 2004). Adopting an interdisciplinary approach that brings together cultural studies, the socio-anthropology of digital media, and game studies, it argues that magic can no longer be understood merely as a narrative archetype or a rule-based system, but rather as a critical operator through which contemporary social tensions are articulated. Rooted in contrasting geocultural contexts – The Witcher 3 , developed in post-communist Poland and deeply shaped by Polish Catholicism, and World of Warcraft , emerging from a Californian technological ecosystem influenced by free-market ideals and digital innovation – these video game representations intertwine power, gender, and faith. An analysis of game mechanics, narrative structures, and community-driven reappropriations (modding practices, blogs) reveals a form of witchcraft in transformation : simultaneously feminist, collective, and reflexive. Digital magic thus emerges as a social language, a postmodern ritual, and a mirror reflecting the contradictions between rationality, belief, and control.

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Publication Details

Journal
Social Compass
Published
2026-06-25
DOI
https://doi.org/10.1177/00377686261446523
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Sorcelleries vidéo-ludiques : figures sorcières, pouvoir et communauté dans les mondes The Witcher 3 et World of Warcraft

Olivier Servais, Rémi Maillo
Social Compass
Digital Games and Media
article

Sorcelleries vidéo-ludiques : figures sorcières, pouvoir et communauté dans les mondes The Witcher 3 et World of Warcraft

Olivier Servais, Rémi Maillo
article en

Abstract

This article examines the appropriations and reconfigurations of witchcraft across two major video game universes : The Witcher 3 : Wild Hunt (CD Projekt Red, 2015) and World of Warcraft (Blizzard Entertainment, 2004). Adopting an interdisciplinary approach that brings together cultural studies, the socio-anthropology of digital media, and game studies, it argues that magic can no longer be understood merely as a narrative archetype or a rule-based system, but rather as a critical operator through which contemporary social tensions are articulated. Rooted in contrasting geocultural contexts – The Witcher 3 , developed in post-communist Poland and deeply shaped by Polish Catholicism, and World of Warcraft , emerging from a Californian technological ecosystem influenced by free-market ideals and digital innovation – these video game representations intertwine power, gender, and faith. An analysis of game mechanics, narrative structures, and community-driven reappropriations (modding practices, blogs) reveals a form of witchcraft in transformation : simultaneously feminist, collective, and reflexive. Digital magic thus emerges as a social language, a postmodern ritual, and a mirror reflecting the contradictions between rationality, belief, and control.

Social Compass
UCLouvain (BE)
Gender equality
Openalex Percentile: Top 4%
Digital Games and Media
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