Academic literature on the topic 'World of Warcraft. Computer games'
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Journal articles on the topic "World of Warcraft. Computer games"
Warner, Dorothy E., and Mike Raiter. "Social Context in Massively-Multiplayer Online Games (MMOGs):." International Review of Information Ethics 4 (December 1, 2005): 46–52. http://dx.doi.org/10.29173/irie172.
Full textToft-Nielsen, Claus. "Worlds at Play." Nordicom Review 35, s1 (March 13, 2020): 237–50. http://dx.doi.org/10.2478/nor-2014-0115.
Full textFomin, Andrei G., and Vladislav I. Chobotar. "Anthroponyms in Fantasy Fiction and Computer Games: Approaches to Translation." Bulletin of Kemerovo State University 21, no. 2 (July 8, 2019): 558–64. http://dx.doi.org/10.21603/2078-8975-2019-21-2-558-564.
Full textScriven, Paul. "The Phenomenology of the “Other” in Computer Game Worlds." Games and Culture 13, no. 2 (November 5, 2015): 193–210. http://dx.doi.org/10.1177/1555412015615294.
Full textBytheway, Julie. "In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games." International Journal of Computer-Assisted Language Learning and Teaching 4, no. 4 (October 2014): 1–13. http://dx.doi.org/10.4018/ijcallt.2014100101.
Full textSchaap, Julian, and Stef Aupers. "‘Gods in World of Warcraft exist’: Religious reflexivity and the quest for meaning in online computer games." New Media & Society 19, no. 11 (April 21, 2016): 1744–60. http://dx.doi.org/10.1177/1461444816642421.
Full textCorredor, Javier Alejandro, and Leonardo Rojas Benavides. "Narrative and Conceptual Expertise in Massively Multiplayer Online Role Playing Games." International Journal of Gaming and Computer-Mediated Simulations 8, no. 1 (January 2016): 44–67. http://dx.doi.org/10.4018/ijgcms.2016010104.
Full textWitkowski, Emma. "Sensuous proximity in research methods with expert teams, media sports, and esports practices." MedieKultur: Journal of media and communication research 34, no. 64 (June 14, 2018): 21. http://dx.doi.org/10.7146/mediekultur.v34i64.97014.
Full textZhao, Meiqi, Jianmin Zheng, and Elvis S. Liu. "Server Allocation for Massively Multiplayer Online Cloud Games Using Evolutionary Optimization." ACM Transactions on Multimedia Computing, Communications, and Applications 17, no. 2 (June 2021): 1–23. http://dx.doi.org/10.1145/3433027.
Full textRapp, Amon. "From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems." Simulation & Gaming 48, no. 3 (March 14, 2017): 381–401. http://dx.doi.org/10.1177/1046878117697147.
Full textDissertations / Theses on the topic "World of Warcraft. Computer games"
Tran, Chris Wang Zuoming. "What's real anymore a comparison of World of Warcraft, secondlife and online experiences /." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-10976.
Full textHermansson, Johan, and Christian Svensson. "World of Warcraft : En virtuellt social värld." Thesis, Växjö University, School of Social Sciences, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-1477.
Full textIn today’s modern society with high-speed connections covering the globe people are more than ever finding themselves gazing into the cold lights of the computer screen. On the other side a strange and exciting world yet to be explored awaits. Many are those who spend hour after hour running over green hills swimming in vast blue oceans in the lands of Azeroth, the playfield in the MMORPG game World of Warcraft. In media we often read and hear alarming reports on players stuck in this virtual world, ceasing to play a part in the real world. This thesis will make an attempt as to hear what those who play the game has to say in the matter. Through interviews we’ll try to separate or combine media’s view of the game from that of those who play it.
Boone, George William. "A Burkean analysis of "World of Warcraft" identity work in a virtual environment /." Click here for download, 2008. http://proquest.umi.com/pqdweb?did=1568974071&sid=1&Fmt=2&clientId=3260&RQT=309&VName=PQD.
Full textTran, Chris. "What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc10976/.
