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1

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.

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Hermansson, 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.

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In 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.

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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.

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Tran, 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/.

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The proliferation of the Internet and online-based social interactions has become an increasingly popular topic with communication scholars. The goal of this study was to explore how massively multi-player online role playing game (MMORPG) players make sense of and negotiate their online social interactions. This study (N = 292) examined how players of SecondLife and World of Warcraft evaluated their online relationships compared to their offline relationships and investigated how different levels of realism within different MMORPGs effected player's online experiences. The results indicated that players of SecondLife placed higher values of emotional closeness to their online relationships when compared to players of World of Warcraft and SecondLife was rated more real by its players than World of Warcraft. Results further indicated that players of SecondLife had higher levels of perceived online emotional closeness when compared to perceived offline emotional closeness. Implications of this study focus on developing a bottom up holistic profile of online game players as opposed to the current top down research model.
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Dutton, Nathan T. "PARTICIPATORY QUITTING: QUITTING TEXTS AND WORLD OF WARCRAFT PLAYER CULTURE." Ohio : Ohio University, 2007. http://www.ohiolink.edu/etd/view.cgi?ohiou1172851023.

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Ritter, 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.

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7

Stenberg, 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.

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Through more than five years of extensive, participatory research the writer became a fully integrated member of the World of Warcraft community he set out to study. By actually living the grounded practices that constitute the everyday life he concludes that the mundane, often repetitive practice has very little to do with the cyber-utopian claim that one can flee the body and become who they want on the Internet. Instead this doctoral thesis argues that the constant transitions of the borders between offline and online, virtual and real, body and avatar, play and work, player and producer are best described with the concept of leakage. Using leakage to describe the perforated borders that surrounds the game not only allows an understanding of World of Warcraft as a powerful site for production of meaning and culture but also places it far from the traditional understandings of separated fun, play and games. Play as an activity has traditionally been described with three intrinsic features: it is separable from everyday life, in particular from work; it is safe, meaning that it isn’t productive nor does it carry consequence and finally that play is pleasurable or fun. World of Warcraft doesn’t easily admit to these features and should not be understood as neither innocent utopia nor as a devoured mimesis, but rather as an expansion of the life space where players repeatedly and deliberately stretch beyond the producer’s intentions and create a world consisting of work, unwritten social norms, creativity and friendship. Players are social laborers that produce the core of what makes World of Warcraft what it is: a serious game.
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Kavetsky, 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.

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9

Chagas, 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/.

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Os jogos eletrônicos denominados Massive Multiplayer Online, nos quais milhares de pessoas podem estar conectadas simultaneamente, são tomados como exemplo atual de jogos coletivos. A partir da análise biopolítica de Michel Foucault, são investigadas as construções identitárias individuais, os papéis sociais e compromissos assumidos com outros jogadores e as aprendizagens e disciplinas reforçadas em tais jogos, tomando como referência o jogo World of Warcraft, o mais popular do gênero, atualmente. O trabalho de campo foi realizado com jogadores e com os websites oficiais do jogo selecionado, por onde circulam os regimes de verdades que aqui nos interessam. A cibercultura é compreendida, neste trabalho, como condição da engenharia social que reconfigura as distâncias e limites físicos e temporais, reforçando modos de sujeição sempre mais individualizados e referenciados por discursos de agrupamentos espraiados. O tipo de jogo analisado neste trabalho, além de tornar-se popular por empregar instrumentos e práticas próprias das novas tecnologias eletrônicas, favorece a análise de que as formas de governo e de controle sobre a vida estejam cada vez mais apuradas, transbordando por todos os planos da existência. Tal análise possibilita a problematização de discursos científicos, principalmente na última década, a respeito das práticas entre sujeitos, envolvendo jogos eletrônicos, e principalmente quando se referem às práticas em educação e aprendizagem.
The 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.
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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.

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The 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.

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Ericsson, Emil, and Martin Adolfsson. "Låt det förflutna tillhöra det förflutna : En studie om datorspel, socialt välbefinnande och kunskapsmässig utveckling." Thesis, Linnéuniversitetet, Institutionen för utbildningsvetenskap (UV), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-39663.

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This study investigates the effects that commercial computer games have on young individuals social comfort and learning progress. As a systematic study of literature, scholarly articles have been analysed in order to illuminate the positive as well as negative effects on social comfort and learning progress that may come with playing computer games. The social effects have mainly been discussed with role-playing games, such as World of Warcraft, as starting point, while the learning effects have been coupled with strategy games, such as Civilization IV. The study does not simply declare how these games can be good for these factors, but also in what respect computer games may prevent the development of young individuals socials skills and learning progress. The study showed that in spite of perpetual prejudices against computer games in the technological age, computer games might actually be good to use as a tool in order to authorize the development of young individuals regarding learning and social aspects. However, computer games may as well become the source of problems regarding time, family and school results.
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Szabo, Vio. "Spelare som råkar vara kvinnor : Öppningar och begränsningar i genus, sexualitet och spelarnätverk i World of Warcraft." Thesis, Södertörn University College, The School of Culture and Communication, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-2031.

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Gabrielsson, Andree. "The Changing Social Experience in World of Warcraft : Social Affordances in World of Warcraft and their impact on the Social Gaming Experience." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16499.

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Design philosophies in MMOs seem to have seen a shift in recent years. What used to be designs for social dependencies and challenging content seems to have become designs for social independence and casual play. This has not gone by unnoticed by communities of players that have gradually increased in size, hoping to find regression in design philosophies for their favorite games. This study combines the social component of Yee’s (2006) model for motivations for online play with Bradner’s (2001) concept of social affordances, and quantitative surveys with qualitative interviews in order to examine how the social player experience in World of Warcraft has changed in relation to changes made to the game. Some of the findings are that the incentives and necessity for socializing with strangers in the game has generally diminished as a consequence of changes made in the game that focus on practical efficiency. External factors that seems to have played a role in these results are age, technological contexts and life contexts of the respondents.
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14

Vlisides, James C. "Rendering the Other: Ideologies of the Neo-Oriental in World of Warcraft." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363105916.

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15

Eklund, Lina. "The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity." Doctoral thesis, Stockholms universitet, Sociologiska institutionen, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-83163.

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This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. Applying an everyday perspective, focus is on gamers’ day-to-day practices and experiences. Studies I and II enquire into relational aspects of social gaming based on interviews and survey data. Study III investigates the relationship between game design and gamer agency and its importance for social interaction with strangers, using in-game participant observation. Lastly in Study IV, building on interviews, female gamers come to the fore as their gender construction in an online game is examined with the aim of understanding the connection between online and offline. The main result concerns how social gaming takes place in various social relations. How gaming comes to be―what it means―is dependent on the relations between gamers, be they family members, real life friends, Internet friends or strangers. In these interactions, gender and sexual identity are realized; in the relations between gamers, physical proximate or online. Finally, virtuality is shown to be a social accomplishment of the people engaging in games rather than a property of the games themselves. Focus on the relational unveils how gaming comes to be in the process of interaction, a process at the same time dependent on underlying structures, i.e. games as designed platforms with certain affordances for social behaviour. We are able, thus, to reconcile the social constructivist position that (social) gaming is created in the relations between gamers engaging in games with the more formalist approach that games are rule based structures. Games create a foundation for interaction that can further develop into the creation/maintenance of relationships and identity.

