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Dissertations / Theses on the topic 'World of Warcraft (Game)'

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1

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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2

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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7

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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8

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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Calka, Michelle. "Beyond newbie : immersion in virtual game worlds." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337190.

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The purpose of this thesis is to explore the following research question: How does immersion occur in a virtual game environment? Specifically, this study will focus on the Massively Multiplayer Online Role Playing Game (MMORPG) World of Warcraft. Approaching the question using a grounded theory methodology, the study finds that immersion takes place in two primary areas: Environmental and Social. Environmental immersion concerns technical aspects of the game including aesthetic detail, sensory stimulation, and narratives. Social immersion evolves as a paradigmatic opposition of cooperation an
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Gabrielsson, Andree. "The Changing Social Experience in World of Warcraft : Social Affordances in World of Warcraft and their impact on the Social Gaming Experience." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16499.

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Design philosophies in MMOs seem to have seen a shift in recent years. What used to be designs for social dependencies and challenging content seems to have become designs for social independence and casual play. This has not gone by unnoticed by communities of players that have gradually increased in size, hoping to find regression in design philosophies for their favorite games. This study combines the social component of Yee’s (2006) model for motivations for online play with Bradner’s (2001) concept of social affordances, and quantitative surveys with qualitative interviews in order to exa
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Slodov, Dustin A. "Nostalgia and World of Warcraft myth and individual resistance /." Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1212088472.

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14

Lindh, Simon. "Online computer game English : A study on the language found in World of Warcraft." Thesis, Karlstad University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-4142.

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<p>The aim of this study is to examine the language from a small sample of texts from the chat channels of World of Warcraft and analyze the differences found between World of Warcraft English and Standard English. In addition, the studywill compare the language found in World of Warcraft with language found on other parts of the Internet, especially chatgroups. Based on 1045 recorded chat messages, this study examines the use of abbreviations, emoticons, vocabulary, capitalization, spelling, multiple letter use and the use of rare characters. The results of the investigation show that the lan
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Söderberg, Hampus. "Reluctant readers and game literature : An intertextual analysis of World of Warcraft: Chronicle I." Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-88080.

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World of Warcraft and World of Warcraft: Chronicle I are in this essay analyzed as motivators for reluctant readers. World of Warcraft: Chronicle I is analyzed from small-scale and large-scale intertextual comparison to Greek and Norse mythology. The aim of this essay is to introduce alternative literature outside the literary canon in the EFL classroom in Sweden. The aim is to connect gaming an outside school activity with reading. The analysis is divided into three parts, the first part focuses on the amount of reading that is done while playing a game like World of Warcraft. The second part
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Bezerra, Flávio Soares. "Identidades e poderes no World of Warcraft." Universidade Federal de Sergipe, 2016. https://ri.ufs.br/handle/riufs/5690.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>Factors like globalization have unleashed changes in the human being way of life, bringing new practices into the quotidian (BAUMAN, 2001; LÉVY, 1996). In this work, it is relevant to focus in one of these present day practices; the act of play (electronic games). Disseminated mainly because of its function as an entertainment product and socially recognized as such, the electronic games pass through a filter which depreciates activities that are inherent to its process and need in today‟s classroom practice, as agreed in t
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Campedelli, Gabriela. "Bem vindos a Azeroth: aspectos da economia lúdica nos mundos fantásticos." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/27/27153/tde-29092009-154338/.

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Esse trabalho tem como finalidade a análise de aspectos econômicos e sociais do mundo sintético World of Warcraft, um Massively Multiplayer Online Role Playing Game (MMORPG). A escolha desse jogo se dá pela sua popularidade no mundo, contando com mais de 11 milhões de jogadores segundo dados divulgados pela Blizzard Entertainment, em outubro de 2008. A etnografia, que se desenvolveu online realizada por meio de dez personagens especialmente criados para integrar o jogo nas terras virtuais de Azeroth, observa os aspectos de desenvolvimento da comunidade de jogadores e dos mecanismos de governa
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Sund, Joakim. "Words and Meaning in Gaming : 'World of Warcraft' and 'Counterstrike Global Offensive'." Thesis, Högskolan Väst, Avd för utbildningsvetenskap och språk, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-14908.

