DOI: 10.1177/00377686261446523 ISSN: 0037-7686
Sorcelleries vidéo-ludiques : figures sorcières, pouvoir et communauté dans les mondes
The Witcher 3
et
World of Warcraft
Rémi Maillo, Olivier Servais
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.