At the time of the doctoral defense, the following papers were unpublished and had a status as follows: Paper 1: Manuscript. Paper 2: Manuscript. Paper 3: Manuscript.

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Miller, John. "Distributed virtual environment scalability and security." Thesis, University of Cambridge, 2011. https://www.repository.cam.ac.uk/handle/1810/241109.

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Distributed virtual environments (DVEs) have been an active area of research and engineering for more than 20 years. The most widely deployed DVEs are network games such as Quake, Halo, and World of Warcraft (WoW), with millions of users and billions of dollars in annual revenue. Deployed DVEs remain expensive centralized implementations despite significant research outlining ways to distribute DVE workloads. This dissertation shows previous DVE research evaluations are inconsistent with deployed DVE needs. Assumptions about avatar movement and proximity - fundamental scale factors - do not match WoW's workload, and likely the workload of other deployed DVEs. Alternate workload models are explored and preliminary conclusions presented. Using realistic workloads it is shown that a fully decentralized DVE cannot be deployed to today's consumers, regardless of its overhead. Residential broadband speeds are improving, and this limitation will eventually disappear. When it does, appropriate security mechanisms will be a fundamental requirement for technology adoption. A trusted auditing system ('Carbon') is presented which has good security, scalability, and resource characteristics for decentralized DVEs. When performing exhaustive auditing, Carbon adds 27% network overhead to a decentralized DVE with a WoW-like workload. This resource consumption can be reduced significantly, depending upon the DVE's risk tolerance. Finally, the Pairwise Random Protocol (PRP) is described. PRP enables adversaries to fairly resolve probabilistic activities, an ability missing from most decentralized DVE security proposals. Thus, this dissertations contribution is to address two of the obstacles for deploying research on decentralized DVE architectures. First, lack of evidence that research results apply to existing DVEs. Second, the lack of security systems combining appropriate security guarantees with acceptable overhead.
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Bezerra, Flávio Soares. "Identidades e poderes no World of Warcraft." Universidade Federal de Sergipe, 2016. https://ri.ufs.br/handle/riufs/5690.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
Factors like globalization have unleashed changes in the human being way of life, bringing new practices into the quotidian (BAUMAN, 2001; LÉVY, 1996). In this work, it is relevant to focus in one of these present day practices; the act of play (electronic games). Disseminated mainly because of its function as an entertainment product and socially recognized as such, the electronic games pass through a filter which depreciates activities that are inherent to its process and need in today‟s classroom practice, as agreed in the OCEM (BRASIL, 2006). When acknowledged beyond entertainment, electronic games compose a cultural artifact and stir one of the world‟s greatest industries, besides being even more constant in the academy. Studies related to electronic games are being developed in several areas, rendering the practice of play problematic and demystifying it as a good or bad practice in its totality. In this context, this research aims at analyze questions of identity and power in the electronic game World of Warcraft from Blizzard Entertainment (2004-2016). For this purpose, besides a bibliographical study, the researcher‟s participation is employed in an ethnographical investigation as well as an interview with players from Brazilian realms. Therefore, the “moveable feast” taken as the late-modernity man‟s identity is discussed (HALL, 2011), the proposition of the identity construction as a process observed in real, virtual and projective instances is also taken into account (GEE, 2003). The relations of power scattered in the virtual space are brought into the light of Foucault‟s argumentation (2003; 2004) considering to what extent and in what manner the mechanisms of power act in the game and how they can be understood.
Fatores como a globalização têm desencadeado mudanças no modo de vida do ser humano, trazendo novas práticas ao cotidiano (BAUMAN, 2001; LÉVY, 1996). Neste trabalho, faz-se relevante o foco em uma dessas práticas atuais: o jogar (jogos eletrônicos). Disseminados principalmente devido a sua função como entretenimento e socialmente reconhecidos como tal, os jogos eletrônicos passam por um filtro que desmerece atividades inerentes ao seu processo e que são necessárias na sala de aula de hoje, de acordo com as OCEM (BRASIL, 2006). Visto além do entretenimento, os jogos eletrônicos compõem um artefato cultural e movimentam um dos maiores mercados mundiais, além de estarem cada vez mais presentes na academia. Estudos em relação aos jogos eletrônicos, desenvolvidos em diversas áreas, problematizam e desmistificam a prática de jogar como sendo totalmente benéfica ou maléfica. Nesse contexto, esta pesquisa tem como objetivo analisar questões sobre identidade e poder no jogo World of Warcraft, produzido pela Blizzard Entertainment (2004-2016). Para tanto, além do estudo bibliográfico, emprega-se a participação do pesquisador em investigação etnográfica e entrevista junto a jogadores dos reinos brasileiros. Assim, discute-se a “celebração móvel” que é a identidade do sujeito pós-moderno (HALL, 2011), tomando também como orientação a proposta de que o processo de construção de identidade pode ser observado no âmbito do real, do virtual e daquilo que é projetado no jogo (GEE, 2003). Observam-se também as relações de poder que são difundidas neste espaço virtual à luz das argumentações de Foucault (2003; 2004), considerando até que ponto e de que maneira os mecanismos de poder atuam no jogo e como estes podem ser entendidos.
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Rosier, Kady N. "Of humans and avatars: how real world gender practices are brought into World of Warcraft." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39573.

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This thesis explores the idea of how people 'do gender' in their online use of avatars, specifically avatar choice. A secondary question of whether or not a chatterbot can be used as a potential interviewer will also be examined as a tool acquiring large amounts of interview data. Gender is one of the ways in which we structure our society, and is completely omnipresent. We cannot opt out of participating in our gender, as we are constantly performing and reaffirming it. Because of this, gender performance and choice spills over into all domains. This includes entertainment such as massively multiplayer online games, both in how the designers make the game, and what the players bring to the game. Deconstructing how and why people engage in these gendered practices and choices becomes an interesting avenue of research, because it allows researchers to partially separate the mental aspects of gender from physical attributes, as the players' physical bodies are not actually in the game. Through the lens of the popular massively multiplayer online game, World of Warcraft, this thesis will utilize a qualitative user research study to understand how gender affects avatar choices. Prior research identified areas where players brought real world gender norms into the games they played. This research study will extend previous research by having players identify why they made the choices they made for their avatars, and how they feel about those choices. The methodology for this study will also involve using a chatterbot as a way of gathering interviews. In normal person-to-person interview studies, recruiting and organizing meetings for these interviews can often be a difficult task. This thesis brings in the idea of using a chatterbot as a mechanism to gather more interviews in a shorter time span to alleviate the problem of getting these one-on-one interviews in some types of studies.
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Silverpanda, Tim. "Personlighetstest för karaktärsval i World of Warcraft." Thesis, University of Skövde, School of Humanities and Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4089.

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Det här arbetet behandlar frågan huruvida man kan använda etablerade studier av spelartyper och spelarbeteende av främst Bartle och Bateman, för att på ett praktiskt sätt hjälpa spelare att optimera sin spelupplevelse. Målet har varit att ta fram en metod för att hjälpa spelare att hitta den roll i onlinerollspelet World of Warcraft som passar spelarens spelartyp allra bäst och som denne har störst chans att uppskatta spelupplevelsen mest igenom.