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Online gaming is a relatively modern phenomenon that is not older than 20 years. Most online players speak English in some form, either by talking or writing. The two games, 'World of Warcraft' and 'Counterstrike' have taken over the gaming-world and the gamers' language has found its way right into the dictionary. The aim of the study was to examine how meanings of language change or evolve in the context of online video game playing. In this study, two gameplay videos were transcribed and analysed both qualitatively and quantitatively. Gaming words were identified through calculating word fr
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Dutton, Nathan T. "PARTICIPATORY QUITTING: QUITTING TEXTS AND WORLD OF WARCRAFT PLAYER CULTURE." Ohio : Ohio University, 2007. http://www.ohiolink.edu/etd/view.cgi?ohiou1172851023.

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McLaughlin, Jami Leighann. "Cyborgs, Cyberspace and Reality: An In-Depth Look at World of Warcraft and What it Means for "Community"." Thesis, Boston College, 2013.

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Thesis advisor: Michael Malec<br>The purpose of my research is to bring an academic understanding to the phenomenon of online gaming communities, the sociological effect of technology looking at online communities. Using World of Warcraft (Blizzard Entertainment, 2001) as an online medium, I analyzed the online experience on its own terms and discovered the culture that exists in this virtual world and the community that has developed around and inside of what some would call an "alternate reality". I wanted to bring more awareness to the sociological community as to the extent of this massive
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Rosier, Kady N. "Of humans and avatars: how real world gender practices are brought into World of Warcraft." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39573.

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This thesis explores the idea of how people 'do gender' in their online use of avatars, specifically avatar choice. A secondary question of whether or not a chatterbot can be used as a potential interviewer will also be examined as a tool acquiring large amounts of interview data. Gender is one of the ways in which we structure our society, and is completely omnipresent. We cannot opt out of participating in our gender, as we are constantly performing and reaffirming it. Because of this, gender performance and choice spills over into all domains. This includes entertainment such as massively m
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Feng, Jihan. "From role play to behavior: How cultural background influences Western and Eastern MMOG players in world of warcraft." Thesis, Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52249.

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Researchers have been studying virtual world culture for decades. However, little attention has been devoted to the intersection of virtual world culture and real world culture. Even less attention has been given to the study of comparing players' different virtual world game behaviors that have been influenced by their own real world cultural background. In this paper, I specifically focus on identifying the differences among American, Chinese, and Taiwanese cultures and the unique aspects of players with distinct cultural backgrounds that alter the atmosphere of the game. This is a mixed-met
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Spottke, John Christopher. "Ethnographic reflection on group formation in Blizzard's "World of Warcraft"." Master's thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4569.

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Cyberanthropology or the anthropology of cyber space/culture is an emerging subfield of cultural anthropology that deals with the varied integration of human beings and technology. This specialized area of study focuses on topics ranging from new technologies used in ethnographic research to information and communication technologies utilized by specific societal groups. Communication technology encompasses the World Wide Web, email, and online multiperson interactive spaces such as chatrooms and video games. In this work, I ethnographically investigate human social interactions in the online
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Brandberg, Peter. "Interaktivitet och deltagande : - en kvalitativ studie kring skapandet av machinima med World of Warcraft -." Thesis, Uppsala University, Media and Communication, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-7694.

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<p>Abstract</p><p>Title: Interactivity and participation - a qualitative study about the making of machinima with</p><p>World of Warcraft (Interaktivitet och och deltagande – en kvalitativ studie kring skapandet av</p><p>machinima med World of Warcraft)</p><p>Number of pages: 68 total, 50 without appendix</p><p>Author: Peter Brandberg</p><p>Tutor: Else Nygren</p><p>Period: Autumn 2006</p><p>Course: Media and Communication Studies C</p><p>University: Division of Media and Communication, Department of Information Science, Uppsala University</p><p>Purpose/Aim: The aim of this study is to take a c
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Boone, George William. "A Burkean analysis of "World of Warcraft" identity work in a virtual environment /." Click here for download, 2008. http://proquest.umi.com/pqdweb?did=1568974071&sid=1&Fmt=2&clientId=3260&RQT=309&VName=PQD.

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Young, Karl, and Gregory Troha. "Social Roles in Virtual World Games : A case study of the social role of rated battleground leader in World of Warcraft." Thesis, Uppsala universitet, Sociologiska institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-303620.

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Koptur, Evren. "TRANSFERABLE LEARNING SKILLS OF AN MMORPG: A WORLD OF WARCRAFT QUEST." Kent State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=kent1459175932.

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Persson, Kim, and Jansson Sebastian. "Samarbete i spelet World of Warcraft Spelare mot spelare kontra spelare mot datorstyrd spelare." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20017.

