To see the other types of publications on this topic, follow the link: World of Warcraft. Computer games.

Journal articles on the topic 'World of Warcraft. Computer games'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'World of Warcraft. Computer games.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

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 text
Abstract:
Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games (MMOGs). The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and Disney’s Toontown, focusing on griefing opportunities in each game. We consider ethical questions from the perspectives of players, game companies, and policymakers.
APA, Harvard, Vancouver, ISO, and other styles
2

Toft-Nielsen, Claus. "Worlds at Play." Nordicom Review 35, s1 (March 13, 2020): 237–50. http://dx.doi.org/10.2478/nor-2014-0115.

Full text
Abstract:
AbstractThe relationship between the fantasy genre and the medium of computer games has always been a very tight-knit one. The present article explores the close connection between fantasy and computer games through different media, arguing that the fantasy genre's specific ‘mode of function’ is the ability to build complete fictional worlds, whereby it creates specific experiences for its users. Based on empirical data from focus group interviews with players of the most popular Western Massively Multiplayer Online Role-Playing Game (MMORPG) of all times, World of Warcraft, the article develops the concept of worldness as an experiential, phenomenological understanding of player experience. I discuss how this way of framing a core quality of the fantasy genre (of world-building) functions across single fictional universes and aims to grasp a specific fantasy experience of being in the world. This experience works on the level of genre, by anchoring the specific fantasy world in the larger, surrounding fantasy genre matrix.
APA, Harvard, Vancouver, ISO, and other styles
3

Fomin, 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 text
Abstract:
The following article examines the ways of translation of anthroponyms from English to Russian in fantasy fiction and computer games. The purpose of the study is to analyze and compare the anthroponyms translation variants in the literary text. In the following article works of Russian and foreign scientists in the context of anthroponimics were used, the usage of classification models was taken up, comparative analysis and functional analysis were used. The following study can be used in textbooks, in the process of translation and localization of fantasy fiction and computer games. The research material involves translations of anthroponyms of fantasy literature cycles (Harry Potter, The Song of Ice and Fire, The Lord of the Rings) and fantasy role-playing computer game "World of Warcraft". Particular patterns of anthroponyms translation were shown in terms of early and modern translations.
APA, Harvard, Vancouver, ISO, and other styles
4

Scriven, 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 text
Abstract:
This article discusses the application of a phenomenological framework to inform research in computer game worlds like massively multiplayer online games. Based on the phenomenological sociology of Alfred Schutz, this article examines some of the key problems facing researchers in online spaces, such as the absence of the corporeal “Other.” In discussing these issues using the vocabulary of Schutz’s phenomenology, this article attempts to clarify some key concepts to contribute to a useful framework for conducting social research in computer game worlds. This article examines how the transcendent nature of online social experiences in game environments like World of Warcraft contribute to a distinct context of meaning. An understanding of the ways in which social game worlds can be constituted as sites of unique experience may be useful for researchers wishing to examine these spaces from ethnographic or similar perspectives.
APA, Harvard, Vancouver, ISO, and other styles
5

Bytheway, 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 text
Abstract:
Millions of language learners use commercial off-the-shelf computer games as informal learning contexts. Massively multiplayer online role-playing games (MMORPGs) are rich meaningful vocabulary learning contexts with in-game cultures that encourage creativity, decrease anxiety, force interaction, demand cooperative and autonomous learning, increase motivation, and reward curiosity. This case-study of World of Warcraft® players examined how the in-game culture affected participants' use of vocabulary learning strategies. Using research processes inherent in Grounded Theory, rich data was collected from extant MMORPG texts and observations of, interviews with, and elicited texts from a criterion sample of six ESL experienced gamers. Through constant comparative analysis, patterns and strategies emerged. Gu's (2005) model of vocabulary learning strategies in contexts was adapted to suit digital game contexts. The results highlight the need to value how the MMORPG culture affects language learners' vocabulary learning strategies and argue for study into autonomous language learning in commercial off-the-shelf digital games.
APA, Harvard, Vancouver, ISO, and other styles
6

Schaap, 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 text
APA, Harvard, Vancouver, ISO, and other styles
7