Detta har gjorts genom ett personlighetstest innehållande 21 frågor baserade på forskning av spelartyper och spelarbeteende. Utifrån testtagarens svar bedöms dennes spelartyp och den klass i World of Warcraft som bäst bedöms passa spelarens preferenser föreslås. Personlighetstestet har testats av en 15 personer stor testgrupp och resultaten visade på ett övervägande positivt mottagande och merparten var nöjda med den föreslagna klassen och tyckte spelartypsbeskrivningen passade dem.

Utifrån resultaten av undersökningen dras slutsatser kring att det finns ett stort intresse för en personlighetstest av den typen, och att det har en stor potential att hjälpa både spelare att hitta sin roll i spelvärlden och för spelutvecklare att se vad som lockar i sin spelvärld och vilka spelartyper som de kanske bör satsa mer på att locka om de vill utvidga sin spelarbas.

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Valtin, Georg. "Prosoziales Verhalten in virtuellen Welten am Beispiel von Online‐Rollenspielen." Doctoral thesis, Universitätsbibliothek Chemnitz, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-156602.

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Die vorliegende Dissertation untersucht am Beispiel von Online-Rollenspielen, wie sich prosoziales Verhalten in virtuellen Umgebungen im Vergleich zu dem in realen Umgebungen unterscheidet. Ausgangspunkt für die Untersuchungen sind die Modelle zum und Einflussgrößen auf das prosoziale Verhalten, die als Ergebnisse der einschlägigen Forschung realer Hilfesituationen vorliegen. Unter Berücksichtigung der Charakteristika und Besonderheiten von Online-Rollenspielen werden verschiedene Variablen wie Attraktivität des Hilfeempfängers, Ähnlichkeit zwischen Helfer und Hilfeempfänger, die Schwere der Notsituation und Gruppenzugehörigkeit auf ihre Auswirkung auf das prosoziale Verhalten in virtuellen Szenarien getestet. Um ein maximales Maß an externer Validität zu gewährleisten, kommt dabei die Methode der In-situ-Untersuchung zum Einsatz, bei der das Verhalten der Probanden in natürlichen Spielsituationen erfasst wird. Die Ergebnisse zeigen bei weiblichen Avataren einen signifikanten Einfluss der Attraktivität bei männlichen Helfern, wohingegen es bei fehlender Verfügbarkeit von Attraktivitätsmerkmalen keine Geschlechtsunterschiede gibt. Kein Einfluss auf prosoziales Verhalten kann bei den Variablen Schwere der Notsituation und perzeptueller Ähnlichkeit nachgewiesen werden. Darüber hinaus wird mittels einer Fragebogenstudie der Einfluss dispositionaler Merkmale, die unter dem Begriff prosoziale Persönlichkeit zusammengefasst werden, auf prosoziales Verhalten untersucht. Dabei zeigt sich, dass die positiven Prädiktoren empathic concern, other-oriented moral reasoning und der negative Prädiktor personal distress einen signifikanten Einfluss auf das Auftreten prosozialen Verhaltens in realen und in virtuellen Szenarien haben. Allerdings unterscheidet sich die Höhe des Einflusses dieser Variablen in Abhängigkeit der Zielpersonen des prosozialen Verhaltens (Ingroup vs. Outgroup) sowie des Umgebung (real vs. virtuell).
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Welsh-Morgan, Bryan. "The Impact of Online Games such as World of Warcraft on Today's Youth." UOIT, 2010. http://hdl.handle.net/10155/64.

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Forsgren, Oskar, Daniel Nilsson, and Christoffer Forsberg. "Machinima : Ett kulturellt fält i rörelse." Thesis, Linköpings universitet, Institutionen för studier av samhällsutveckling och kultur, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-64263.

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I mitten av 1990-talet närmare bestämt 1996 gjordes en film kallad Diary of a Camper. Filmen handlade om en person som satt och lurpassade på sina fiender i ett datorspel. Det som var speciellt med denna film var inte handlingen eller något fantastiskt kameraarbete. Nej det som var speciellt var det faktum att filmen spelades in i ett datorspel. Denna film anses vara startskottet för machinimakulturen som idag omfattar flera tusen utövare världen över.Det var personerna bakom Diary of a camper som myntade uttrycket machinima som är en sammanslagning av de engelska orden ”machine” och ”animation” alltså maskin och animation. Det finns en annan tolkning där ordets andra stavelse är ”cinema” istället för ”animation” men den officiella ska vara det tidigare. Vad än ordet machinima är ihopsatt av är det en filmteknik där kreatören eller producenten spelar in sin historia i ett TV- eller datorspel. I denna uppsats tittar vi närmare på machinimakulturen och vad för regler, attityder och förhållningssätt som finns i denna tilldags dato, anno 2010, något outforskade arena.
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Spottke, John Christopher. "Ethnographic reflection on group formation in Blizzard's "World of Warcraft"." Master's thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4569.

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Cyberanthropology or the anthropology of cyber space/culture is an emerging subfield of cultural anthropology that deals with the varied integration of human beings and technology. This specialized area of study focuses on topics ranging from new technologies used in ethnographic research to information and communication technologies utilized by specific societal groups. Communication technology encompasses the World Wide Web, email, and online multiperson interactive spaces such as chatrooms and video games. In this work, I ethnographically investigate human social interactions in the online gaming realm of World of Warcraft. On the whole, the expanding numbers of virtual communities in existence today offer new and exciting realms for social scientists in general, and anthropologists in particular, to expand their knowledge of social interaction. During the period between August 2007 and May 2009 I "lived" with the players of WoW as a participant observer. The culmination of this research spotlights virtual group formation and dynamics from an anthropological perspective and is intended to pave the way for future research.
ID: 029050327; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (M.A.)--University of Central Florida, 2010.; Includes bibliographical references (p. 41-46).
M.A.
Masters
Department of Anthropology
Sciences
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Young, Karl, and Gregory Troha. "Social Roles in Virtual World Games : A case study of the social role of rated battleground leader in World of Warcraft." Thesis, Uppsala universitet, Sociologiska institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-303620.

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Barbosa, Marcelo de Barros. "EUPAT for WoW: Uma ferramenta de assist?ncia ? programa??o por usu?rio final." Universidade Federal do Rio Grande do Norte, 2013. http://repositorio.ufrn.br:8080/jspui/handle/123456789/18069.

