Dissertations / Theses on the topic 'World of Warcraft. Computer games'
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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.
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.
Full textSzabo, 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.
Full textGabrielsson, 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.
Full textVlisides, 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.
Full textEklund, 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.
Full textAt 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.
Miller, John. "Distributed virtual environment scalability and security." Thesis, University of Cambridge, 2011. https://www.repository.cam.ac.uk/handle/1810/241109.
Full textBezerra, Flávio Soares. "Identidades e poderes no World of Warcraft." Universidade Federal de Sergipe, 2016. https://ri.ufs.br/handle/riufs/5690.
Full textFactors 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.
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.
Full textSilverpanda, 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.
Full textDet 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.
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.
Full textWelsh-Morgan, Bryan. "The Impact of Online Games such as World of Warcraft on Today's Youth." UOIT, 2010. http://hdl.handle.net/10155/64.
Full textForsgren, 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.
Full textSpottke, 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.
Full textID: 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.
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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.
Full textBarbosa, 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.
Full textNeste 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
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.
Full textGregory, 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.
Full textCalka, Michelle. "Beyond newbie : immersion in virtual game worlds." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337190.
Full textDepartment of Telecommunications
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.
Full textCAPES - 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
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.
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.
Full textIn 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.
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.
Full textRazera, 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
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.
Full textCampedelli, 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/.
Full textThis 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.
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.
Full textViamonte, 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.
Full textJonsson, 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.
Full textPerkins, 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.
Full textMackie, 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.
Full textPettersson, 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.
Full textStensson, 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.
Full textThe 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.
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.
Full textOftast 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.
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.
Full textPrax, 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.
Full textPurpose/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.
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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Doctorate
Computer Science
Engineering and Computer Science
Computer Science
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.
Full textMånga 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.
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.
Full textBjernklev, 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.
Full textDetta är en reflektionsdel till en digital medieproduktion.
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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