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Nyckeln i att utveckla ett bra flerspelar-spel ligger i spelets möjlighet till samarbete. Det är därför viktigt att veta hur olika spelsätt skiljer sig åt ur ett samarbetsperspektiv. Tidigare forskning har endast studerat samarbete för en given spelstil, till exempel spelare som möter andra spelare eller spelare som möter datorstyrda spelare, och har inte gjort någon direkt jämförelse mellan dessa. Bristen kring detta område har inspirerat till den aktuella undersökningen, som ämnat att undersöka eventuella skillnader på samarbete i spelet World of Warcraft. Det har utförts ett antal experimen
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Kavetsky, Jennifer A. "Men Behaving (not so) Badly: Interplayer Communication in World of Warcraft." Bowling Green State University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1213989105.

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Chan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.

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Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game
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Andersson, Erika, and Amanda Norman. "Förtroende och tillit i World of Warcraft : En studie utifrån WoW-användares perspektiv." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32023.

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Studien behandlar vilka interaktioner en användare behöver tillämpa för att den ska kunna finna eller skapa ett förtroende inom en guild i spelet World of Warcraft. Det övergripande syftet är att se om dessa interaktioner tillämpas på olika sätt beroende på vilken guild en användare är medlem i. Studien har främst utgått ifrån tre guilder och ett antal WoW-användares egna perspektiv, erfarenheter och tankar där undersökningarna har byggts på kvalitativa metoder. De kvalitativa metoderna inkluderade enkäter, scenario, observation och semi- strukturerade intervjuer. Analysen har till stor del ut
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Welsh-Morgan, Bryan. "The Impact of Online Games such as World of Warcraft on Today's Youth." UOIT, 2010. http://hdl.handle.net/10155/64.

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von, Paykull Camilla, and Måns Löf. "Tamarrion : A Study of Hand Painted Textures." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-317027.

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This thesis examines the development of Tamarrion and how it has been influenced by World of Warcraft and other games, focusing on the textures. The authors use the element of colour from the elements of art (Beloeil, et.al. 2013) to break down the texture maps, and analyse and compare the results. This is done both between the three development phases of Tamarrion and other games. The results show that there are similarities between the games referenced within this paper. They also show that the texture maps of Tamarrion have increased their similarities with the examples from other games dur
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Razera, Bruno Ayres. "Interações estratégicas em games massivos online: visibilidade de simulacros identitários e a axiologia do Transmog em World of Warcraft." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21357.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-08-17T13:20:08Z No. of bitstreams: 1 Bruno Ayres Razera.pdf: 1685514 bytes, checksum: 0f3c94e0ba6321b9ab0ecec435acdf70 (MD5)<br>Made available in DSpace on 2018-08-17T13:20:08Z (GMT). No. of bitstreams: 1 Bruno Ayres Razera.pdf: 1685514 bytes, checksum: 0f3c94e0ba6321b9ab0ecec435acdf70 (MD5) Previous issue date: 2018-06-26<br>Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq<br>The research investigates how the game mode Massively Multiplayer Online Role Playing Game (MMORPG), by strategic concomitanc
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Santos, Julio Cesar Gomes. "O fascinio e a espetacularização como pedagogias corporais no world of warcraft." Faculdade de Educação, 2016. http://repositorio.ufba.br/ri/handle/ri/20295.

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Submitted by Julio Santos (julioparsifal@hotmail.com) on 2016-09-02T23:14:13Z No. of bitstreams: 1 tese final.pdf: 8472411 bytes, checksum: 72cab36c2b81939419657a642cd00d98 (MD5)<br>Approved for entry into archive by Maria Auxiliadora da Silva Lopes (silopes@ufba.br) on 2016-09-08T17:33:59Z (GMT) No. of bitstreams: 1 tese final.pdf: 8472411 bytes, checksum: 72cab36c2b81939419657a642cd00d98 (MD5)<br>Made available in DSpace on 2016-09-08T17:33:59Z (GMT). No. of bitstreams: 1 tese final.pdf: 8472411 bytes, checksum: 72cab36c2b81939419657a642cd00d98 (MD5)<br>“O Fascínio e a Espetacularização
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Chiniquy, Michael. "Lyckade spelkomponenter : Vad ligger bakom World of Warcrafts popularitet?" Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-18526.