Full textDutton, Nathan T. "PARTICIPATORY QUITTING: QUITTING TEXTS AND WORLD OF WARCRAFT PLAYER CULTURE." Ohio : Ohio University, 2007. http://www.ohiolink.edu/etd/view.cgi?ohiou1172851023.
Full textRitter, Christopher Jonas. "Why the humans are white fantasy, modernity, and the rhetorics of racism in World of Warcraft /." Pullman, Wash. : Washington State University, 2010. http://www.dissertations.wsu.edu/Dissertations/Spring2010/c_ritter_050410.pdf.
Full textStenberg, Peder. "Den allvarsamma leken : Om World of Warcraft och läckaget." Doctoral thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-42073.
Full textKavetsky, Jennifer A. "Men Behaving (not so) Badly: Interplayer Communication in World of Warcraft." Bowling Green State University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1213989105.
Full textChagas, Artur Alves de Oliveira. "O transbordamento do lúdico e da biopolítica em jogos Massive Multiplayer online: um estudo sobre World of Warcraft." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/48/48134/tde-30082010-104541/.
Full textThe segment of computer games called Massively Multiplayer Online, in which thousands of people can be connected simultaneously, are taken as examples of current collective games. From the analysis of Michel Foucault\'s biopolitics, are investigated the identity constructions of individuals, social roles and commitments with other players and the learning and disciplines reinforced in such games, with reference to the game World of Warcraft, the most popular of this genre, today. The fieldwork was carried out with players and with the official websites of the selected game, through which the regimes of truths that concern us here. Cyberculture is understood in this work as a condition of social engineering that reconfigures the distances and the physical and temporal boundaries, reinforcing ways of subjection ever more individualized and referenced by speeches of sprawling groups. The type of game considered in this work, in addition to become popular by employing tools and practices peculiar to the new electronic technologies, favors the analysis that the forms of government and control over life are increasingly refined, overflowing by all planes of existence. Such analysis allows the questioning of scientific discourse, mainly in the last decade, about practices among subjects involving games, and mainly when referring to practices in education and learning.
Lindh, Simon. "Online computer game English : A study on the language found in World of Warcraft." Thesis, Karlstad University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-4142.
Full textThe aim of this study is to examine the language from a small sample of texts from the chat channels of World of Warcraft and analyze the differences found between World of Warcraft English and Standard English. In addition, the studywill compare the language found in World of Warcraft with language found on other parts of the Internet, especially chatgroups. Based on 1045 recorded chat messages, this study examines the use of abbreviations, emoticons, vocabulary, capitalization, spelling, multiple letter use and the use of rare characters. The results of the investigation show that the language of World of Warcraft differs from Standard English on several aspects, primarily in the use of abbreviations. This is supported by secondary sources. The results also show that the use of language is probably not based on the desire to deliver a message quickly, but rather to reach out to people. In addition, the results show that the language found in World of Warcraft is more advanced than a simple effort to try to imitate speech, thereby performing more than written speech.
Books on the topic "World of Warcraft. Computer games"
Ed, Kern, ed. World of warcraft: The burning crusade. Indianapolis, Ind: BradyGames, 2007.
Find full textGilbert, Dan. Hacking World of warcraft? Indianapolis: Wiley Technology Pub., 2007.
Find full textEntertainment, Blizzard. World of warcraft game manual. Irvine, CA: Blizzard, 2004.
Find full textservice), SpringerLink (Online, ed. Beginning Lua with World of Warcraft Add-ons. Berkeley, CA: Apress, 2009.
Find full textJames, Whitehead. World of Warcraft programming: A guide and reference for creating WoW addons. Hoboken, NJ: Wiley Technology Pub., 2008.
Find full textJames, Whitehead. World of Warcraft programming: A guide and reference for creating WoW addons. 2nd ed. Indianapolis, IN: Wiley Pub., 2010.
Find full textJames, Whitehead. World of Warcraft programming: A guide and reference for creating WoW addons. Hoboken, NJ: Wiley Technology Pub., 2008.
Find full textKuhn, Axel. Vernetzte Medien: Nutzung und Rezeption am Beispiel von "World of Warcraft". Konstanz: UVK Verlagsgesellschaft, 2009.