Corredor, 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 text
Abstract:
This article aims at investigating the differences among three groups having distinct levels of experience in massively multiplayer online role-playing games (MMORPG), when solving a character design task in the videogame World of Warcraft (WoW), and when planning how to use the character during gameplay. These groups consisted of inexperienced players, general experts in MMORPGs and specialized WoW domain experts. The evaluation showed that MMORPG experience developed character design abilities that could be applied to other videogames (e.g., general expertise skills). Such skills were related to the ability to identify deep features related to particular types of characters (e.g., Rogue). The results also showed that there are domain expertise specific abilities, which only experts in WoW have. Such abilities were related to building game descriptions that could be considered narrative in the cognitive sense of the term, because they include time, intention and interaction, and also to identifying WoW-specific variables.
APA, Harvard, Vancouver, ISO, and other styles
8

Witkowski, 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 text
Abstract:
This paper examines epistemological issues in game studies research, specifically exploring qualitative research approaches to networked, expert computer game teams who engage in esports practices. Expert teams deliver their expert practice in part through interembodied sensitivities to sensorial team-based phenomena, which is made across multiple bodies and machines in the process of play. Drawing on fieldwork with World of Warcraft Arena tournament esports teams and research methods orientations from games studies, sensuous ethnography, and sports studies, a position of sensuous proximity in games research is explored and developed as a suite of research guidelines for engaging with esports teams high performance practices. I suggest a research approach that involves differing lenses and stances in the study of embodied team play, and varying scales of sensuous proximity to the layers of expert team practices that augmens the notion of playing research in game studies.
APA, Harvard, Vancouver, ISO, and other styles
9

Zhao, 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 text
Abstract:
In recent years, Massively Multiplayer Online Games (MMOGs) are becoming popular, partially due to their sophisticated graphics and broad virtual world, and cloud gaming is demanded more than ever especially when entertaining with light and portable devices. This article considers the problem of server allocation for running MMOG on cloud, aiming to reduce the cost on cloud gaming service and meanwhile enhance the quality of service. The problem is formulated into minimizing an objective function involving the cost of server rental, the cost of data transfer and the network latency during the gaming time. A genetic algorithm is developed to solve the minimization problem for processing simultaneous server allocation for the players who log into the system at the same time while many existing players are playing the same game. Extensive experiments based on the player behavior in “World of Warcraft” are conducted to evaluate the proposed method and compare with the state-of-the-art as well. The experimental results show that the method gives a lower cost and a shorter network latency in most of the time.
APA, Harvard, Vancouver, ISO, and other styles
10

Rapp, 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 text
Abstract:
Background. Gamification commonly uses a limited set of design elements to enhance applications and services in a variety of contexts, such as learning, health and work. However, gamification techniques are based on well-established design practices and rarely new game elements are added to the catalogue available to gamification designers. Aim. This article enriches such catalogue by taking inspiration from WORLD OF WARCRAFT (WoW). Specifically, it focuses on WoW’s rewards to show how games are capable of creating complex and diversified design elements that may have different impacts on players. Method. Through an ethnographic study, this article defines a classification of WoW’s rewards based on the values that players ascribe to them, as well as on the effects that such incentives produce on players’ experience. Results. Starting from these findings, the article describes a series of design considerations for using rewards in different application fields, such as learning and behavior change. Conclusions. The considerations can be usefully applied to the gamification domain, as well as to the design of games with serious purposes.
APA, Harvard, Vancouver, ISO, and other styles
11

Ma, 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 text
Abstract:
Current-generation Massively Multiplayer Online Games (MMOG), such as World of Warcraft, Eve Online, and Second Life are mainly built on distributed client-server architectures with server allocation based on sharding, static geographical partitioning, dynamic micro-cell scheme, or optimal server for placing a virtual region according to the geographical dispersion of players. This paper reviews various approaches on data replication and region partitioning. Management of areas of interest (field of vision) is discussed, which reduces processing load dramatically by updating players only with those events that occur within their area of interest. This can be managed either through static geographical partitioning on the basis of the assumption that players in one region do not see/interact with players in other regions, or behavioural modelling based on players’ behaviours. The authors investigate data storage and synchronisation methods for MMOG databases, mainly on relational databases. Several attempts of peer to peer (P2P) architectures and protocols for MMOGs are reviewed, and critical issues such as cheat prevention on P2P MMOGs are highlighted.
APA, Harvard, Vancouver, ISO, and other styles
12

Braithwaite, Andrea. "WoWing Alone." Games and Culture 13, no. 2 (October 8, 2015): 119–35. http://dx.doi.org/10.1177/1555412015610246.