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Neste trabalho, apresentamos uma ferramenta cujo intuito ? auxiliar n?o-programadores, jogadores de videogame, na cria??o de extens?es na forma de Add-ons para World of Warcraft, o jogo online. Nele, o usu?rio pode criar extens?es customizando completamente sua interface, de forma a reinventar a sua experi?ncia de jogo e melhorar sua jogabilidade. A cria??o de extens?es para aplicativos e jogos surgiu da crescente necessidade de fornecer aos usu?rios mecanismos eficientes de Programa??o por Usu?rio Final, permitindo que os mesmos preenchessem suas necessidades singulares atrav?s da cria??o, customiza??o e especifica??o de extens?es em software. Em World of Warcraft mais especificamente, os Add-ons exploram um tipo de extens?o na qual os jogadores passam a programar sua pr?pria interface de usu?rio ou a fazer uso de interfaces criadas por outros usu?rios. No entanto, realizar a programa??o dessas extens?es - os Add-ons - n?o ? uma tarefa f?cil. Dentro deste contexto, desenvolvemos a ferramenta EUPAT for WoW (do ingl?s, End-User Programming Assistance Tool for World of Warcraft) que oferece assist?ncia ? cria??o de Add-ons. Al?m disso, investigamos como usu?rios jogadores com e sem conhecimento de programa??o s?o beneficiados. Os resultados desta pesquisa permitiram refletir sobre as estrat?gias de assist?ncia de programa??o por usu?rio final no contexto de jogos
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Koptur, Evren. "TRANSFERABLE LEARNING SKILLS OF AN MMORPG: A WORLD OF WARCRAFT QUEST." Kent State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=kent1459175932.

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27

Gregory, Clairellyn Rose. "Who Gender-Bends and Why? A Qualitative Study of World of Warcraft." PDXScholar, 2011. https://pdxscholar.library.pdx.edu/open_access_etds/421.

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According to a 2009 study, 68% of American households played video games (Entertainment Software Association). With this number continually on the rise, video games and their cultures are in need of further scholarly exploration. A video game of particular interest is a massive online game known as World of Warcraft, drawing over twelve million players worldwide (Blizzard Entertainment, 2010). With a cyberspace-based culture, World of Warcraft exposes its players to phenomenon that are unique to it, and thereby not easily understood through the same measures and evaluations offered by society at large. One such phenomena is that of gender, or more specifically the bending of gender by which players assume characters of the opposite gender. Although a common practice in video games like World of Warcraft, its motivations have yet to receive adequately scholarly attention. The present study seeks to explore the process of gender selection in the massive online game World of Warcraft through qualitative methods utilizing interviews, texts, and field notes. The data is then analyzed using Kellner's (2003) methods of critical analysis of media and Langian's (1975) work on thematization.
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28

Calka, Michelle. "Beyond newbie : immersion in virtual game worlds." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337190.

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The purpose of this thesis is to explore the following research question: How does immersion occur in a virtual game environment? Specifically, this study will focus on the Massively Multiplayer Online Role Playing Game (MMORPG) World of Warcraft. Approaching the question using a grounded theory methodology, the study finds that immersion takes place in two primary areas: Environmental and Social. Environmental immersion concerns technical aspects of the game including aesthetic detail, sensory stimulation, and narratives. Social immersion evolves as a paradigmatic opposition of cooperation and intimidation. Players are not fully immersed in the world until they have accepted cooperation as their dominant paradigm for play.
Department of Telecommunications
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29

Silva, Sylker Teles da. "Moodle vs. World of warcraft: análise comparativa dos ambientes virtuais de aprendizagem no Amazonas." Universidade Federal do Amazonas, 2010. http://tede.ufam.edu.br/handle/tede/2348.

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CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
Virtual environments for online learning are major communication tools for distance education, a crescent way of learning in Brazil and the world. On the other side is the technology of the massive environments in three dimensions, in the form of electronic games that bring more supporters to the simulated universes. The problem encountered on these systems is that increasingly, young people are choosing games over classroom. This work is dedicated, therefore, to investigate such virtual environments in order to compare two systems and point out similarities and differences. This is an attempt to find out if we can combine a virtual learning environment with a massive online game. The study of such ecosystems of virtual communication can strongly contribute to regions like the Amazon, with their isolated communities and its needs of inclusive technologies like non-attendance teaching. Thus the state of Amazonas is the field for this study. A Virtual Learning Environment called Moodle and a massive multiplayer online game, titled World of Warcraft, were chosen for this comparison. Through the hypothetical inductive method and a comparative approach combined with qualitative and quantitative researches, it was possible to guide the studies, driving the investigation to three distinct fields: the online game, the Moodle system and the cyber cafes in the city of Manaus. The study hypothesized that it is possible to use an online game as a virtual learning environment. The result obtained confirms the predilection of young people for games and also shows that players of World of Warcraft can learn about the universe of the game without competing for it even if the game has not an educational purpose. Furthermore, Moodle provides important constructionist learning tools for the learning process. Thus we propose a hybrid learning environment synchronously, containing the best features of both systems.
Os ambientes virtuais de aprendizagem online representam importantes ferramentas de comunicação para a Educação a Distância, modalidade cada vez mais utilizada no Brasil e no mundo. Na outra margem tecnológica encontram-se os ambientes massivos em três dimensões, sob a forma de jogos eletrônicos que levam cada vez mais adeptos para os universos simulados. O problema encontrado nesses sistemas é que cada vez mais, os jovens estão preferindo os jogos virtuais do que as salas de aula. Este trabalho dedica-se, portanto, a investigar tais ambientes virtuais com o objetivo de comparar dois sistemas distintos e apontar similaridades e diferenças. Trata-se de uma tentativa de descobrir se é possível combinar um ambiente virtual de aprendizagem com um jogo massivo online. O estudo de tais ecossistemas comunicacionais virtuais pode contribuir sobremaneira com regiões como a Amazônia, com suas comunidades isoladas e carentes de tecnologias inclusivas para o ensino não-presencial. Dessa maneira o estado do Amazonas serve de campo para este estudo. Um Ambiente Virtual de Aprendizagem chamado Moodle e um jogo massivo multijogador online, intitulado World of Warcraft, foram escolhidos para realizar a compraração. Atraves do método hipotético indutivo foi utilizada uma abordagem comparativa aliada a outras abordagens da pesquisa qualitativa e quantitativa, foi possível nortear os estudos, elaborando uma investigação em três campos distintos: o jogo online, o sistema Moodle e as Lan Houses da cidade de Manaus. O estudo partiu da hipótese de que é possível utilizar um jogo massivo online como um ambiente virtual de aprendizagem. O resultado encontrado confirma a predileção dos jovens pelos jogos e revela ainda que os jogadores de World of Warcraft conseguem aprender acerca do universo do jogo sem concorrer para tal e sem que o jogo tenha uma finalidade educacional. Por outro lado, o Moodle possui ferramentas educacionais construcionistas importantes na constituição do aprendizado. Dessa forma é proposto um ambiente híbrido de aprendizagem síncrona, contento as melhores características dos dois sistemas
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30

Santos, Julio Cesar Gomes. "O fascinio e a espetacularização como pedagogias corporais no world of warcraft." Faculdade de Educação, 2016. http://repositorio.ufba.br/ri/handle/ri/20295.

