  Digital games are increasingly part of a cyberculture engendered by digital
platforms. With this in mind, we approach in this work some considerations
about World of Warcraft players as fans and content producers and the narrative
disputes that emerge about the game on fan work publishing platforms (Archive
of Our Own and DeviantArt). We analyzed a vast set of fanfics and fanarts
collected on these platforms, showing a textuality that involves not only the
digital game, but a whole network of fan production that expands beyond the act
of playing. Our observations show that, despite the popular perception that
World of Warcraft fandom is mostly male and heteronormative, women and LGBTQI+
people are a large participatory audience and produce a lot of content,
especially in the fanfic universe. The works created are also quite marked by
narratives of dissident bodies and sexualities. However, despite the presence
of these subjects and narratives in the fandom, this content is made invisible
in DeviantArt, which privileges male artists and heteronormative fanarts of a
commercial nature.