Find full textBainbridge, William Sims. The warcraft civilization: Social science in a virtual world. Cambridge, MA: MIT Press, 2010.
Find full textBook chapters on the topic "World of Warcraft. Computer games"
Wolf, Karsten D. "The Instructional Design and Motivational Mechanisms of World of Warcraft." In Computer Games and New Media Cultures, 557–69. Dordrecht: Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-2777-9_35.
Full textBarton, Matt. "World of Warcraft: An MMORPG for the Masses." In Vintage Games 2.0, 323–28. Boca Raton, FL ; London ; New York : Taylor & Francis, 2017.| Includes bibliographical references and index.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429280542-52.
Full textShultz Colby, Rebekah. "Using World of Warcraft for Translingual Practice: Teaching Recontextualization Strategies." In The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom, 315–33. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-63311-0_18.
Full textBerliner, Hans J. "Backgammon Computer Program Beats World Champion." In Computer Games I, 29–43. New York, NY: Springer New York, 1988. http://dx.doi.org/10.1007/978-1-4613-8716-9_2.
Full textLevy, David. "Games from the World Computer Championships." In Computer Chess Compendium, 382–407. New York, NY: Springer New York, 1988. http://dx.doi.org/10.1007/978-1-4757-1968-0_33.
Full textDeaker, Chris, Masood Masoodian, and Bill Rogers. "A Survey of Players’ Opinions on Interface Customization in World of Warcraft." In Lecture Notes in Computer Science, 198–213. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34292-9_14.
Full textShaffer, David Williamson. "Skills: Escher’s World." In How Computer Games Help Children Learn, 73–103. New York: Palgrave Macmillan US, 2006. http://dx.doi.org/10.1057/9780230601994_4.
Full textSherlock, Lee. "What Happens in Goldshire Stays in Goldshire: Rhetorics of Queer Sexualities, Role-Playing, and Fandom in World of Warcraft." In Rhetoric/Composition/Play through Video Games, 161–74. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137307675_13.
Full textGuillaume, Bouilly. "World Representation in Artificial Intelligence." In Encyclopedia of Computer Graphics and Games, 1–10. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-319-08234-9_308-1.
Full textMerritt, Don. "User-Generated Accessibility in Virtual World Games." In Lecture Notes in Computer Science, 349–58. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57987-0_28.
Full textConference papers on the topic "World of Warcraft. Computer games"
Siqueira, Elton Sarmanho, Carla Denise Castanho, Genaina Nunes Rodrigues, and Ricardo Pezzoul Jacobi. "A Data Analysis of Player in World of Warcraft Using Game Data Mining." In 2017 16th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2017. http://dx.doi.org/10.1109/sbgames.2017.00009.
Full textGarcia, Janet. "World of Warcraft." In ACM SIGGRAPH 2011 Computer Animation Festival. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2019001.2019085.
Full textAguilar, Kelly. "World of Warcraft." In ACM SIGGRAPH 2013 Computer Animation Festival. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2503541.2503636.
Full textUnknown. "World of WarCraft." In ACM SIGGRAPH 2007 computer animation festival. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1281740.1281873.
Full textBlake, Angela. "World of WarCraft." In SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2745234.2746926.
Full textHorn, Brian, Taka Yasuda, David Satchwell, Chris Thunig, Fabio Zungrone, and Robert Brooks. "World of Warcraft." In SIGGRAPH '20: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3368827.3388448.
Full textMessenger, Marc, Kevin Vanderjagt, David Stephens, and Fabio Zungrone. "@World of Warcraft." In SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3446562.3457945.
Full textSheng-yi Hsu, Julian Togelius, and Chung-tsai Sun. "Towards market seller modeling in World of Warcraft." In 2014 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2014. http://dx.doi.org/10.1109/cig.2014.6932918.
Full textMiller, John L., and Jon Crowcroft. "Avatar movement in World of Warcraft battlegrounds." In 2009 8th Annual Workshop on Network and Systems Support for Games (NetGames). IEEE, 2009. http://dx.doi.org/10.1109/netgames.2009.5446226.
Full textCrenshaw, Nicole. "Social Experience in World of Warcraft." In CHI PLAY '16: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2968120.2990468.
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