Academic literature on the topic 'World of Warcraft (Game)'

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Journal articles on the topic "World of Warcraft (Game)"

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Sundén, Jenny. "Inte en babe - Affekt, känsla och sexualitet i World of Warcaft." Tidskrift för genusvetenskap 31, no. 4 (2022): 23–43. http://dx.doi.org/10.55870/tgv.v31i4.3595.

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Feminist game studies scholars are still few and far between, and little has been done in the intersection of queer theory and games. Informed by feminist discussions of affect, and of emotion, this article uses an ethnographic study of queer potentials in the MMOG (Massively Multiplayer Online Game) World of Warcraft as its core example. The article develops an understanding of online gaming by investigating embodied experiences, affective investments and circulations within game spaces. Ultimately, it asks what an online game like World of Warcraft puts in motion, and what consequences such
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Moberly, Kevin. "Commodifying Scarcity: Society, Struggle, and Spectacle in World of Warcraft." Eludamos: Journal for Computer Game Culture 4, no. 2 (2010): 215–35. http://dx.doi.org/10.7557/23.6045.

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Overrun by monsters and tyrants, and ravaged by fanaticism, excess, and greed, World of Warcraft offers players a chance to struggle metaphorically against that which oppresses them: the excesses of late capitalism as they are represented by the game’s spectacular antagonisms. In order to take advantage of this opportunity, however, players must employ the very thing through which their oppression is manifested. Interpellated into the game as fetishized images, players must construct themselves and function in accordance with the limitations imposed upon them by the race and class of their cha
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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 (2012): 322–38. http://dx.doi.org/10.1017/s0958344012000171.

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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
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H. Tobing, Deddy Stevano. "The Popularity of Faerlina US - World of Warcraft Classic Server: Game Study Using Qualitative Research Methods on the World of Warcraft Classic Game Server." MEDIASI 1, no. 1 (2020): 19–27. http://dx.doi.org/10.46961/mediasi.v1i1.398.

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This research discusses the popularity of Faerlina US which is one of the game server of the game World of Warcraft Classic (WoW Classic), a MMORPG (Massively Multiplayer Online Role Playing Game) game version which is one of the World of Warcraft game version released on 26 August 2019. This study uses several qualitative research methods, namely participatory observation, in-depth interviews, and studies of previous studies. The results of this study indicate that the popularity of Faerlina US tends to be driven by the popularity of twitch.tv streamers who play on these servers. This researc
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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.

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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 eac
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Thibault, Mattia. "A semiotic exploration of catastrophes in game worlds." Linguistic Frontiers 2, no. 1 (2019): 10–15. http://dx.doi.org/10.2478/lf-2018-0013.

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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 conclud
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Scriven, Paul. "The Phenomenology of the “Other” in Computer Game Worlds." Games and Culture 13, no. 2 (2015): 193–210. http://dx.doi.org/10.1177/1555412015615294.

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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 transcend
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Guhde, Alexandra. "The Other Game: A Journey into the World of Warcraft." Psychoanalytic Inquiry 37, no. 1 (2017): 35–45. http://dx.doi.org/10.1080/07351690.2017.1250588.

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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.

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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 soci
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Tomasowa, Marco, and Farida Agoes. "An Analysis of Figurative Language used in World of Warcraft Game Reviews." Jurnal Bahasa Inggris Terapan 8, no. 2 (2023): 105–11. http://dx.doi.org/10.35313/jbit.v8i2.4098.

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This study aims to investigate the types of figurative language used in online reviews of a game. The method applied in the study was qualitative. The data were obtained from ten online reviews of the World of Warcraft game found on the internet. The data were analyzed using a stylistic approach. The results show that four types of figurative language tend to be used in the reviews. They are hyperbole (40%), personification (24%), simile (23%), and metaphor (13%).
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Dissertations / Theses on the topic "World of Warcraft (Game)"

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Heathcote, William. "Acquiring English Through The Game World of Warcraft." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-35829.

