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.
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 textMarzouki, Yousri, Valériane Dusaucy, Myriam Chanceaux, and Sebastiaan Mathôt. "The World (of Warcraft) through the eyes of an expert." PeerJ 5 (September 29, 2017): e3783. http://dx.doi.org/10.7717/peerj.3783.
Full textCollister, Lauren B. "Surveillance and Community: Language Policing and Empowerment in a World of Warcraft Guild." Surveillance & Society 12, no. 3 (2014): 337–48. http://dx.doi.org/10.24908/ss.v12i3.4956.
Full textRoot, Rachael. "Bridging anthropological theory: Accumulating and containing wealth in World of Warcraft landscapes." Critique of Anthropology 43, no. 1 (2023): 66–83. http://dx.doi.org/10.1177/0308275x231156718.
Full textBraithwaite, Andrea. "WoWing Alone." Games and Culture 13, no. 2 (2015): 119–35. http://dx.doi.org/10.1177/1555412015610246.
Full textKuo, Andrew, Richard J. Lutz, and Jacob L. Hiler. "Brave new World of Warcraft: a conceptual framework for active escapism." Journal of Consumer Marketing 33, no. 7 (2016): 498–506. http://dx.doi.org/10.1108/jcm-04-2016-1775.
Full textBurbidge, Rosie. "A lost destiny or world of warcraft? Unlocking the hidden power of designs." Interactive Entertainment Law Review 3, no. 1 (2020): 55–58. http://dx.doi.org/10.4337/ielr.2020.01.05.
Full textFalcão, Thiago. "Relações de Ação e Agência em World of Warcraft." Revista_Mídia_e_Cotidiano 10, no. 10 (2016): 5. http://dx.doi.org/10.22409/ppgmc.v10i10.9793.
Full textSenoprabowo, Abi, Khamadi Khamadi, Toto Haryadi, and Hen Dian Yudani. "PERSEPSI VISUAL KARAKTER WARRIOR PADA GAME ONLINE WARCRAFT, PERFECT WORLD, DAN NUSANTARA ONLINE." Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) 2, no. 02 (2017): 160–81. http://dx.doi.org/10.25124/demandia.v2i02.933.
Full textWilliams, J. Patrick, and David Kirschner. "Coordinated Action in the Massively Multiplayer Online Game World of Warcraft." Symbolic Interaction 35, no. 3 (2012): 340–67. http://dx.doi.org/10.1002/symb.22.
Full textKim, Young Bin, Kyeongpil Kang, Jaegul Choo, et al. "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 textPoor, Nathaniel. "What MMO Communities Don’t Do: A Longitudinal Study of Guilds and Character Leveling, Or Not." Proceedings of the International AAAI Conference on Web and Social Media 9, no. 1 (2021): 678–81. http://dx.doi.org/10.1609/icwsm.v9i1.14660.
Full textStrimling, Pontus, and Seth Frey. "Emergent Cultural Differences in Online Communities’ Norms of Fairness." Games and Culture 15, no. 4 (2018): 394–410. http://dx.doi.org/10.1177/1555412018800650.
Full textWhite, Matthew M. "Designing Tutorial Modalities and Strategies for Digital Games." International Journal of Game-Based Learning 2, no. 2 (2012): 13–34. http://dx.doi.org/10.4018/ijgbl.2012040102.
Full textSkok, Katarzyna. "Gamification in education – practical solutions for educational courses." Polish Journal of Applied Psychology 14, no. 3 (2016): 73–92. http://dx.doi.org/10.1515/pjap-2015-0063.
Full textToft-Nielsen, Claus. "Worlds at Play." Nordicom Review 35, s1 (2020): 237–50. http://dx.doi.org/10.2478/nor-2014-0115.
Full textCastro, Vic. "The limits of imagination: Securitisation and exceptionalism in the World of Warcraft video game." European Journal of International Security 7, no. 2 (2022): 207–25. http://dx.doi.org/10.1017/eis.2022.1.
Full textGu, Ja-Won, and Eun-Jung Moon. "Analysis of MMORPG’s Item Crafting Contents Using Game Theory: Leatherworking in ‘World of Warcraft’." Journal of Korea Game Society 20, no. 2 (2020): 13–25. http://dx.doi.org/10.7583/jkgs.2020.20.2.13.
Full textWitkowski, Emma. "Sensuous proximity in research methods with expert teams, media sports, and esports practices." MedieKultur: Journal of media and communication research 34, no. 64 (2018): 21. http://dx.doi.org/10.7146/mediekultur.v34i64.97014.
Full textHarari, Gabriella M., Lindsay T. Graham, and Samuel D. Gosling. "Personality Impressions of World of Warcraft Players Based on Their Avatars and Usernames." International Journal of Gaming and Computer-Mediated Simulations 7, no. 1 (2015): 58–73. http://dx.doi.org/10.4018/ijgcms.2015010104.
Full textBytheway, Julie. "In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games." International Journal of Computer-Assisted Language Learning and Teaching 4, no. 4 (2014): 1–13. http://dx.doi.org/10.4018/ijcallt.2014100101.
Full textCarr, Diane, and Martin Oliver. "Tanks, Chauffeurs and Backseat Drivers: Competence in MMORPGs." Eludamos: Journal for Computer Game Culture 3, no. 1 (2009): 43–53. http://dx.doi.org/10.7557/23.5994.
Full textThorne, Steven L., Ingrid Fischer, and Xiaofei Lu. "The semiotic ecology and linguistic complexity of an online game world." ReCALL 24, no. 3 (2012): 279–301. http://dx.doi.org/10.1017/s0958344012000158.