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“O Fascínio e a Espetacularização como Pedagogias Corporais no World Of Warcraft.”, 247p. Tese (Doutorado), Faculdade de Educação, Universidade Federal da Bahia, Salvador-Bahia, 2016. O corpo sempre exerceu fascínio e os homens fizeram dele um dispositivo simbólico e cultural. Com o surgimento das tecnologias digitais se cria uma ampliação do seu processo de fascínio e espetacularização tendo nas relações sociais dos jogos online de MMORPG (Massively Multiplayer Online Role -Playing Game) um campo promissor para essa observação por se tratar de um espaço de ‘mundos persistentes’ em que se localizam relações sociais complexas. Nas redes o corpo está também para os aprendizados sociais. O argumento central da tese é que os processos de fascínio e espetacularização de si encontradas nas representações corporais do jogo online World of Warcraft, podem ser vistos como construtores de pedagogias corporais. O objetivo foi analisar nas criações corporais e nas relações dos personagens de jogadores do World of Warcraft processos de fascínio e espetacularização do corpo como parte das construções de pedagogias corporais. A metodologia utilizada foi a qualitativa de cunho descritivo e analítico, com dados construídos por meio de uma pesquisa participante e de entrevistas semi-estruturadas com roteiro. A pesquisa permitiu concluir, dentre outros aspectos, que os processos de fascínio e espetacularização de si, por meio de uma festiva exibição dos corpos dos personagens no jogo, embalados pela cultura da visibilidade, são estratégias para dão aos sujeitos acessos a diferentes experiências corporais mutantes. Esses corpos fascinantes e espetacularizados no jogo e em rede não se limitam apenas à aquisição de capital social, mas, também, são legítimos dispositivos pedagógicos e produtores de conhecimentos.
ABSTRACT The body has always held fascination and men made him a symbolic and cultural device. With the emergence of digital technologies to create an extension of its allure process and spectacle with the social relations of online games MMORPG (Massively Multiplayer Online Role Game -playing) a promising field for this observation because it is an area of 'worlds persistent 'where they are located complex social relations. In the networks the body is also to social learning. The central argument of the thesis is that the fascination processes and spectacle of themselves found in bodily representations of the online game World of Warcraft, can be seen as pedagogies body builders. The aim was to analyze the physical creations and relationships of the characters players of World of Warcraft fascination processes and spectacle of the body as part of the body pedagogies buildings. The methodology was qualitative descriptive and analytical, with data built through a participatory research and semi-structured interviews with script. The study concluded, among other things, that the fascination processes and spectacle of himself, through a festive display of the bodies of the characters in the game, packed the culture of visibility, are strategies to give individuals access to different bodily experiences mutants. These fascinating and espetacularizados in the game and network bodies are not limited to the acquisition of capital, but also are legitimate pedagogical devices and producers of knowledge. Keywords: World of Warcraft, Online Games and Education, Body Representations, Fascination and Spectacularization, pedagogies Body.
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31

Chiniquy, Michael. "Lyckade spelkomponenter : Vad ligger bakom World of Warcrafts popularitet?" Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-18526.

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I denna studie så kommer jag att analysera MMORPG-spelet World of Warcraft genom att utföra en analys i hopp om att isolera spelmekanismer och element som kan anses vara välfungerande och väldesignade. Jag kommer dessutom att bryta ner World of Warcraft till dess kärnkomponenter med hjälp av Interaction Centric Framework modellen som ett komplement till denna studie. Resultaten visar att World of Warcraft använder sig av många slags egenskaper och designval som skiljer sig själv från andra spel, som att dra ner på story element och att destillera spelets kärna till en väldigt grundlig ”morot-och-piska” formel som låter spelaren kunna spela oavbrutet utan att känna något skäl att sluta spela.
In this paper, I intend to analyze the MMORPG game World of Warcraft by conducting a formal analysis as a way to isolate game mechanics and elements that could be viewed as well-functioning and well-designed. I will also be breaking down the core components of World of Warcraft using the Interaction Centric Framework to complement the study. The results show that World of Warcraft employs a number of features and design choices that differentiates itself from other games, such as stripping the game of story elements and distilling the gameplay to a basic “carrot on a stick” formula, also leaving the player completely uninterrupted and undeterred during gameplay.
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32

Österljung, Patrik. "Dimensions of speech and writing in World of Warcraft chat transcripts." Thesis, Linnéuniversitetet, Institutionen för språk och litteratur, SOL, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-16959.

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The aim of this essay was to examine chat communication in the World of Warcraft on-line interactive game in order to place the chat on the formal/informal continuum using speech and writing as extremes, as well as to examine the linguistic context of the chat situation within a broadly Hallidayian perspective and tenor of the participants. A corpus of 3675 words was gathered from the game on the realm or game server of Bloodfeather. The data was analysed by counting the frequency of a few selected linguistic features and compared with examples of speech and writing. The research showed that the chat in World of Warcraft was highly informal and would on the continuum be placed as more informal than the speech extract used for comparison. The results also indicated that context plays a small role in shaping the chat conversation and that tenor have close to no significance at all.
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33

Razera, Bruno Ayres. "Interações estratégicas em games massivos online: visibilidade de simulacros identitários e a axiologia do Transmog em World of Warcraft." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21357.

