Journal articles on the topic 'World of Warcraft. Computer games'
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Warner, Dorothy E., and Mike Raiter. "Social Context in Massively-Multiplayer Online Games (MMOGs):." International Review of Information Ethics 4 (December 1, 2005): 46–52. http://dx.doi.org/10.29173/irie172.
Full textToft-Nielsen, Claus. "Worlds at Play." Nordicom Review 35, s1 (March 13, 2020): 237–50. http://dx.doi.org/10.2478/nor-2014-0115.
Full textFomin, Andrei G., and Vladislav I. Chobotar. "Anthroponyms in Fantasy Fiction and Computer Games: Approaches to Translation." Bulletin of Kemerovo State University 21, no. 2 (July 8, 2019): 558–64. http://dx.doi.org/10.21603/2078-8975-2019-21-2-558-564.
Full textScriven, Paul. "The Phenomenology of the “Other” in Computer Game Worlds." Games and Culture 13, no. 2 (November 5, 2015): 193–210. http://dx.doi.org/10.1177/1555412015615294.
Full textBytheway, Julie. "In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games." International Journal of Computer-Assisted Language Learning and Teaching 4, no. 4 (October 2014): 1–13. http://dx.doi.org/10.4018/ijcallt.2014100101.
Full textSchaap, Julian, and Stef Aupers. "‘Gods in World of Warcraft exist’: Religious reflexivity and the quest for meaning in online computer games." New Media & Society 19, no. 11 (April 21, 2016): 1744–60. http://dx.doi.org/10.1177/1461444816642421.
Full textCorredor, Javier Alejandro, and Leonardo Rojas Benavides. "Narrative and Conceptual Expertise in Massively Multiplayer Online Role Playing Games." International Journal of Gaming and Computer-Mediated Simulations 8, no. 1 (January 2016): 44–67. http://dx.doi.org/10.4018/ijgcms.2016010104.
Full textWitkowski, Emma. "Sensuous proximity in research methods with expert teams, media sports, and esports practices." MedieKultur: Journal of media and communication research 34, no. 64 (June 14, 2018): 21. http://dx.doi.org/10.7146/mediekultur.v34i64.97014.
Full textZhao, Meiqi, Jianmin Zheng, and Elvis S. Liu. "Server Allocation for Massively Multiplayer Online Cloud Games Using Evolutionary Optimization." ACM Transactions on Multimedia Computing, Communications, and Applications 17, no. 2 (June 2021): 1–23. http://dx.doi.org/10.1145/3433027.
Full textRapp, Amon. "From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems." Simulation & Gaming 48, no. 3 (March 14, 2017): 381–401. http://dx.doi.org/10.1177/1046878117697147.
Full textMa, Minhua, and Andreas Oikonomou. "Network Architectures and Data Management for Massively Multiplayer Online Games." International Journal of Grid and High Performance Computing 2, no. 4 (October 2010): 40–50. http://dx.doi.org/10.4018/jghpc.2010100104.
Full textBraithwaite, Andrea. "WoWing Alone." Games and Culture 13, no. 2 (October 8, 2015): 119–35. http://dx.doi.org/10.1177/1555412015610246.
Full textWarren, Scott J., Greg Jones, and Amy Trombley. "Skipping Pong and moving straight to World of Warcraft: the challenge of research with complex games used for learning." International Journal of Web Based Communities 7, no. 2 (2011): 218. http://dx.doi.org/10.1504/ijwbc.2011.039512.
Full textStrimling, Pontus, and Seth Frey. "Emergent Cultural Differences in Online Communities’ Norms of Fairness." Games and Culture 15, no. 4 (September 27, 2018): 394–410. http://dx.doi.org/10.1177/1555412018800650.
Full textWiklund, Mats, and Love Ekenberg. "Going to school in World of Warcraft. Observations from a trial programme using off-the-shelf computer games as learning tools in secondary education." Designs for Learning 2, no. 1 (June 1, 2009): 36. http://dx.doi.org/10.16993/dfl.18.
Full textRoss, Travis L., and Lauren B. Collister. "A social scientific framework for social systems in online video games: Building a better looking for raid loot system in World of Warcraft." Computers in Human Behavior 36 (July 2014): 1–12. http://dx.doi.org/10.1016/j.chb.2014.03.023.
Full textPatzer, Brady, Barbara Chaparro, and Joseph R. Keebler. "Developing a Model of Video Game Play: Motivations, Satisfactions, and Continuance Intentions." Simulation & Gaming 51, no. 3 (February 28, 2020): 287–309. http://dx.doi.org/10.1177/1046878120903352.
Full textRama, Paul S., Rebecca W. Black, Elizabeth van Es, and Mark Warschauer. "Affordances for second language learning in World of Warcraft." ReCALL 24, no. 3 (September 2012): 322–38. http://dx.doi.org/10.1017/s0958344012000171.