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I denna studie så kommer jag att analysera MMORPG-spelet World of Warcraft genom att utföra en analys i hopp om att isolera spelmekanismer och element som kan anses vara välfungerande och väldesignade. Jag kommer dessutom att bryta ner World of Warcraft till dess kärnkomponenter med hjälp av Interaction Centric Framework modellen som ett komplement till denna studie. Resultaten visar att World of Warcraft använder sig av många slags egenskaper och designval som skiljer sig själv från andra spel, som att dra ner på story element och att destillera spelets kärna till en väldigt grundlig ”morot-o
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Ritter, Christopher Jonas. "Why the humans are white fantasy, modernity, and the rhetorics of racism in World of Warcraft /." Pullman, Wash. : Washington State University, 2010. http://www.dissertations.wsu.edu/Dissertations/Spring2010/c_ritter_050410.pdf.

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Vlisides, James C. "Rendering the Other: Ideologies of the Neo-Oriental in World of Warcraft." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363105916.

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Silva, Sylker Teles da. "Moodle vs. World of warcraft: análise comparativa dos ambientes virtuais de aprendizagem no Amazonas." Universidade Federal do Amazonas, 2010. http://tede.ufam.edu.br/handle/tede/2348.

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Made available in DSpace on 2015-04-11T13:41:41Z (GMT). No. of bitstreams: 1 Sylker Silva.pdf: 3564034 bytes, checksum: df900223bf4c9f514cccadffd530334b (MD5) Previous issue date: 2010-10-01<br>CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>Virtual environments for online learning are major communication tools for distance education, a crescent way of learning in Brazil and the world. On the other side is the technology of the massive environments in three dimensions, in the form of electronic games that bring more supporters to the simulated universes. The problem
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Pereira, Lucas Pessoa, and Lucas Pessoa Pereira. "A identidade visual gráfica no audiovisual contemporâneo: apropriações da visualidade medieval em O Senhor dos Anéis, Game Of Thrones e World of Warcraft." Universidade Federal de Pelotas, 2016. http://repositorio.ufpel.edu.br:8080/handle/prefix/3682.

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Submitted by Leda Lopes (ledacplopes@hotmail.com) on 2017-08-09T13:26:03Z No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Lucas_Pessoa_Pereira_Dissertacao.pdf: 40012518 bytes, checksum: d20f444bf51fcde23635693bd9a80c8a (MD5)<br>Approved for entry into archive by Aline Batista (alinehb.ufpel@gmail.com) on 2017-08-10T20:23:12Z (GMT) No. of bitstreams: 2 Lucas_Pessoa_Pereira_Dissertacao.pdf: 40012518 bytes, checksum: d20f444bf51fcde23635693bd9a80c8a (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<br>Approved for entry i
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Viamonte, Connie M. "You Crit Like a Girl: the Performance of Female Identity in the Virtual Gaming Community World of Warcraft." FIU Digital Commons, 2015. http://digitalcommons.fiu.edu/etd/2273.

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This dissertation examines how gender is expressed and performed in the virtual gaming community of World of Warcraft. Players were approached through the medium of the game and through various on-line bulletin boards to answer surveys and open-ended interview questions about their experiences as a female player or with female players in this virtual society. In addition to answering questions, this project involved participant observations within several different types of realms or servers in World of Warcraft in order to gain a better understanding of community dynamics. The premise for thi
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Chagas, Artur Alves de Oliveira. "O transbordamento do lúdico e da biopolítica em jogos Massive Multiplayer online: um estudo sobre World of Warcraft." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/48/48134/tde-30082010-104541/.

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Os jogos eletrônicos denominados Massive Multiplayer Online, nos quais milhares de pessoas podem estar conectadas simultaneamente, são tomados como exemplo atual de jogos coletivos. A partir da análise biopolítica de Michel Foucault, são investigadas as construções identitárias individuais, os papéis sociais e compromissos assumidos com outros jogadores e as aprendizagens e disciplinas reforçadas em tais jogos, tomando como referência o jogo World of Warcraft, o mais popular do gênero, atualmente. O trabalho de campo foi realizado com jogadores e com os websites oficiais do jogo selecionado, p
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Szabo, Vio. "Spelare som råkar vara kvinnor : Öppningar och begränsningar i genus, sexualitet och spelarnätverk i World of Warcraft." Thesis, Södertörn University College, The School of Culture and Communication, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-2031.