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This study investigates the learning experiences of three L2 learners of English in connection to the massive multiplayer online role playing game (MMORPG) World of Warcraft (WoW). The participants, who all attend the course English A at upper secondary school at the time of the study, are frequent players of the game.By writing journals, the participants were asked to report on their learning experiences in direct connection to playing the game. In addition to this they were also interviewed in order to gain a further understanding of their linguistic development through the game.The research
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Takala, Victor. "Spelarupplevelser i Azeroth : Immersion och Presence i World of Warcraft." Thesis, Södertörn University College, School of Communication, Media and it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3750.

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<p>This study examines the players experience, environments and objects in the videogame World of Warcraft. The purpose of this study is to get more knowledge about the players experience in the game with the focus on factors contributing to some form of immersion or/and presence. The data for this study were gathered using interviews as method and then analyzed with relevant literature in the chosen field. A game content analysis and a group of questions are tested with the results of the study which is presented at the end in with an analytic discussion.</p><p> </p>
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Lindqvist, Anna. "My World of Warcraft : en studie om de komponenter i onlinerollspelet World of Warcraft som lockar till deltagande." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-2386.

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<p>Fler timmar och större intresse läggs idag ner på onlinerollspel vilka under de senaste åren blivit omåttligt populära. Våra sociala beteenden har idag förändrats och vi behöver inte längre fysiskt beträda det rum vi vanligen kommunicerade i. Vi öppnar istället upp dörrarna till en ny dimension där du “är” en virtuell identitet, och där du kanske har väldigt många fler möjligheter än i ditt fysiska liv. World of Warcraft är just ett sådant spel vilket underhåller tusentals av spelare och som kommer ligga till grund för denna uppsats.</p><p>Syftet är att skapa en dokumentation av och ge en i
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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.

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Ask, Hanna, and Kenneth Söderman. "Spelkomponenter i World of Warcraft : En undersökning om vilka spelkomponenter som är viktigast för spelaren i MMORPG-spelet World of Warcraft." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-18103.

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We have chosen to focus this paper on the importance of game-components in the MMORPG-game World of Warcraft, in order to discover which of them who are the most important and create the biggest motivation to play the game for the players of World of Warcraft. We made this  investigation because we wanted to find out more about the specific reasons about what people think is especially great with World of Warcraft and makes them want to play it for hour after hour. By doing this we wanted to find out what it is that is so appreciated with this game. But this is a big area and it has therefore
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Gregory, Clairellyn Rose. "Who Gender-Bends and Why? A Qualitative Study of World of Warcraft." PDXScholar, 2011. https://pdxscholar.library.pdx.edu/open_access_etds/421.

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According to a 2009 study, 68% of American households played video games (Entertainment Software Association). With this number continually on the rise, video games and their cultures are in need of further scholarly exploration. A video game of particular interest is a massive online game known as World of Warcraft, drawing over twelve million players worldwide (Blizzard Entertainment, 2010). With a cyberspace-based culture, World of Warcraft exposes its players to phenomenon that are unique to it, and thereby not easily understood through the same measures and evaluations offered by society
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Hermansson, Johan, and Christian Svensson. "World of Warcraft : En virtuellt social värld." Thesis, Växjö University, School of Social Sciences, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-1477.

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<p>In today’s modern society with high-speed connections covering the globe people are more than ever finding themselves gazing into the cold lights of the computer screen. On the other side a strange and exciting world yet to be explored awaits. Many are those who spend hour after hour running over green hills swimming in vast blue oceans in the lands of Azeroth, the playfield in the MMORPG game World of Warcraft. In media we often read and hear alarming reports on players stuck in this virtual world, ceasing to play a part in the real world. This thesis will make an attempt as to hear what t
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Falcão, Thiago Pereira. "Não humanos em jogo: agência e prescrição em world of warcraft." Faculdade de Comunicação, 2014. http://repositorio.ufba.br/ri/handle/ri/25191.