Full text이명주, 김다희, and SeunghoPark. "Semiosis and User Interface Design in Games - Focusing on World of Warcraft -." Journal of Digital Design 8, no. 2 (April 2008): 55–65. http://dx.doi.org/10.17280/jdd.2008.8.2.006.
Full textDe Oliveira Costa e Silva, Heber. "Variedades linguísticas na localização de games: dialetos e raças do World of Warcraft." Scientia Traductionis, no. 15 (December 16, 2014): 94. http://dx.doi.org/10.5007/1980-4237.2014n15p94.
Full textBurbidge, Rosie. "A lost destiny or world of warcraft? Unlocking the hidden power of designs." Interactive Entertainment Law Review 3, no. 1 (September 1, 2020): 55–58. http://dx.doi.org/10.4337/ielr.2020.01.05.
Full textWhite, Matthew M. "Designing Tutorial Modalities and Strategies for Digital Games." International Journal of Game-Based Learning 2, no. 2 (April 2012): 13–34. http://dx.doi.org/10.4018/ijgbl.2012040102.
Full textMessias, José Carlos, Alessandra Maia, and Vinicius David de Lima Mello. "Games “Customizados” e o Desenvolvimento de Habilidades Cognitivas Específicas: Criatividade, Sociabilidade E Capacitação Técnica Na Cibercultura." Revista Contracampo 1, no. 24 (August 7, 2012): 44. http://dx.doi.org/10.22409/contracampo.v1i24.214.
Full textHarari, Gabriella M., Lindsay T. Graham, and Samuel D. Gosling. "Personality Impressions of World of Warcraft Players Based on Their Avatars and Usernames." International Journal of Gaming and Computer-Mediated Simulations 7, no. 1 (January 2015): 58–73. http://dx.doi.org/10.4018/ijgcms.2015010104.
Full textSimpson, Joseph M., J. David Knottnerus, and Michael J. Stern. "Virtual Rituals: Community, Emotion, and Ritual in Massive Multiplayer Online Role-playing Games—A Quantitative Test and Extension of Structural Ritualization Theory." Socius: Sociological Research for a Dynamic World 4 (January 1, 2018): 237802311877983. http://dx.doi.org/10.1177/2378023118779839.
Full textCollister, Lauren B. "Surveillance and Community: Language Policing and Empowerment in a World of Warcraft Guild." Surveillance & Society 12, no. 3 (June 17, 2014): 337–48. http://dx.doi.org/10.24908/ss.v12i3.4956.
Full textKim, Yong-Young, Seok-Hyung Jin, and Mi-Hye Kim. "The Analysis of Online Games with the Lens of Interactivity: The Case of World of Warcraft." Journal of the Korea Academia-Industrial cooperation Society 11, no. 9 (September 30, 2010): 3486–94. http://dx.doi.org/10.5762/kais.2010.11.9.3486.
Full textGrimes, Galen, and Michael Bartolacci. "Second Life." International Journal of Interdisciplinary Telecommunications and Networking 2, no. 4 (October 2010): 60–64. http://dx.doi.org/10.4018/jitn.2010100105.
Full textKramer, Birgit. "I’M BY DEFAULT POLITE – POLITENESS AND POSITIONING IN MMORPGS." Discourse and Interaction 6, no. 1 (June 28, 2013): 41. http://dx.doi.org/10.5817/di2013-1-41.
Full textSkok, Katarzyna. "Gamification in education – practical solutions for educational courses." Polish Journal of Applied Psychology 14, no. 3 (September 1, 2016): 73–92. http://dx.doi.org/10.1515/pjap-2015-0063.
Full textMessias, José. "GAMBIARRA E VIDEOGAMES: UMA VISÃO COGNITIVA DAS TECNOLOGIAS DE ENTRETENIMENTO EM WORLD OF WARCRAFT // GAMBIARRA QUICK FIX AND VIDEO GAMES: A COGNITIVE VIEW ON ENTERTAINMENT TECHNOLOGIES IN WORLD OF WARCRAFT." Contemporânea Revista de Comunicação e Cultura 15, no. 2 (November 10, 2017): 695. http://dx.doi.org/10.9771/contemporanea.v15i2.18148.
Full textGraham, Lindsay T., and Samuel D. Gosling. "Personality Profiles Associated with Different Motivations for Playing World of Warcraft." Cyberpsychology, Behavior, and Social Networking 16, no. 3 (March 2013): 189–93. http://dx.doi.org/10.1089/cyber.2012.0090.
Full textToft-Nielsen, Claus. "Gaming Expertise." Nordicom Review 37, s1 (July 7, 2020): 71–83. http://dx.doi.org/10.1515/nor-2016-0024.