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Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq
The research investigates how the game mode Massively Multiplayer Online Role Playing Game (MMORPG), by strategic concomitance, directs the player to operate by the visibility, to build the meaning of their simulacra identity. Concomitance, according to linguistics, is the designation of one or more actions, things or facts that occur simultaneously; coexistence or simultaneity. In this study the strategic concomitance has the coexistence as the relation of a strategist sender with the subject that provides his own tactic in simultaneity, working values in a same logical line. The most popular game of the genre, World of Warcraft (WOW), is taken as an object, as the immersion of its players is sanctioned by its great geographic reach and number of users who remain, year after year, faithful to the product, generating a movement large volume financial instrument, as well as employing new electronic technology tools and practices. The act of playing keeps the subject in interaction with other subjects and in the operation of this visibility that they construct identity simulations, shaped by the enunciative choices to make-see. In the analysis of the game, the use of the device called "transmog" was used to transform the appearance of the player's equipment. Syntagmatic operations call the device in its placement in discourse and thus build the axiology that makes the subject have to be, a simulacrum of socialized doing that establishes visibility as its main value. The theoretical-methodological support for the analysis is given by the discursive semiotic theory of Greimas (2014, 2007, 2002), which structures the generative path of meaning, the basis of the construction of meaning. It is also supported by Landowski's (1992, 1997, 2013, 2014a, 2014b) socio-demographic concept that, through the regimes of meaning and interaction, as well as through the regimes of visibility, allows to elucidate lived practices of the participants and their simulacrums built in the game. The theories of other semioticians are also bases for the elaboration of the axiological taxonomy of transmog. The bibliographical references also include a review of the history of the games and the survey of works with this theme. To carry out the study, there are analyzes of the transmog phenomenon, highlighting the dynamics of the interactions of the audience of World of Warcraft; in short, the study of the discursive practices of this device in the game, surrounded by the regimes of visibility, meaning and interaction. It was possible, with this, to verify the hypothesis that the visibility values in the game allow to maintain and extend the immersion of the players in a continuity, corresponding to the social practices: transmog, this device in game, does not determine the values in game, as facilitator and computer of an axiological exchange shared to the player. In addition, this work contributed to the theoretical basis for the area of communication that deals with the strategies of the gaming industry
A pesquisa investiga como a modalidade de game Massively Multiplayer Online Role Playing Game (MMORPG), por concomitância estratégica, direciona o jogador a operar pela visibilidade, para a construção do sentido de seus simulacros identitários. Concomitância, de acordo com a linguística, é a designação de uma ou mais ações, coisas ou fatos que ocorrem em simultâneo; coexistência ou simultaneidade. Neste estudo a concomitância estratégica tem como coexistência a relação de um destinador estrategista com o sujeito que provê própria tática em simultaneidade, trabalhando valores em uma mesma linha lógica. O game World of Warcraft (WOW), mais popular do gênero, é tomado como objeto, pois a imersão de seus jogadores é sancionada por seu grande alcance geográfico e número de usuários que permanecem, ano após ano, fiéis ao produto, gerando uma movimentação financeira de grande volume, além de empregar instrumentos e práticas novas de tecnologias eletrônicas. O ato de jogar coloca o sujeito em interação com outros sujeitos e é na operação dessa visibilidade que são construídos simulacros identitários, moldados pelas escolhas enunciativas para fazer-ver. Recortou-se, na análise do game, o uso do dispositivo denominado como “transmog”, que consiste em permitir transformar esteticamente a aparência dos equipamentos do jogador. As operações sintagmáticas convocam o dispositivo na sua colocação em discurso e assim constroem a axiologia que faz o sujeito ter para ser, simulacro do fazer socializado que instaura a visibilidade como seu principal valor. O suporte teórico-metodológico para a análise é dado pela teoria semiótica discursiva de Greimas (2014; 2007; 2002), que estrutura o percurso gerativo de sentido, a base da construção da significação. Apoia-se também na sociossemiótica de Landowski (1992; 1997; 2013; 2014a; 2014b) que, pelos regimes de sentido e de interação, assim como pelos regimes de visibilidade, permite elucidar práticas vividas dos partícipes e do seu fazer em sociedade, pelos simulacros construídos no game. As teorias de outros semioticistas são também bases para a elaboração da taxonomia axiológica do transmog. Os referenciais bibliográficos incluem ainda uma revisão da história dos games e do levantamento de trabalhos com esta temática. Para realizar o estudo, há análises do fenômeno do transmog, destacando a dinâmica das interações do público de World of Warcraft; em minudência, a do estudo das práticas discursivas desse dispositivo no game, nos envoltos dos regimes de visibilidade, de sentido e de interação. Foi possível, com isso, verificar a hipótese de que os valores de visibilidade no game possibilitam manter e ampliar a imersão dos jogadores em uma continuidade, correspondente às práticas sociais: o transmog, este dispositivo in game, não determina os valores em jogo, funcionando como facilitador e ordenador de um câmbio axiológico partilhado ao jogador. Além disso, este trabalho contribuiu para o embasamento teórico para a área da comunicação que trata das estratégias da indústria dos games
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Kuhn, Jeffrey. "Games as Complex Social Spaces: An Ethnographic Investigation into the Distributed Cognition and Problem Solving in World of Warcraft." Ohio University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1489069153773136.

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35

Campedelli, Gabriela. "Bem vindos a Azeroth: aspectos da economia lúdica nos mundos fantásticos." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/27/27153/tde-29092009-154338/.

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Esse trabalho tem como finalidade a análise de aspectos econômicos e sociais do mundo sintético World of Warcraft, um Massively Multiplayer Online Role Playing Game (MMORPG). A escolha desse jogo se dá pela sua popularidade no mundo, contando com mais de 11 milhões de jogadores segundo dados divulgados pela Blizzard Entertainment, em outubro de 2008. A etnografia, que se desenvolveu online realizada por meio de dez personagens especialmente criados para integrar o jogo nas terras virtuais de Azeroth, observa os aspectos de desenvolvimento da comunidade de jogadores e dos mecanismos de governança da Blizzard, constitui uma introdução a jogos desse gênero, com o objetivo de ressaltar a dinâmica econômica que se estabelece nesse complexo universo digital. O jogar é uma fonte de valor e o lúdico tem a sua própria economia.
This work aims to analyze economic and social aspects of the synthetic world entitled World of Warcraft, a Massively Multiplayer Online Role Playing Game (MMORPG). This choice was made because of the popularity of this game around the world, counting 11 million players according to Blizzard Entertainments data published in October 2008. The etnography was developed online by ten avatars speacially created to take part of the world inside the virtual land of Azeroth, and observes the developing aspects of the player communities and their relationship with Blizzard governance while it also constitutes an introduction to this genre of game which highlights the economic dynamics of this complex digital universe. Play is a source of value and the ludicity has its own economy.
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Hedin, Ellen. "Through the Looking Glass into the World of Computer Games." Thesis, Halmstad University, School of Social and Health Sciences (HOS), 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-2403.

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Viamonte, Connie M. "You Crit Like a Girl: the Performance of Female Identity in the Virtual Gaming Community World of Warcraft." FIU Digital Commons, 2015. http://digitalcommons.fiu.edu/etd/2273.

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This dissertation examines how gender is expressed and performed in the virtual gaming community of World of Warcraft. Players were approached through the medium of the game and through various on-line bulletin boards to answer surveys and open-ended interview questions about their experiences as a female player or with female players in this virtual society. In addition to answering questions, this project involved participant observations within several different types of realms or servers in World of Warcraft in order to gain a better understanding of community dynamics. The premise for this research is working through an idealistic notion that virtual communities might break down gender lines through allowing members to pick their gender or doing away with biological differences in gender altogether. This research hopes to dissect this idea and, furthermore, fill an important gap in existing sociological studies about virtual societies and games by making the argument that gender stereotypes carry over from the physical world into virtual spaces and, consequently, affect the vabried interactions of players within this virtual community as well as the gender performance of female players, in particular. Observations and game design suggests that many of the aesthetic principles of the female avatars available in World of Warcraft cater to attracting heterosexual male players. Clothing and armor is revealing and female avatars are highly sexualized not just through appearance, but through programmed behaviors in the game. This research examines the effects of such pre-conditioned parameters on the population of this top ranked game.
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Jonsson, Andreea Florentina. "In computer veritas : Flaming as a form of toxic online disinhibition and its triggers in World of Warcraft." Thesis, Uppsala universitet, Medier och kommunikation, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-257180.

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Being active in an online environment has become part of our day to day life. The protection of anonymity, invisibility and lack of authority on online platforms ranging from social media to gaming, allows people to act uninhibitedly in a setting often populated by foul language. Acting in an offensive manner while being online has been the subject of various studies, which range from behaviour in e-classrooms, to flaming used as means of entertainment, to cyber-bullying. This thesis examines the occurrences of offensive language usage in online gaming, specifically in World of Warcraft, and attempts to identify the triggers that lead to hostile communication within the game and to map the manner players act in flaming settings. A chat log analysis was used to comprise a list of most frequently utilized offensive words. A questionnaire was applied in order to collect data regarding players evaluation of these words, their mind set when in flaming situations and their reactions to and motivations of offensive behaviour. The research results show that, in flaming settings, players choose to either take a reactive stance and remove themselves from potentially offensive situations, or to act proactively and flame back or get the “flamers” punished. Furthermore, the results show that there are certain words, emotes and situations that are generally directly linked to volatile occurrences. In conclusion, gaming is no stranger to the shortcomings being online entails and a more balanced threshold for offensive behaviour acceptance must be re-established.
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Perkins, Kyle Eric. "Lifesigns: Successful Storytelling in Open-World Games." Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1290205847.