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Submitted by Pós-Com Pós-Com (pos-com@ufba.br) on 2015-04-01T12:03:21Z No. of bitstreams: 1 thiago_falcao-tese_final (1).pdf: 3105288 bytes, checksum: d710bfb1d00cbcfb73a6879471e2bbde (MD5)<br>Approved for entry into archive by Vania Magalhaes (magal@ufba.br) on 2018-01-23T13:21:08Z (GMT) No. of bitstreams: 1 thiago_falcao-tese_final (1).pdf: 3105288 bytes, checksum: d710bfb1d00cbcfb73a6879471e2bbde (MD5)<br>Made available in DSpace on 2018-01-23T13:21:08Z (GMT). No. of bitstreams: 1 thiago_falcao-tese_final (1).pdf: 3105288 bytes, checksum: d710bfb1d00cbcfb73a6879471e2bbde (MD5)<br>CNPQ<br>Pa
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Stenberg, Peder. "Den allvarsamma leken : Om World of Warcraft och läckaget." Doctoral thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-42073.

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Through more than five years of extensive, participatory research the writer became a fully integrated member of the World of Warcraft community he set out to study. By actually living the grounded practices that constitute the everyday life he concludes that the mundane, often repetitive practice has very little to do with the cyber-utopian claim that one can flee the body and become who they want on the Internet. Instead this doctoral thesis argues that the constant transitions of the borders between offline and online, virtual and real, body and avatar, play and work, player and producer ar
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Tran, Chris. "What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc10976/.

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The proliferation of the Internet and online-based social interactions has become an increasingly popular topic with communication scholars. The goal of this study was to explore how massively multi-player online role playing game (MMORPG) players make sense of and negotiate their online social interactions. This study (N = 292) examined how players of SecondLife and World of Warcraft evaluated their online relationships compared to their offline relationships and investigated how different levels of realism within different MMORPGs effected player's online experiences. The results indicated t
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Books on the topic "World of Warcraft (Game)"

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Entertainment, Blizzard. World of warcraft game manual. Blizzard, 2004.

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(Firm), Blizzard Entertainment, and Upper Deck Entertainment (Firm), eds. World of warcraft: Trading card game. Chronicle Books, 2008.

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(Firm), BradyGames. World of Warcraft atlas. Markt + Technik, 2006.

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Gilbert, Dan. Hacking World of warcraft? Wiley Technology Pub., 2007.

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Knaak, Richard A. Warcraft, the Sunwell trilogy. "ĖKSMO", 2009.

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Ed, Kern, ed. World of warcraft: The burning crusade. BradyGames, 2007.

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Leigh, Davis H., ed. World of Warcraft: Dungeon companion II. BradyGames Publishing, 2007.

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1980-, Cuddy Luke, and Nordlinger John 1963-, eds. World of Warcraft and philosophy. Open Court, 2009.

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1980-, Cuddy Luke, and Nordlinger John 1963-, eds. World of Warcraft and philosophy. Open Court, 2009.

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Golden, Christie. World of warcraft: Rise of the horde. Pocket Star Books, 2007.

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Book chapters on the topic "World of Warcraft (Game)"

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Reale, Steven. "Barriers to Listening in World of Warcraft." In Music in the Role-Playing Game. Routledge, 2019. http://dx.doi.org/10.4324/9781351253208-13.

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Scott, John, and Newton Lee. "World of Warcraft, A MMORPG with Expansions." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-319-08234-9_354-1.

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Barton, Matt. "World of Warcraft: An MMORPG for the Masses." In Vintage Games 2.0. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429280542-52.

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Wolf, Karsten D. "The Instructional Design and Motivational Mechanisms of World of Warcraft." In Computer Games and New Media Cultures. Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-2777-9_35.

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Shultz Colby, Rebekah. "Using World of Warcraft for Translingual Practice: Teaching Recontextualization Strategies." In The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-63311-0_18.

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Sherlock, Lee. "What Happens in Goldshire Stays in Goldshire: Rhetorics of Queer Sexualities, Role-Playing, and Fandom in World of Warcraft." In Rhetoric/Composition/Play through Video Games. Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137307675_13.

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Fraser, Johanna Luanne. "The Queer Potential of World of Warcraft: Shame and Desire in the Performance of Gender in Massively Multiplayer Online Roleplaying Games." In Youth Mediations and Affective Relations. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-98971-6_9.

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Bainbridge, William Sims. "World of Warcraft: Burning Crusade." In Springer Series in Immersive Environments. Springer London, 2011. http://dx.doi.org/10.1007/978-0-85729-904-8_9.