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Prax, Patrick. "Co-creative Game Design as Participatory Alternative Media." Doctoral thesis, Uppsala universitet, Medier och kommunikation, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-287659.

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The possibility of co-creation exists for all media, but game design has developed a culture that is unusually open to co-creation. This dissertation investigates significant cases of co-creation in mainstream games in order to explore how games can be co-created as alternative or critical media by their players. The core argument in the dissertation is that players co-create the design of a game only if certain conditions are met, namely: (1) player creation of a text or communication infrastructure that modifies the properties of the game and from which play emerges; (2) that this is done fo
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Kuhn, Jeffrey. "Games as Complex Social Spaces: An Ethnographic Investigation into the Distributed Cognition and Problem Solving in World of Warcraft." Ohio University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1489069153773136.

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Cayres, Victor de Morais. "Dramaturgia da expansão: análise da estrutura dramatúrgica de World of Warcfrat." Escola de Teatro, 2015. http://repositorio.ufba.br/ri/handle/ri/27489.

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Submitted by Glauber de Assunção Moreira (glauber.moreira@ufba.br) on 2018-09-21T18:09:20Z No. of bitstreams: 1 Tese versão para entrega 2.pdf: 3703165 bytes, checksum: 0ab52dcdd975f05d78659b1aa6b8bd90 (MD5)<br>Approved for entry into archive by Ednaide Gondim Magalhães (ednaide@ufba.br) on 2018-09-25T12:47:15Z (GMT) No. of bitstreams: 1 Tese versão para entrega 2.pdf: 3703165 bytes, checksum: 0ab52dcdd975f05d78659b1aa6b8bd90 (MD5)<br>Made available in DSpace on 2018-09-25T12:47:15Z (GMT). No. of bitstreams: 1 Tese versão para entrega 2.pdf: 3703165 bytes, checksum: 0ab52dcdd975f05d78659b1
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Ericsson, Emil, and Martin Adolfsson. "Låt det förflutna tillhöra det förflutna : En studie om datorspel, socialt välbefinnande och kunskapsmässig utveckling." Thesis, Linnéuniversitetet, Institutionen för utbildningsvetenskap (UV), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-39663.

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This study investigates the effects that commercial computer games have on young individuals social comfort and learning progress. As a systematic study of literature, scholarly articles have been analysed in order to illuminate the positive as well as negative effects on social comfort and learning progress that may come with playing computer games. The social effects have mainly been discussed with role-playing games, such as World of Warcraft, as starting point, while the learning effects have been coupled with strategy games, such as Civilization IV. The study does not simply declare how t
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Haraldsson, Isabell. "“Rule no.3: Never raid with pants on.” : An Anthropological Study of Communication, Co-Operation and Friendship in the ’Virtual’ World of Warcraft." Thesis, Uppsala universitet, Institutionen för kulturantropologi och etnologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-323646.

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The significance of technology and technological devices in the modern western society is steadily expanding, and affecting how the consumers of these products interact with one another. Both through these devices, but also how they interact without them the importance of studying these forms of interaction is therefore of rising significance. This thesis explores the world of online-gaming in order to map out how the players use, and are affected by the virtual aspects of the platform they use to create and reproduce their social bonds with one another. By analysing the relationship between t
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Eklund, Lina. "The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity." Doctoral thesis, Stockholms universitet, Sociologiska institutionen, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-83163.

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This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. Applying an everyday perspective, focus is on gamers’ day-to-day practices and experiences. Studies I and II enquire into relational aspects of social gaming based on interviews and survey data. Study III investigates the relationship between game design and game
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Valtin, Georg. "Prosoziales Verhalten in virtuellen Welten am Beispiel von Online‐Rollenspielen." Doctoral thesis, Universitätsbibliothek Chemnitz, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-156602.

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Die vorliegende Dissertation untersucht am Beispiel von Online-Rollenspielen, wie sich prosoziales Verhalten in virtuellen Umgebungen im Vergleich zu dem in realen Umgebungen unterscheidet. Ausgangspunkt für die Untersuchungen sind die Modelle zum und Einflussgrößen auf das prosoziale Verhalten, die als Ergebnisse der einschlägigen Forschung realer Hilfesituationen vorliegen. Unter Berücksichtigung der Charakteristika und Besonderheiten von Online-Rollenspielen werden verschiedene Variablen wie Attraktivität des Hilfeempfängers, Ähnlichkeit zwischen Helfer und Hilfeempfänger, die Schwere der N
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