Academic literature on the topic 'World of Warcraft (Game)'
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Journal articles on the topic "World of Warcraft (Game)"
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.
Full textMoberly, 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.
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 (2012): 322–38. http://dx.doi.org/10.1017/s0958344012000171.
Full textH. 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.
Full textWarner, 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 textThibault, 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.
Full textScriven, 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.
Full textGuhde, 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.
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 textTomasowa, 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.
Full textDissertations / Theses on the topic "World of Warcraft (Game)"
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.
Full textTakala, 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.
Full textLindqvist, 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.
Full textTran, Chris Wang Zuoming. "What's real anymore a comparison of World of Warcraft, secondlife and online experiences /." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-10976.
Full textAsk, 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.
Full textGregory, Clairellyn Rose. "Who Gender-Bends and Why? A Qualitative Study of World of Warcraft." PDXScholar, 2011. https://pdxscholar.library.pdx.edu/open_access_etds/421.
Full textHermansson, Johan, and Christian Svensson. "World of Warcraft : En virtuellt social värld." Thesis, Växjö University, School of Social Sciences, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-1477.
Full textFalcão, 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.
Full textStenberg, Peder. "Den allvarsamma leken : Om World of Warcraft och läckaget." Doctoral thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-42073.
Full textTran, Chris. "What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc10976/.
Full textBooks on the topic "World of Warcraft (Game)"
(Firm), Blizzard Entertainment, and Upper Deck Entertainment (Firm), eds. World of warcraft: Trading card game. Chronicle Books, 2008.
Find full textLeigh, Davis H., ed. World of Warcraft: Dungeon companion II. BradyGames Publishing, 2007.
Find full text1980-, Cuddy Luke, and Nordlinger John 1963-, eds. World of Warcraft and philosophy. Open Court, 2009.
Find full text1980-, Cuddy Luke, and Nordlinger John 1963-, eds. World of Warcraft and philosophy. Open Court, 2009.
Find full textBook chapters on the topic "World of Warcraft (Game)"
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.
Full textScott, 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.
Full textBarton, 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.
Full textWolf, 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.
Full textShultz 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.
Full textSherlock, 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.
Full textFraser, 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.
Full textBainbridge, 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.
Full textNeuenhausen, 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.
Full textWong, 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.
Full textConference papers on the topic "World of Warcraft (Game)"
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.
Full textMiller, 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.
Full textSheng-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.
Full textSiqueira, 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.
Full textHerodotou, 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.
Full textPosfai, 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.
Full textXiaofei 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.
Full textThurau, 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.
Full textCalinoiu (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.
Full textLv, 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.
Full textReports on the topic "World of Warcraft (Game)"
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.
Full textWong, 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.
Full textGriffin, 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.
Full textFrank, 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.
Full textWilliams, Thomas. Cell Biology Board Game: Cell Life Cycle Top Trumps. University of Dundee, 2023. http://dx.doi.org/10.20933/100001277.
Full textWilliams, Thomas. Cell Biology Board Game: Cell Survival (School Version). University of Dundee, 2022. http://dx.doi.org/10.20933/100001270.
Full textVakaliuk, 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.
Full textHoffman, Wyatt. AI and the Future of Cyber Competition. Center for Security and Emerging Technology, 2021. http://dx.doi.org/10.51593/2020ca007.
Full textAruguete, 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.
Full textLevantovych, 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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