Full text
Abstract:
World of Warcraft ( WoW) is one of the most successful and longest running multiplayer online games in gaming. Over time, Blizzard Entertainment’s approach to multiplayer activities in WoW has changed. During the past decade, in-game world events, group matchmaking systems, and phasing technologies have been used to increasingly emphasize individual achievement rather than collaborative effort. The game is shifting away from sociable activities in favor of ones that situate players as powerful, atomized characters. WoW’s governmentality now encourages players to see each other as obstacles to success and to see themselves as entrepreneurial subjects. These neoliberal strategies have the potential to impact our ability to collectively imagine and create alternative forms of social interaction and organization.
APA, Harvard, Vancouver, ISO, and other styles
13

Warren, 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 text
APA, Harvard, Vancouver, ISO, and other styles
14

Strimling, 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 text
Abstract:
Unpredictable social dynamics can dominate social outcomes even in carefully designed societies like online multiplayer games. According to theories from economic game theory and evolutionary anthropology, communities that are otherwise identical can spontaneously develop emergent cultural differences. We demonstrate the emergence of norm diversity in comparable populations distributed across identical copies of a single multiplayer game world. We use 2006 data from several servers of World of Warcraft to analyze how social contracts about resource distribution converge within independent communities, while varying across them. We find wide-ranging diversity in the norms that communities consider standard, fair, and common, even where these norms are unenforcable and players face large incentives to deviate from them. By documenting how designed societies come to differ in undesigned ways, we present emergent cultural diversity as a distinguishing feature of human sociality and a major challenge for game designers.
APA, Harvard, Vancouver, ISO, and other styles
15

Wiklund, 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 text
APA, Harvard, Vancouver, ISO, and other styles
16

Ross, 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 text
APA, Harvard, Vancouver, ISO, and other styles
17

Patzer, 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 text
Abstract:
Background. As video game usage continues to rise, it is important to understand why people choose and continue playing a game. Purpose. This research presents a theoretical framework to explore the relationships between gameplay motivations, satisfaction, continuance intention and gameplay. Methods. To examine these relationships, survey data was collected from 353 participants who played different types of online games, including League of Legends, World of Warcraft, Overwatch, and Hearthstone, for at least 10 hours in the past three months. A series of structural equation models were tested to identify the model with the best validity and fit. All constructs were from previously validated measures. Motivations were measured by the Trojan Player Typology, which assessed story-driven, completionist, competitor, escapist, smarty-pants, and socializer motives. Satisfaction was measured using the game user experience satisfaction scale (GUESS), which assessed satisfaction with usability/playability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetic, personal gratification, social connectivity, and visual aesthetics. Continuance intention was measured using a 4-item scale. Results. The final model suggested that motivations were positively related to satisfaction, while satisfaction was positively related to continuance intention and weekly play time. Motivations accounted for 20% of the variance in satisfaction, and the story-driven motivation was the strongest predictor. Further, satisfaction accounted for 47% of the variance in continuance intention and 8% of the variance in weekly play time. Conclusion. Individual differences in gameplay motivation are an important component of a player’s satisfaction. Further, satisfaction appears to be central to a player’s intention to continue using a game.
APA, Harvard, Vancouver, ISO, and other styles
18

Rama, 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 text
Abstract:
AbstractWhat are the affordances of online gaming environments for second language learning and socialization? To answer this question, this qualitative study examines two college-age Spanish learners’ experiences participating in the Spanish language version of the massively multi-player online game World of Warcraft. Using data culled from participant observation, interviews, logs of in-game chat, and student journal entries, we describe how the design of the game, cultural norms for its use, and participants’ own abilities interact to afford distinct opportunities for language learning for these two students. Discussion focuses on how online games might be used for language teaching and learning in ways that take full advantage of the medium's affordances for both experienced and inexperienced players.
APA, Harvard, Vancouver, ISO, and other styles
19

