During my research, I found this 72-page Master's Thesis entitled Cyberpilgrims by Theo Zijderveld. In his thesis, Zijderveld cites many sources as he tries to draw a correlation between gaming in a virtual world and seeking enlightenment by using the virtual world like Azeroth in a spiritual way to ascend in a sense from our physical bodies.
Based on the French sociologist, Danil Hervieu-Lger's definition of religion, Zijderveld argues that, though World of Warcraft isn't a religion proper, it actually contains the four key ingredients: community, ethics, culture and emotion. He states that the communal aspect comes from playing with people and making friends within the game. As for the ethics, the rules of the game and presumably the rules of the community constitute that. "Thou shalt not ninja loot" being a rough equivalent of "Thou shalt not steal," I'm guessing. The rich Warcraft lore and mythos provide the culture, and the feeling of belonging that WoW players experience in-game provides the emotional dimension.
"The community dimension is present in World of Warcraft as well as in Second Life. People are using their avatar online meet other avatars of real people. Avilion is clearly a community of people with the same interest in the fantasy world. The social markers are clear; the rules of how to dress and how to behave are very explicit. Avatars who do not fit in this picture are (sometimes actively) excluded by the community or by the moderators." - Theo ZijderveldAccording to Zijderveld, gamers who experience online worlds, like World of Warcraft, are doing so to transcend their physical bodies and realize a new identity in cyberspace. He said that it is a way of acting out a quest for enlightenment and spiritual identity in a supremely secular world. "You have to level up as a way of self-realization," he explained. "It can be very spiritual."
Though a virtual space like World of Warcraft is not actually real, Zijderveld would say that the very fact of it not being ultimately real makes it even more like a religion. Religion is based in illusions and fictions, but the important part is that even though people may know it's not real, they experience it that way.
"Though virtual realities are in fact not real, they are experienced as real," he writes. Like religion, "they offer a framework that makes sense by offering a narrative and rules of the game... People can experiment and develop their cyber-character, and thus contribute to self-realization. In an enchanted virtual world, they can truly find a spiritual identity."After reading his paper I ended up asking myself if playing World of Warcraft does constitute a religion. Overall, Zijderveld actually has a point. I mean technically, World of Warcraft does contain the key ingredients of being a religion. I guess, if you just base it by definition, it can be considered as a religion. So, being called a religious zealot, from playing MMOs, was inevitable.