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Neuenhausen, Benedikta. "L2P. Spielstrukturen in World of Warcraft." In Kinderkultur(en). VS Verlag für Sozialwissenschaften, 2011. http://dx.doi.org/10.1007/978-3-531-92776-3_8.

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Wong, Nelson, Anthony Tang, Ian Livingston, Carl Gutwin, and Regan Mandryk. "Character Sharing in World of Warcraft." In ECSCW 2009. Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-854-4_20.

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Conference papers on the topic "World of Warcraft (Game)"

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Kurniawan, Sri H. "Intergenerational Learning through World of Warcraft." In 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning. IEEE, 2008. http://dx.doi.org/10.1109/digitel.2008.8.

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Miller, John L., and Jon Crowcroft. "Avatar movement in World of Warcraft battlegrounds." In 2009 8th Annual Workshop on Network and Systems Support for Games (NetGames). IEEE, 2009. http://dx.doi.org/10.1109/netgames.2009.5446226.

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Sheng-yi Hsu, Julian Togelius, and Chung-tsai Sun. "Towards market seller modeling in World of Warcraft." In 2014 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2014. http://dx.doi.org/10.1109/cig.2014.6932918.

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Siqueira, Elton Sarmanho, Carla Denise Castanho, Genaina Nunes Rodrigues, and Ricardo Pezzoul Jacobi. "A Data Analysis of Player in World of Warcraft Using Game Data Mining." In 2017 16th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2017. http://dx.doi.org/10.1109/sbgames.2017.00009.

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Herodotou, Christothea. "Social Praxis Within and Around Online Gaming: The Case of World of Warcraft." In 2010 IEEE 3rd International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2010). IEEE, 2010. http://dx.doi.org/10.1109/digitel.2010.31.

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Posfai, Gergely, Gabor Magyar, and Laszlo T. Koczy. "Which players will leave their community? Predicting guild abandonments in world of warcraft game data." In 2017 Joint 17th World Congress of International Fuzzy Systems Association and 9th International Conference on Soft Computing and Intelligent Systems (IFSA-SCIS). IEEE, 2017. http://dx.doi.org/10.1109/ifsa-scis.2017.8023234.

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Xiaofei Wang, Hyunchul Kim, Athanasios V. Vasilakos, et al. "Measurement and analysis of World of Warcraft in mobile WiMAX networks." In 2009 8th Annual Workshop on Network and Systems Support for Games (NetGames). IEEE, 2009. http://dx.doi.org/10.1109/netgames.2009.5446236.

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Thurau, Christian, and Christian Bauckhage. "Analyzing the Evolution of Social Groups in World of Warcraft®." In 2010 IEEE Symposium on Computational Intelligence and Games (CIG). IEEE, 2010. http://dx.doi.org/10.1109/itw.2010.5593358.

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Calinoiu (ion), Nicoleta. "LEARNING ENHANCEMENT THROUGH VIDEO GAMES." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-008.

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Video games are becoming increasingly popular among young people, as the virtual worlds they depict seem to be the preferred refuge when it comes to escaping reality. As educators, we should attempt to study the effects they have on our students' minds and, if proven beneficial, use them in our classrooms to enhance learning (and the motivation for learning) whenever possible. The digital natives we teach nowadays, the so-called screenagers, have high expectations of the classroom settings they are a part of. Technology, therefore, and video games should be present in such learning environment
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Lv, Qiwumian. "Research on Three Construction Methods of Electronic Game Virtual Identity Under Biaxial Operation Taking "Chinese Paladin: Sword and Fairy", "World of Warcraft" and "Overwatch" as Examples." In Proceedings of the 3rd International Conference on Art Studies: Science, Experience, Education (ICASSEE 2019). Atlantis Press, 2019. http://dx.doi.org/10.2991/icassee-19.2019.70.

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Reports on the topic "World of Warcraft (Game)"

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Gregory, Clairellyn. Who Gender-Bends and Why? A Qualitative Study of World of Warcraft. Portland State University Library, 2000. http://dx.doi.org/10.15760/etd.421.