이명주, 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 text
APA, Harvard, Vancouver, ISO, and other styles
20

De 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 text
APA, Harvard, Vancouver, ISO, and other styles
21

Burbidge, 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 text
Abstract:
Copyright protection is often unavailable for many game elements due to the dynamic nature of games where single still frames are automatically generated and consequently proving originality and copying can be challenging. Registered designs help fill this gap and are a powerful, but underused, weapon. This article explain how designs can be used by gaming companies and the issues that need to be considered before starting a filing programme and the impact of Brexit on everything – to the extent that this can be known in mid-2020.
APA, Harvard, Vancouver, ISO, and other styles
22

White, 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 text
Abstract:
Contemporary digital games do little to help novice and disadvantaged players wanting to learn to play. The novice-expert divide is a significant barrier for entry for disadvantaged groups who want to play digital games; this is especially true for women (Jenson, Fisher, & De Castell, 2011). In response to this problem, three new tutorial modalities and strategies for World of Warcraft (WoW) were designed in an attempt to improve the existing tutorials. These new tutorials offered different modalities of instruction, as well as instructional strategies in assisting players. Results suggest that players react favourably to a faded or “just-in-time” instructional strategy, showing significantly increased motivation for play, engagement, and play mastery. Implications for game design, and specifically game tutorial design, are discussed.
APA, Harvard, Vancouver, ISO, and other styles
23

Messias, 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 text
Abstract:
Partindo da percepção de que a “customização” de games tem uma relação direta com as ideias de Cognição Distribuída (Hutchins, 2000) e Atividade Ergódica (Aarseth, 1997), busca-se analisar, a partir de comunidades de compartilhamento dos jogos “Pro Evolution Soccer”, “Guitar Hero” e “World of Warcraft”, como a pirataria pode ser entendida além da mera apropriação de um conteúdo alheio para fins próprios, sendo uma tentativa de aproximar, muitas vezes, um produto da cultura local do jogador.
APA, Harvard, Vancouver, ISO, and other styles
24

Harari, 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 text
Abstract:
Every week an estimated 20 million people collectively spend hundreds of millions of hours playing massively multiplayer online role-playing games (MMORPGs). Here the authors investigate whether avatars in one such game, the World of Warcraft (WoW), convey accurate information about their players' personalities. They assessed consensus and accuracy of avatar-based impressions for 299 WoW players. The authors examined impressions based on avatars alone, and images of avatars presented along with usernames. The personality impressions yielded moderate consensus (avatar-only mean ICC = .32; avatar plus username mean ICC = .66), but no accuracy (avatar only mean r = .03; avatar plus username mean r = .01). A lens-model analysis suggests that observers made use of avatar features when forming impressions, but the features had little validity. Discussion focuses on what factors might explain the pattern of consensus but no accuracy, and on why the results might differ from those based on other virtual domains and virtual worlds.
APA, Harvard, Vancouver, ISO, and other styles
25

Simpson, 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 text
Abstract:
Millions of people worldwide immerse themselves in massive multiplayer online role-playing games (MMORPGs). These games generate large, diverse communities that engage in rituals within the game, completing missions or quests. What role do these MMORPG rituals play in commitment to these gaming communities? To address this question, we extend structural ritualization theory to explain the impact of ritual events and emotion on commitment to community in the game World of Warcraft. Our findings suggest that players focused on inanimate resources are less committed than players who focus on social aspects of the ritual events inside the game. We also find that emotional investment is a good predictor of commitment to community.
APA, Harvard, Vancouver, ISO, and other styles
26

Collister, 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 text
Abstract:
A case study of a World of Warcraft guild explores the relationship between participatory surveillance, public discipline, empowerment, and fun. The guild under investigation in this paper is a self-labeled "safe space" guild for female, LGBT, and other minority members of the gaming population. To promote the safe space environment, the guild's members actively enforce prohibitions against offensive language. A comparison is made between the participatory surveillance model employed by the members of the guild and the top-down policies and discipline enacted by the parent company, Blizzard Entertainment; this comparison demonstrates the effects of co-existing models of surveillance in the game community. Furthermore, the effects of the guild's practice of public discipline of rule breakers are analyzed as a method of shaming that enhances the effects of the guild's rules. Finally, by examining reactions from members of the guild, personal and community empowerment are the outcomes of participation in the system. Recommendations are made to incorporate elements of participatory surveillance into games in conjunction with unilateral surveillance typically employed by game developers.
APA, Harvard, Vancouver, ISO, and other styles
27

