My Life as a Night Elf Priest at the surface is a simply just an anthropological account of World of Warcraft. However, Bonnie A. Nardi has taken this opportunity to examine the whole of gaming culture. The concept of “work” has come across all of the books we have read thus far this semester. In Reality is Broken McGonigal examines work in Chapter 3 “More Satisfying Work.” “Compared with games, reality is unproductive. Games give us clearer missions and more satisfying, hands on work” (McGonigal, 55). McgGonigal asserts that satisfying work has two very important components: well-defined objectives and steps toward achieving the goal. In How to Do Things With Videogames, Bogost says that work and play are entirely separate entities. He says that games are disconnected from everyday life. It is an escape from the outside world entirely. He describes it as “safe” and “otherworldly” (Bogost, 117). In My Life as a Night Elf Priest, Nardi explains that play and work can overlap and blend together frequently. Work enters the world of play in two ways. “First, play may manifest seriousness and dedication which players refer to as work. Second, play may demand obligatory actions […] that are necessary to accommodate the larger play activity—the activity that players find pleasurable” (Nardi, 102). Nardi has managed to bring to light the idea that although not all aspects of gaming are enjoyable, it is the freedom to leave at any point that makes it what Bogost calls an escape. Unlike the mandatory facets of our lives such as familial responsibilities and enslavement to the capitalist society we live in, gaming is another world in which we acknowledge and accept the terms of the game and decide whether or not to proceed (and/or leave at any point). “The voluntariness of play is evident in the relative ease with which people abandon play activities” (Nardi, 101). Although very clearly exhibited in WoW, the coexistence of work and play is quite evident in numerous other games (both videogames and not). In MMORPGs such as Final Fantasy XI and World of Warcraft, the codependence of players in different settings adds an element of pressure that can give play the illusion of work. When players know that their actions can directly affect another player’s success within the game, they will exert exponentially more effort. In more common games like soccer or basketball, this is also evident. Frequently people turn to sports as a means to escape the conventions of reality and immerse themselves in an alternate universe with different rules and expectations. However, these team sports have an element of codependence that is quite important to the premise of the game. Only through teamwork is the individual player successful. This possibility of “losing it” or “winning it for the team” adds pressure to the mix. When people are “counting on you to do your job and do it well,” the game can stop being fun and carefree and become what some might call work (Nardi, 100).