Full textPaul, Christopher A. "Welfare Epics? The Rhetoric of Rewards in World of Warcraft." Games and Culture 5, no. 2 (April 2010): 158–76. http://dx.doi.org/10.1177/1555412009354729.
Full textRapp, Amon. "An exploration of world of Warcraft for the gamification of virtual organizations." Electronic Commerce Research and Applications 42 (July 2020): 100985. http://dx.doi.org/10.1016/j.elerap.2020.100985.
Full textKim, Young Bin, Kyeongpil Kang, Jaegul Choo, Shin Jin Kang, TaeHyeong Kim, JaeHo Im, Jong-Hyun Kim, and Chang Hun Kim. "Predicting the Currency Market in Online Gaming via Lexicon-Based Analysis on Its Online Forum." Complexity 2017 (2017): 1–10. http://dx.doi.org/10.1155/2017/4152705.
Full textRehbein, Florian, Thomas Mößle, Eva Maria Zenses, and Nadine Jukschat. "Zum Suchtpotential von Computer- spielen. Onlinerollenspiele wie »World of Warcraft« bergen ein erhöhtes Abhängigkeitsrisiko." Jugend Medien Schutz-Report 33, no. 6 (2010): 8–12. http://dx.doi.org/10.5771/0170-5067-2010-6-8.
Full textThibault, Mattia. "A semiotic exploration of catastrophes in game worlds." Linguistic Frontiers 2, no. 1 (June 1, 2019): 10–15. http://dx.doi.org/10.2478/lf-2018-0013.
Full textDe Paoli, Stefano. "My Life as a Night Elf Priest. An Antropological Account of World of Warcraft." Computer Supported Cooperative Work (CSCW) 19, no. 5 (September 17, 2010): 515–18. http://dx.doi.org/10.1007/s10606-010-9121-z.
Full textCurry, John. "The First World War in computer games." First World War Studies 10, no. 1 (January 2, 2019): 167–68. http://dx.doi.org/10.1080/19475020.2019.1690102.
Full textObst, Patricia L., Xiang Zhao, Katherine M. White, Erin L. O'Connor, and Huon Longman. "Game Identity-Based Motivations of Playing World of Warcraft and Their Psychological Outcomes." Cyberpsychology, Behavior, and Social Networking 21, no. 10 (October 2018): 655–60. http://dx.doi.org/10.1089/cyber.2018.0185.
Full textde Wildt, Lars, and Stef Aupers. "Playing the Other: Role-playing religion in videogames." European Journal of Cultural Studies 22, no. 5-6 (August 30, 2018): 867–84. http://dx.doi.org/10.1177/1367549418790454.
Full textWeiss, Alfred, and Sharon Tettegah. "World of Race War." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (October 2012): 33–44. http://dx.doi.org/10.4018/jgcms.2012100103.
Full textOdrowska, Aleksandra M., and Karlijn Massar. "Predicting guild commitment in World of Warcraft with the investment model of commitment." Computers in Human Behavior 34 (May 2014): 235–40. http://dx.doi.org/10.1016/j.chb.2014.02.005.
Full textReer, Felix, and Nicole C. Krämer. "The Connection Between Introversion/Extraversion and Social Capital Outcomes of Playing World of Warcraft." Cyberpsychology, Behavior, and Social Networking 20, no. 2 (February 2017): 97–103. http://dx.doi.org/10.1089/cyber.2016.0439.
Full textThorne, Steven L., Ingrid Fischer, and Xiaofei Lu. "The semiotic ecology and linguistic complexity of an online game world." ReCALL 24, no. 3 (September 2012): 279–301. http://dx.doi.org/10.1017/s0958344012000158.
Full textKwok, Nikole Wing Ka, and Angeline Khoo. "Gamers’ Motivations and Problematic Gaming." International Journal of Cyber Behavior, Psychology and Learning 1, no. 3 (July 2011): 34–49. http://dx.doi.org/10.4018/ijcbpl.2011070103.
Full textSamoylova, Elena. "Virtual World of Computer Games: Reality or Illusion?" Procedia - Social and Behavioral Sciences 149 (September 2014): 842–45. http://dx.doi.org/10.1016/j.sbspro.2014.08.324.
Full textChen, Yi-Wen. "Sustainable Value Co-Creation in the Virtual Community: How Diversified Co-Creation Experience Affects Co-Creation Intention." International Journal of Environmental Research and Public Health 17, no. 22 (November 17, 2020): 8497. http://dx.doi.org/10.3390/ijerph17228497.
Full textSwoboda, Birgit. "GTFO!! - Positioning as interaction strategy in MMORPG communication." Comunicação e Sociedade 27 (June 29, 2015): 151–66. http://dx.doi.org/10.17231/comsoc.27(2015).2094.
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