Kim, 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 text
APA, Harvard, Vancouver, ISO, and other styles
28

Grimes, 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 text
Abstract:
Virtual worlds have become increasingly popular with the growth of high speed Internet access worldwide and online gaming. The popularity of massively multiplayer online role playing games (MMORPG), such as World of Warcraft, and virtual worlds, such as Second Life, has created an opportunity for educators to build a learning platform that students can readily relate to. This paper explores some of the possibilities of utilizing one particular virtual world (Second Life) as a platform for network and information security training with a focus on the profiling of online behavior. In particular it describes the initial attempts of its use at one of the Pennsylvania State University’s campuses.
APA, Harvard, Vancouver, ISO, and other styles
29

Kramer, 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 text
Abstract:
MMORPGs (Massively Multiplayer Online Role-playing Games) like World of Warcraft® require gamers to communicate in English regardless of their language competence in it. Therefore, English becomes the lingua franca of many gamers. Furthermore, gamers have to communicate effi ciently with one another in high stress situations causing another linguistic challenge. These conditions do not lead to the assumption that politeness is of any relevance in MMORPGs but rather that these games are hostile and impolite environments. A survey investigating the language usage of gamers, including a questionnaire and a selfcompiled corpus, sheds light on the language usage and politeness of gamers. This survey asks how and why gamers coming from different language backgrounds using ELF in MMORPGs utilize politeness to position themselves.
APA, Harvard, Vancouver, ISO, and other styles
30

Skok, 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 text
Abstract:
Abstract Gamification can be defined as the use of game design elements in non-game contexts. The aim of this article is to present practical solutions for a gamified educational course. The solutions are based on mechanisms used in online games and on the results of empirical research on motivation. The first part of the article analyzes theories of intrinsic and extrinsic motivation. The second part discusses the motivational aspects of one of the most popular games (World of Warcraft). The final part presents a detailed sample project for a gamified educational course. It proposes that – among classical solutions – a monetary schedule of reinforcement as well as a number of features based on the natural needs to cooperate and compete be included.
APA, Harvard, Vancouver, ISO, and other styles
31

Messias, 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 text
Abstract:
O presente texto apresenta parte da pesquisa realizada com os servidores privados (também chamados de piratas) do jogo World of Warcraft. Através da descrição e análise de seu modo de funcionamento espera-se demonstrar ações e práticas que engendram a promoção de habilidades cognitivas, modos de letramento e formas de ação política...mesmo que não ideológica. Este processo, abordado aqui em suas imbricações sociotécnicas e através da cognição corporificada de Varela et al (2001) e Kastrup (2007), aponta a centralidade do entretenimento digital na produção e manutenção desses vínculos afetivos que mobilizam diferentes níveis de apropriação tecnológica e ação biopolítica.
APA, Harvard, Vancouver, ISO, and other styles
32

Graham, 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 text
APA, Harvard, Vancouver, ISO, and other styles
33

Toft-Nielsen, Claus. "Gaming Expertise." Nordicom Review 37, s1 (July 7, 2020): 71–83. http://dx.doi.org/10.1515/nor-2016-0024.

Full text
Abstract:
AbstractThis article argues for an attempt to rethink what counts as gaming expertise. Often, expertise is configured as a fixed and measurable rather than relational capacity – having the necessary level of knowledge with a skill to become expert, or to rise above a particular and objectively defined level of competency. Drawing on interviews with women playing the massively multiplayer online gameMassively multiplayer online games are games capable of supporting large numbers of players interacting, competing and cooperating, as they simultaneously inhabit the persistent open world of the game space.World of Warcraft, the article argues for an understanding of gaming expertise as a relational, highly contextual capacity, operating and embedded in everyday situations. Through the lens of gaming expertise, the article teases out the complex ways in which gender, technology and identity intersect and are constructed and negotiated in different social contexts.
APA, Harvard, Vancouver, ISO, and other styles
34