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Mackie, William Gavin. "Loading world (re)creating life, nature and cosmos in evolutionary computer games." Thesis, Goldsmiths College (University of London), 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.514321.

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41

Pettersson, Albin. "Analys av modell och kodningsschema för teamcognition baserat på mutual belief." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-104174.

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Team cognition är en teori som beskriver gruppers beslutsfattandeprocesser. Detta arbete utvärderaren modell för team cognition baserat på mutual belief samt analyserar ett kodningsschema som ärbaserat på denna modell. Modellen utvärderades med hjälp av en högpresterande grupp dataspelare(World of Warcraft) vars kommunikation analyserades. Dataspelarnas kommunikation transkriberades och kodades enligt kodningsschemat. Analysen visade att mycket av spelarnas verbala kommunikation berör visuella cues exempelvis andra spelares positionering och aktiviteter. Team cognition-modellen kan ge ett nödvändigt djup och insyn i hur aktörerna tar hänsyn till varandras mentala modeller. Det analyserade kodningsschemat tycks dock inte följa modellen vad gäller aktörernas implicita hänsynstaganden till varandra, exempelvis vad det gäller tillit.
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42

Stensson, Einar. "The Social Structure of Massive Multiplayer Online Communities : Investigating the social network of a World of Warcraft guild." Thesis, Stockholm University, Stockholm University, Department of Sociology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-28516.

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The growing role of communication using computers in people’s everyday lives is reflected by the debates about massive multiplayer online role playing games (MMOs) like World of Warcraft and the Internet as a whole. While people may be driven by the same psychological drives that have spurred interaction between people in the past, this interaction is increasingly facilitated with the use of computer mediated communication (CMC). Can strong relations form between people that are separated by great distances in space using CMC? The presence of strong relations in MMOs could open the possibility for MMO communities to thrive.

A social network analysis of a MMO guild with 50 members was conducted using an online survey, which produced a non-response rate of 50 percent. Participants were asked about their age, the time they had spent in the guild and their gender in order to explain the social structure of the networks. They were then asked to state the strength of their relations with each of the other members of the guild on a scale from ―one, neutral‖ to ―five, strong friendship‖. The social network analysis program Pajek was used to investigate the characteristics of the social network using so called sociograms.

The essay concludes that numerous strong relations exist within the guild and that a long time spent in the guild increases the number of strong relations a guild member has. The results show that guilds may form the cohesive backbone of MMO communities and proposes that future research be conducted on the brokerage between guilds in MMO communities in order to produce a comprehensive view of the social structure of MMO communities.

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43

Anteros, Linnarsson Oliver, and Sebastian Lorenzo. "Strategy Synthesis for Real-world Problems Modeled as Single-player Games of Imperfect Information." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280339.

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When most people play games, they attempt to intuitively come up with a winning strategy. However, algorithmic ways of synthesizing winning strategies for games does exist. These methods usually requires an abstract way of representing the game. One way of constructing such an abstract representation is known as knowledge-based subset construction (KBSC). This thesis explores the possibility of modeling real-world problems as games of imperfect information, as well as the possibility and feasibility of synthesizing knowledge-based strategies from the model with the help of KBSC. This is done by first synthesizing a strategy for a simple real-world problem through intuitive reasoning. Then attempting to model the same problem as a game of imperfect information, applying KBSC on it, and synthesizing a knowledge-based strategy from that. The problem that was chosen for modeling, was that of an automatic vacuum cleaning robot with a broken navigation system, tasked with vacuum cleaning two rooms. It was found that it is indeed possible to model real-world problems as games of imperfect information and to synthesize knowledge-based strategies for them with the help of KBSC. The knowledge-based strategy was found to be 20% more effective than the one synthesized through intuitive reasoning. However this was a rather simple problem in and of itself, and it was also limited to only a single agent. Furthermore the sample size of people attempting to synthesize strategies through intuitive reasoning was extremely limited. Thus further study is needed to verify the findings presented in this thesis.
Oftast när en person spelar ett spel så försöker han eller hon intuitivt komma fram till vinnande strategier. Men det finns även algoritmiska sätt att syntetisera vinnande strategier för spel. Dessa metoder kräver vanligtvis ett abstrakt sätt att representera spelet. Ett sätt att konstruera en sådan abstrakt representation är KBSC, eller "knowledge-based subset construction". Detta kandidatarbete undersöker möjligheten att modellera verkliga problem som spel av ofullständig information, samt möjligheten och genomförbarheten av att syntetisera kunskapsbaserade strategier från modellen med hjälp av KBSC. Detta genomförs genom att först syntetisera en strategi för ett enkelt verkligt problem genom ett intuitivt resonemang. Därefter modelleras samma problem som ett spel av ofullständig information, sedan tillämpas KBSC på modellen och en kunskapsbaserad strategi syntetiseras utifrån det. Problemet som valdes för modellering var det av en automatisk robotdammsugare med ett trasigt navigationssystem, med uppgiften att dammsuga två rum. Det visade sig att det faktiskt var möjligt att modellera verkliga problem som spel av ofullständig information och att syntetisera kunskapsbaserade strategier för dem med hjälp av KBSC. Den kunskapsbaserade strategin visade sig vara 20% mer effektiv än den som syntetiserades genom intuitivt resonemang. Detta var dock ett ganska enkelt problem och det var också begränsat till endast en enda agent. Dessutom var antalet personer som försökte syntetisera strategier genom intuitivt resonemang extremt begränsad. På grund av detta behövs ytterligare undersökning för att verifiera resultaten som presenteras i detta kandidatarbete.
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44

Chan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.

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Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game's expectations to assume a limited sense of agency within the world. The interaction between role-players and the locations they occupy within these worlds is a notable marker of this narrative layering; specific locations inform social codes of conduct, designed by developers, and then repurposed by players for their characters and stories. Through a qualitative case study in World of Warcraft on public role-playing events, this thesis considers how the design of in-game locations inform their use for role-playing, and how locations are altered through storytelling as a result.
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45

Prax, Patrick. "Leadership behind the Screen : New Theory about Leadership in Online Role-Playing Games." Thesis, Uppsala University, Media and Communication, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-98691.

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Purpose/Aim: The aim of this paper is to study how guild leaders in World of Warcraft (WOW) and leaders of real life organizations compare in terms of tasks, every-day experiences, environment, responsibilities and motivation. This comparison is used to build a new theory describing leadership in Massively Multiplayer Online Role Playing Games (MMORPGs).

Material/Method: The paper uses the grounded theory approach to build a new theory. 12 interviews were conducted, six with WOW guild leaders and six with leaders of real life organizations. The Four Capacities Framework and the Leadership Grid were used to analyze and compare the results of the interviews.

Main results: Leadership in MMORPGs is as complex and challenging as real life leadership with the difference that it stresses the internal relationships of the organization very much while neglecting outside relations to a big extend. Guild leadership is in many ways similar to real life leadership as both require long term political decisions, policy setting and good work in the field of human resources. However, it stresses the ability to build working social relationships and to motivate using only digital communication. Some aspects of real life leadership like customer orientation and an organizational instance over the leader like an owner or share holders that the leader is responsible to are not existent.