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Wong, Jason H., Anh B. Nguyen, and Lauren Ogren. Serious Game and Virtual World Training: Instrumentation and Assessment. Defense Technical Information Center, 2012. http://dx.doi.org/10.21236/ada582033.

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Griffin, John, David Nickerson, and Abigail Wozniak. Racial Differences in Inequality Aversion: Evidence from Real World Respondents in the Ultimatum Game. National Bureau of Economic Research, 2011. http://dx.doi.org/10.3386/w17097.

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Frank, J. R. The difference between teamwork and compliance: The application of game theory to real-world research teams. Office of Scientific and Technical Information (OSTI), 1994. http://dx.doi.org/10.2172/211602.

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Williams, Thomas. Cell Biology Board Game: Cell Life Cycle Top Trumps. University of Dundee, 2023. http://dx.doi.org/10.20933/100001277.

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All living things from whole people to single cells and even viruses have life cycles. Explore the weird and wonderful world of life cycles at the level of the cell in this top trumps inspired game. Print and cut out the cards, then play anywhere you want!
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Williams, Thomas. Cell Biology Board Game: Cell Survival (School Version). University of Dundee, 2022. http://dx.doi.org/10.20933/100001270.

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Cells are the smallest units of life. The environment around cells is always changing. Cells need to adapt to survive. This curriculum linked game and lesson plan introduces the world of cells to pupils 8-13. But can they keep their cells alive? This is a guide to how the cell survival resources can be used in a lesson and can be adapted as the teacher sees fit to do so. This lesson is aimed at 8-13 year olds, and fits into an hour long session. The Cell Survival Game has been adapted for both home use and for use in the classroom, and is accompanied by a series of videos. Learning Outcomes –
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Vakaliuk, Tetiana A., Valerii V. Kontsedailo, Dmytro S. Antoniuk, Olha V. Korotun, Iryna S. Mintii, and Andrey V. Pikilnyak. Using game simulator Software Inc in the Software Engineering education. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3762.

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The article presents the possibilities of using game simulator Sotware Inc in the training of future software engineer in higher education. Attention is drawn to some specific settings that need to be taken into account when training in the course of training future software engineers. More and more educational institutions are introducing new teaching methods, which result in the use of engineering students, in particular, future software engineers, to deal with real professional situations in the learning process. The use of modern ICT, including game simulators, in the educational process,
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Hoffman, Wyatt. AI and the Future of Cyber Competition. Center for Security and Emerging Technology, 2021. http://dx.doi.org/10.51593/2020ca007.

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As states turn to AI to gain an edge in cyber competition, it will change the cat-and-mouse game between cyber attackers and defenders. Embracing machine learning systems for cyber defense could drive more aggressive and destabilizing engagements between states. Wyatt Hoffman writes that cyber competition already has the ingredients needed for escalation to real-world violence, even if these ingredients have yet to come together in the right conditions.
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Aruguete, Natalia, Ernesto Calvo, Carlos Scartascini, and Tiago Ventura. Trustful Voters, Trustworthy Politicians: A Survey Experiment on the Influence of Social Media in Politics. Inter-American Development Bank, 2021. http://dx.doi.org/10.18235/0003389.

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Recent increases in political polarization in social media raise questions about the relationship between negative online messages and the decline in political trust around the world. To evaluate this claim causally, we implement a variant of the well-known trust game in a survey experiment with 4,800 respondents in Brazil and Mexico. Our design allows to test the effect of social media on trust and trustworthiness. Survey respondents alternate as agents (politicians) and principals (voters). Players can cast votes, trust others with their votes, and cast entrusted votes. The players rewards a
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Levantovych, Oksana. COVID 19 MEDIA COVERAGE: AN ANALYSIS OF HEORHII POCHEPTSOV’S VIEW. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11061.

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The article analyses the peculiarities of the coverage of the covid pandemic in the Ukrainian media, the emphasis placed by the media in news, and how the online mode of modern life and social distancing affects the growth of media influence. Special attention is paid to the view of the famous publicist Heorhii Pocheptsov, who does not exclude the possibility that the coronavirus was invented intentionally to control millions of people around the world. Permanently, the world faces numerous challenges of different scales: economic, military, socio-political, environmental, epidemiological ones
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