Full textZhao, Xiang, Patricia L. Obst, Katherine M. White, Erin L. O’Connor, and Huon Longman. "Network analysis among World of Warcraft players’ social support variables: A two-way approach." Journal of Gaming & Virtual Worlds 13, no. 3 (2021): 249–64. http://dx.doi.org/10.1386/jgvw_00041_1.
Full textObst, Patricia L., Xiang Zhao, Katherine M. White, Erin L. O'Connor, and Huon Longman. "Game Identity-Based Motivations of Playing World of Warcraft and Their Psychological Outcomes." Cyberpsychology, Behavior, and Social Networking 21, no. 10 (2018): 655–60. http://dx.doi.org/10.1089/cyber.2018.0185.
Full textDickey, Michele D. "World of Warcraft and the impact of game culture and play in an undergraduate game design course." Computers & Education 56, no. 1 (2011): 200–209. http://dx.doi.org/10.1016/j.compedu.2010.08.005.
Full textCarr, Caleb T., and Paul Zube. "Network Autocorrelation of Task Performance via Informal Communication Within a Virtual World." Journal of Media Psychology 27, no. 1 (2015): 33–44. http://dx.doi.org/10.1027/1864-1105/a000129.
Full textEklund, Lina, and Magnus Johansson. "Played and Designed Sociality in a Massive Multiplayer Online Game." Eludamos: Journal for Computer Game Culture 7, no. 1 (2013): 35–54. http://dx.doi.org/10.7557/23.6146.
Full textSumarokov, Gleb Yurievich. "TRANSMEDIA NARRATION AND INTERTEXTUALITY IN THE UNIVERSE OF WORLD OF WARCRAFT AND IN THE NOVELS OF JOHANNA SINISALO (FINLAND)." Yearbook of Finno-Ugric Studies 16, no. 1 (2022): 72–82. http://dx.doi.org/10.35634/2224-9443-2022-16-1-72-82.
Full textSumarokov, Gleb Yurievich. "TRANSMEDIA NARRATION AND INTERTEXTUALITY IN THE UNIVERSE OF WORLD OF WARCRAFT AND IN THE NOVELS OF JOHANNA SINISALO (FINLAND)." Yearbook of Finno-Ugric Studies 16, no. 1 (2022): 72–82. http://dx.doi.org/10.35634/2224-9443-2022-16-1-72-82.
Full textKerr, Aphra, Stefano De Paoli, and Max Keatinge. "Surveillant Assemblages of Governance in Massively Multiplayer Online Games: A Comparative Analysis." Surveillance & Society 12, no. 3 (2014): 320–36. http://dx.doi.org/10.24908/ss.v12i3.4953.
Full textEe, Andrew, and Hichang Cho. "What Makes an MMORPG Leader? A Social Cognitive Theory-Based Approach to Understanding the Formation of Leadership Capabilities in Massively Multiplayer Online Role-Playing Games." Eludamos: Journal for Computer Game Culture 6, no. 1 (2012): 25–37. http://dx.doi.org/10.7557/23.6136.
Full textGavrić, Nikola, and Živko Bojović. "Security Concerns in MMO Games—Analysis of a Potent Application Layer DDoS Threat." Sensors 22, no. 20 (2022): 7791. http://dx.doi.org/10.3390/s22207791.
Full textGabbiadini, Alessandro, Silvia Mari, Chiara Volpato, and Maria Grazia Monaci. "Identification Processes in Online Groups." Journal of Media Psychology 26, no. 3 (2014): 141–52. http://dx.doi.org/10.1027/1864-1105/a000119.
Full textCollister, Lauren B. "Detection of Deception in a Virtual World." Linguistic Evidence in Security, Law and Intelligence 1, no. 1 (2013): 51–66. http://dx.doi.org/10.5195/lesli.2013.6.
Full textLarsen, Lasse Juel. "Objects of Desire - A Reading of the Reward System in World of Warcraft." Eludamos: Journal for Computer Game Culture 6, no. 1 (2012): 15–24. http://dx.doi.org/10.7557/23.6135.
Full textKang, Yoon Hee. "A Study on Symbolic Expression of Visual Effects in Game - focused on World of Warcraft -." Journal of Basic Design & Art 23, no. 2 (2022): 17–29. http://dx.doi.org/10.47294/ksbda.23.2.2.
Full textHong, Lee Jae. "A Study on the Quests of ‘Warlords of Draenor’ in the Game, World of Warcraft." Journal of Korea Game Society 16, no. 4 (2016): 105–14. http://dx.doi.org/10.7583/jkgs.2016.16.4.105.
Full textWang, Xiaofei, Ted Kwon, Yanghee Choi, Min Chen, and Yan Zhang. "Characterizing the gaming traffic of World of Warcraft: From game scenarios to network access technologies." IEEE Network 26, no. 1 (2012): 27–34. http://dx.doi.org/10.1109/mnet.2012.6135853.
Full textRapp, Amon. "Social Game Elements in World of Warcraft: Interpersonal Relations, Groups, and Organizations for Gamification Design." International Journal of Human–Computer Interaction 34, no. 8 (2018): 759–73. http://dx.doi.org/10.1080/10447318.2018.1461760.
Full textNakamura, Lisa. "Don't Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft." Critical Studies in Media Communication 26, no. 2 (2009): 128–44. http://dx.doi.org/10.1080/15295030902860252.
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