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46

Charbonneau, Emiko. "Bridging the Gap Between Fun and Fitness: Instructional Techniques and Real-World Applications for Full-Body Dance Games." Doctoral diss., University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5780.

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Full-body controlled games offer the opportunity for not only entertainment, but education and exercise as well. Refined gameplay mechanics and content can boost intrinsic motivation and keep people playing over a long period of time, which is desirable for individuals who struggle with maintaining a regular exercise program. Within this gameplay genre, dance rhythm games have proven to be popular with game console owners. Yet, while other types of games utilize story mechanics that keep players engaged for dozens of hours, motion-controlled dance games are just beginning to incorporate these elements. In addition, this control scheme is still young, only becoming commercially available in the last few years. Instructional displays and clear real-time feedback remain difficult challenges. This thesis investigates the potential for full-body dance games to be used as tools for entertainment, education, and fitness. We built several game prototypes to investigate visual, aural, and tactile methods for instruction and feedback. We also evaluated the fitness potential of the game Dance Central 2 both by itself and with extra game content which unlocked based on performance. Significant contributions include a framework for running a longitudinal video game study, results indicating high engagement with some fitness potential, and informed discussion of how dance games could make exertion a more enjoyable experience.
Ph.D.
Doctorate
Computer Science
Engineering and Computer Science
Computer Science
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47

Larsson, Jonathan, and Arias Alberto Amigo. "Fun with Death and Failure : An exploration of player experiences in a decentralized open world RPG." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26378.

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Many modern single-player role-playing games offer the player a power fantasy where the experience is designed to make the players feel powerful right from the start, with enemies and challenges that scale to the player characters level and abilities. This study explores what happens with play when power fantasy is replaced with decentralization and especially how this decentralization affects the player’s experience of failure and death. To explore this, three experienced The Elder Scrolls V: Skyrim-players played the game with the modification Requiem - The Roleplaying Overhaul. After the participants had played at home for at least 8 hours they each participated in individual semi-structured interviews about their experiences. The interviews were transcribed and a grounded theory coding was performed. Finally the results were analyzed to find common themes. The study found that there was initial frustration due to expecting a power fantasy experience but once players adapted, the increased difficulty of decentralization was enjoyable as long as the player’s agency was not taken away and the world and its difficulty was logical. While the scope of the study is too small to draw generalizable conclusions it nevertheless shows that decentralized, difficult games work well for certain players. Future research is required on how to mitigate the effects of the initial obstacle.
Många moderna single-player-rollspel erbjuder spelaren en maktfantasi där denne ska känna sig kraftfull direkt från spelets start genom att spelets fiender och utmaningar är baserade på spelarkaraktärens nivå och förmågor. Den här studien utforskar vad som händer när denna maktfantasi ersätts med en värld som inte anpassar sig efter spelaren, en så kallad decentraliserad värld. Specifikt undersöks hur decentraliseringen påverkar spelarens upplevelse av misslyckande och spelardöd. För att utforska detta spelade tre spelare The Elder Scrolls V: Skyrim med modifikationen Requiem - The Roleplaying Overhaul i åtta timmar. Efter att deltagarna spelat utfördes individuella semistrukturerade intervjuer och intervjuerna transkriberades. Därefter genomfördes en grounded-theory kodning och analys för att finna gemensamma teman. Resultatet visar att det till en början uppstod frustration hos spelarna på grund av att de väntade sig en maktfantasi. Men när spelarna anpassade sin spelstil kom det fram att svårighetsgraden i en decentraliserad värld ökade underhållningsvärdet så länge spelaren kände att denne kunde påverka sin situation och att svårighetsgraden är grundad i spelvärldens logik. Emedan omfånget av studien är för liten för att dra några generella slutsatser visar den att decentraliserade spel med hög svårighetsgrad är underhållande för vissa spelare. Vidare forskning behövs på hur spelare lättare ska komma över den initiala tröskeln.
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48

Nilsson, Jakob. "Berättelsens labyrinter : Interaktiv fiktion och dess narrativa aspekter." Thesis, Södertörns högskola, Institutionen för genus, kultur och historia, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15297.

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This essay examines the narrative aspect of interactive fiction. The study uses Janet H. Murrays analysis of the digital environment and the properties of it as procedural, participatory, spatial and encyclopedic. From this, her three characteristic pleasures in digital narratives - immersion, agency and transformation - are examined from the perspective of interactive fiction. The study also examines Nick Montforts analysis of interactive fiction as a potential narrative and a simulated world or environment. His comparison of interactive fiction with the literary riddle is also used in regards to puzzles and other game-related aspects in interactive fiction as a part of storytelling. Furthermore, the essay uses Espen J. Aarseths analysis on ergodic text and non-linearity to place interactive fiction in a tradition of participatory texts not necessarily bound to the computer. The essay show how the repeated and sudden nature of death in interactive fiction poses a potential problem in its aspiration to create a cohesive storytelling experience. Death can however be used as an aid in other narrative aspirations, such as humour. Furthermore, the participatory aspect of interactive fiction can create a meaningful and strong emotional response to the death of non-player characters. The essay also show how interactive fiction may use puzzles and other challenges as a method to create suspense and drama. The quality of interactive fiction as a simulated world enables it to create mazes and related experiences based on spatial navigation. Especially it underlines its capacity to in this manner portrait abstract concepts such as bureaucracy in a convincing and literal way. Finally the essay proposes that interactive fiction can be viewed as a bridge between traditional literary texts and the new digital texts of computer based entertainment. The essay therefore suggests that interactive fiction, with its expressed literary ambitions, is especially qualified as a starting point for understanding computer games as a capable storytelling tool. Further studies on interactive fiction may help reach a deeper understanding of the narrative qualities of computer games.
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49

Bjernklev, Christian. "Dokumentärfilm om Warcraftspelaren 4K FuRy." Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1426.

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Warcraft är ett strategidataspel som massor av människor världen över ägnar sig åt. Sebastian Pesic (alias 4K FuRy) är en av världens bästa spelare och dataspelandet har blivit hans jobb. Dokumentärfilmen handlar om Sebastian Pesic och hans verklighet i Warcraftlaget 4Kings. Sebastian kommer att berätta om sina upplevelser och vi kommer att få se honom i action. Filmen kommer att ge en inblick i dataspelsvärlden som många inte ens vet om existerar. Ännu mindre att man kan tjäna stora pengar på att spela. Utomlands är uppmärksamheten för Warcraft större. Sebastian är mycket känd och han har fans runt om i hela världen. 4K FuRy is an alias and the man behind the name is Sebastian Pesic. He is a 19 year old young man who’s playing a strategy computer game called Warcraft. He is one of the best Warcraftplayers in the world and the computer playing has become his job. The documentary is about him and his reality in the Warcraft team 4 Kings. You will be able to follow Sebastian in his preparation for the biggest tournament of the year and you will be informed about the computergameworld that many don’t even know exists. Nor less that you can make a lot of money playing. Warcraft is well know and played of a lot of people worldwide and Sebastian has a lot of fans all around the globe.
Detta är en reflektionsdel till en digital medieproduktion.
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50

Yamazaki, Kasumi. "Learning to Communicate in a Virtual World: The Case of a JFL Classroom." University of Toledo / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1430389814.

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