Research Article

DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS

Volume: 10 Number: 3 September 30, 2026
TR EN

DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS

Abstract

Massively multiplayer online role-playing games have become persistent cultural environments in which game mechanics, narrative structures, social coordination and collective player memory interact over long periods of time. Within this context, raid content occupies a central position because it combines encounter design, group coordination, progression systems, narrative closure and long-term replay value. Despite the extensive scholarly attention given to online games, virtual worlds and MMORPG player practices, comparative evaluations of raid design have largely remained within fan rankings, informal retrospectives and community discussions. This study addresses this gap by developing a transparent multi-criteria decision-making framework for evaluating selected World of Warcraft raids. Twenty raids released between Classic and Dragonflight were assessed across ten criteria covering structural scale, encounter diversity, narrative integration, atmosphere, end-boss iconicity, replay appeal, community memory, accessibility burden and design innovation. Criterion weights were calculated using the CRITIC method, and raid performance was ranked through TOPSIS. Entropy weighting, equal weighting, Spearman rank correlation and ±10/±20 sensitivity analyses were applied to test robustness. The results identify Ulduar as the most robustly superior raid, ranking first under all weighting schemes and all sensitivity scenarios. Karazhan, Icecrown Citadel and The Nighthold form a stable upper-tier group, while mid-ranked raids show greater sensitivity to weighting assumptions. The study contributes to game studies by operationalising raid design as a multi-dimensional evaluation problem and demonstrates how MCDM methods can complement qualitative and community-based interpretations of digital game experience.

Keywords

References

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  3. Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). “Alone together?” Exploring the social dynamics of massively multiplayer online games. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 407–416.
  4. Golub, A. (2010). Being in the World (of Warcraft): Raiding, realism, and knowledge production in a massively multiplayer online game. Anthropological Quarterly, 83(1), 17–45.
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Details

Primary Language

English

Subjects

New Media

Journal Section

Research Article

Publication Date

September 30, 2026

Submission Date

May 13, 2026

Acceptance Date

September 14, 2026

Published in Issue

Year 2026 Volume: 10 Number: 3

APA
Bora, B. (2026). DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS. Yeni Medya Elektronik Dergisi, 10(3), 457-488. https://izlik.org/JA34GC45EB
AMA
1.Bora B. DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS. Yeni Medya Elektronik Dergisi. 2026;10(3):457-488. https://izlik.org/JA34GC45EB
Chicago
Bora, Burak. 2026. “DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS”. Yeni Medya Elektronik Dergisi 10 (3): 457-88. https://izlik.org/JA34GC45EB.
EndNote
Bora B (September 1, 2026) DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS. Yeni Medya Elektronik Dergisi 10 3 457–488.
IEEE
[1]B. Bora, “DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS”, Yeni Medya Elektronik Dergisi, vol. 10, no. 3, pp. 457–488, Sept. 2026, [Online]. Available: https://izlik.org/JA34GC45EB
ISNAD
Bora, Burak. “DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS”. Yeni Medya Elektronik Dergisi 10/3 (September 1, 2026): 457-488. https://izlik.org/JA34GC45EB.
JAMA
1.Bora B. DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS. Yeni Medya Elektronik Dergisi. 2026;10:457–488.
MLA
Bora, Burak. “DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS”. Yeni Medya Elektronik Dergisi, vol. 10, no. 3, Sept. 2026, pp. 457-88, https://izlik.org/JA34GC45EB.
Vancouver
1.Burak Bora. DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS. Yeni Medya Elektronik Dergisi [Internet]. 2026 Sep. 1;10(3):457-88. Available from: https://izlik.org/JA34GC45EB