Paul, 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 text
APA, Harvard, Vancouver, ISO, and other styles
35

Rapp, 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 text
APA, Harvard, Vancouver, ISO, and other styles
36

Kim, 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 text
Abstract:
Transactions involving virtual currencies are becoming increasingly common, including those in online games. In response, predicting the market price of a virtual currency is an important task for all involved, but it has not yet attracted much attention from researchers. This paper presents user opinions from online forums in a massive multiplayer online game (MMOG) setting widely used around the world. We propose a method for predicting the next-day rise and fall of the currency used in an MMOG environment. Based on analysis of online forum users’ opinions, we predict daily fluctuations in the price of a currency used in an MMOG setting. Focusing specifically on the World of Warcraft game, one of the most widely used MMOGs, we demonstrate the feasibility of predicting the fluctuation in value of virtual currencies used in this game community.
APA, Harvard, Vancouver, ISO, and other styles
37

Rehbein, 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 text
APA, Harvard, Vancouver, ISO, and other styles
38

Thibault, 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 text
Abstract:
AbstractThe aim of this paper is to overview the presence of catastrophes in game worlds and, in particular, to investigate what they can tell us about real catastrophes. To this end, we present a semiotic typol-ogy of catastrophes, confronting them with epistrophes and apostrophes and further articulating them relative and absolute cessation events. Then we highlight the long-standing relationship between playfulness and disasters in literature, cinema and video games underlining how the suppos-edly opposite characteristics of the two are, in fact, a very productive cultural trope. To conclude, we look into some examples of catastrophes in game worlds, both relative (such as the “corrupted blood incident” in World of Warcraft) and absolute (the end of the worlds in StarWars Galaxies and Matrix Online).
APA, Harvard, Vancouver, ISO, and other styles
39

De 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 text
APA, Harvard, Vancouver, ISO, and other styles
40

Curry, 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 text
APA, Harvard, Vancouver, ISO, and other styles
41

Obst, 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 text
APA, Harvard, Vancouver, ISO, and other styles
42

de 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 text
Abstract:
In contemporary ‘post-secular society’, videogames like Assassin’s Creed, BioShock Infinite or World of Warcraft are suffused with religious elements. Departing from a critique on studies perceiving such in-game representations as discriminatory forms of religious Othering, the main research question of this article is: how does role-playing the (non-)religious Other in games affect the worldview of players? The study is based on a qualitative analysis of in-depth interviews held with 20 international players from different (non-)religious backgrounds. Rather than seeing religion in games as representations of ‘Othering’, the analysis demonstrates that players from different (non-)religious beliefs take on different worldviews while role-playing the (non-)religious Other. Atheists relativize their own position, opening up to the logic of religious worldviews; Christians, Hindus and Muslims, in turn, compare traditions and may draw conclusions about the similarities underlying different world religions. Other players ‘slip into a secular mindset’, gradually turning towards the position of a ‘religious none’. It is concluded that playing the religious Other in videogames provides the opportunity to suspend (non-)religious worldviews and empathize with the (non-)religious Other. The relevance of these findings is related to broader sociological debates about ‘post-secular society’ and the alleged increase of religious fundamentalism, conflict and mutual Othering.
APA, Harvard, Vancouver, ISO, and other styles
43

Weiss, 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 text
Abstract:
Stereotypical portrayals of race are common in many modern video games. However, research on games and game environments has often overlooked race as an important consideration when evaluating games for their educational potential. This is particularly true of the educational literature on online games, which has tended to emphasize virtual game spaces as intrinsically exemplary learning environments while deemphasizing the narrative content of the games themselves. This article addresses this oversight. Through a close reading of game communications and fan-created content, the authors examined how developer-produced racial narratives influence players’ experience of the game world. The authors find that players and player communities reproduce and reinforce narrow developer-produced interpretations of race during in-game interactions as well as in player forums and virtual communities beyond the confines of the game world. Because the game environment is not conducive to players’ critical examination of race, the authors conclude that the game does not intrinsically provide a means for players to engage critically with game content. They further conclude that as educational environments these games must be situated and contextualized within the ideologies and discourses of the physical world.
APA, Harvard, Vancouver, ISO, and other styles
44

Odrowska, 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 text
APA, Harvard, Vancouver, ISO, and other styles
45

Reer, 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 text
APA, Harvard, Vancouver, ISO, and other styles
46

Thorne, 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 text
Abstract:
AbstractMultiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO)World of Warcraft(WoW), with specific attention to its qualities as a setting for second language (L2) use and development. This empirical study seeks to answer the following question: What is the nature of the linguistic ecology thatWoWplayers are exposed to? Many studies have described the developmental opportunities presented by commercially available gaming environments (e.g., Gee, 2003, 2007), their value as sites of literacy development (e.g., Squire, 2008a; Steinkuehler, 2008), and their potential as venues for second language (L2) use and learning (e.g., Peterson, 2010; Thorne, Black, & Sykes, 2009; Thorne & Fischer, 2012; Zheng, Young, Wagner & Brewer, 2009). There are, however, numerous outstanding questions regarding the quality and complexity of the linguistic environments associated with online commercially available games. This primarily descriptive research addresses this issue and aims to finely characterize the linguistic complexity of game-presented texts (or ‘quest texts’) as well as player generated game-external informational and strategy websites that form the expansive semiotic ecology ofWoWgame play. Questionnaires and interviews with Dutch and American gamers helped to identify a variety of widely used game-external websites. This information then informed the selection of texts that were analyzed for their linguistic complexity. By analysing the linguistic complexity of the texts that players regularly engage with, this study aims to empirically assess the resources and limitations of a representative and widely played MMO as an environment for L2 development.
APA, Harvard, Vancouver, ISO, and other styles
47

Kwok, 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 text
Abstract:
This study explores the factors that contribute to problematic gaming among players of Massively Multiplayer Online Role Playing Games (MMOs for short), in particular, the game World of Warcraft. It examines motivations based on the Self Determination Theory (SDT) and motivations based on Yee’s player orientations. A total of 128 gamers participated in the online survey. Results showed that achievement and immersion player orientations are correlated with extrinsic motivation in terms of external, introjected and identified regulations, as well as intrinsic motivation. Social orientation is only correlated with identified regulation and intrinsic motivation. Problematic gaming is also correlated with all types of extrinsic motivation, and intrinsic motivation, as well as with achievement and immersion player orientations but not with social player orientation. Achievement orientation and introjected regulation both positively predicted problematic gaming, while identified regulation negatively predicted it.
APA, Harvard, Vancouver, ISO, and other styles
48

Samoylova, 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 text
APA, Harvard, Vancouver, ISO, and other styles
49

Chen, 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 text
Abstract:
The popularization of digital infrastructure has enabled the rise of the online game industry. Instead of targeting entertainment-oriented technology and services, which are the focus of most relevant studies, in the present study, we review the literature from the perspective of considering players of online games as both consumers of entertainment and co-creators of value. The three major antecedents of the theory of planned behavior, namely personal attitude toward co-creation, subjective norms and perceived behavioral control, were modified to explore the relevant constructs. Specifically, the diversity of co-creation experience was used to predict co-creation intention. The proposed model was empirically evaluated through the structural equation modeling of survey data collected from 321 World of Warcraft (WoW) players. As hypothesized, the diversified co-creation experience positively affected the antecedents. The findings provide implications on how to increase players’ participation in co-creation to achieve sustainable mutual benefits.
APA, Harvard, Vancouver, ISO, and other styles
50

Swoboda, 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.

Full text
Abstract:
OMG! Lol n00b :)! When gamers, especially of MMORPGs (Massively Multiplayer Online Role-Playing Games) like World of Warcraft®, talk to one another they adapt language to their needs, as do all speakers. It is a common misconception that expressions such as smileys, acronyms and neologisms are a deterioration of current language. On the contrary, they can be regarded as instances of creativity, efficiency and in-group markers. Moreover, these expressions help gamers to position themselves in conversations, thus they can be regarded as active interaction strategies in the gaming discourse. But while communication is of crucial importance to achieve goals and for role-playing in MMORPGs, there are many communicative challenges for gamers, such as high-stress situations, missing paralinguistic cues and intercultural obstacles. By reference to an online-questionnaire, a self-compiled corpus and theories of pragmatics this paper sheds light on interaction strategies used by MMORPG-gamers.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography