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1

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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Marzouki, 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.

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Negative correlations between pupil size and the tendency to look at salient locations were found in recent studies (e.g., Mathôt et al., 2015). It is hypothesized that this negative correlation might be explained by the mental effort put by participants in the task that leads in return to pupil dilation. Here we present an exploratory study on the effect of expertise on eye-movement behavior. Because there is no available standard tool to evaluate WoW players’ expertise, we built an off-game questionnaire testing players’ knowledge about WoW and acquired skills through completed raids, highes
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Collister, 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.

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A case study of a World of Warcraft guild explores the relationship between participatory surveillance, public discipline, empowerment, and fun. The guild under investigation in this paper is a self-labeled "safe space" guild for female, LGBT, and other minority members of the gaming population. To promote the safe space environment, the guild's members actively enforce prohibitions against offensive language. A comparison is made between the participatory surveillance model employed by the members of the guild and the top-down policies and discipline enacted by the parent company, Blizzard En
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Root, 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.

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Human ingenuity responds to changing environments and resources with technological sophistication and variations in accumulative behaviors. While anthropologists look to the past and to processes of globalization to sketch these shifts in the natural world, there is a growing awareness that these transformations also occur in digital online worlds. I argue that archaeology’s attention to materiality provides useful analysis and directions for ethnographic video game analysis. I use research from the massively multiplayer online role-playing game World of Warcraft: Warlords of Draenor, where pl
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Braithwaite, Andrea. "WoWing Alone." Games and Culture 13, no. 2 (2015): 119–35. http://dx.doi.org/10.1177/1555412015610246.

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World of Warcraft ( WoW) is one of the most successful and longest running multiplayer online games in gaming. Over time, Blizzard Entertainment’s approach to multiplayer activities in WoW has changed. During the past decade, in-game world events, group matchmaking systems, and phasing technologies have been used to increasingly emphasize individual achievement rather than collaborative effort. The game is shifting away from sociable activities in favor of ones that situate players as powerful, atomized characters. WoW’s governmentality now encourages players to see each other as obstacles to
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Kuo, 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.

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Purpose This paper aims to investigate the phenomenon of active escapism – a unique form of experiential consumption that engages fantasy and role-play as a means of coping. In contrast with passive forms of escapism, whereby consumers act as observers (e.g. watching a movie), active escapism provides consumers with the opportunity to directly interact with mediated realities, whether constructed in a virtual space (e.g. a video game) or the real world. Design/methodology/approach Within the context of video game consumption, a conceptual framework for active escapism comprised antecedents, pr
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Burbidge, 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.

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

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A ação é o mais crucial elemento da experiência para com jogos eletrônicos. Não apenas a ação humana, mas mesmo o modo como partes do sistema interagem consigo. Considerando para além da fruição do indivíduo este aspecto material do meio, este artigo reflete a respeito da organização do tecido social em um Massive Multiplayer Online Role-playing Game (MMORPG). Observando, em especial, grupos voltados para a prática do raiding em World of Warcraft, questionamos que modo de existência pode ser encontrado neste contexto e, principalmente, de que forma este fornece uma chave de interpretação para
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Senoprabowo, 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.

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Visual merupakan aspek utama dalam perancangan game, sebagai stimulus yang mendorong subyek memberikan interpretasi dari berbagai aspek. Salah satu unsur visual yang penting yaitu karakter. Karakter membuat pemain menjadi fanatik, sehingga mendorongnya untuk memainkan karakter yang dianggap mewakili jati dirinya. Banyak game menjadi populer dikarenakan keunikan dari karakternya. Karakter tipe warrior menjadi karakter yang sering dipilih oleh pemain khususnya untuk genre Massively Multiplayer Online Role Playing Game (MMORPG) karena keunggulannya dalam skill kekuatan, pertahanan, ketangkasan, d
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Williams, 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.

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Kim, 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.

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Transactions involving virtual currencies are becoming increasingly common, including those in online games. In response, predicting the market price of a virtual currency is an important task for all involved, but it has not yet attracted much attention from researchers. This paper presents user opinions from online forums in a massive multiplayer online game (MMOG) setting widely used around the world. We propose a method for predicting the next-day rise and fall of the currency used in an MMOG environment. Based on analysis of online forum users’ opinions, we predict daily fluctuations in t
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Poor, 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.

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Guilds, a primary form of community in many online games, are thought to both aid gameplay and act as social entities. This work uses a three-year scrape of one game, World of Warcraft, to study the relationship between guild membership and advancement in the game as measured by character leveling, a defining and often studied metric. 509 guilds and 90,581 characters are included in the analysis from a three-year period with over 36 million observations, with linear regression to measure the effect of guild membership. Overall findings indicate that guild membership does not aid character leve
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Strimling, 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.

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Unpredictable social dynamics can dominate social outcomes even in carefully designed societies like online multiplayer games. According to theories from economic game theory and evolutionary anthropology, communities that are otherwise identical can spontaneously develop emergent cultural differences. We demonstrate the emergence of norm diversity in comparable populations distributed across identical copies of a single multiplayer game world. We use 2006 data from several servers of World of Warcraft to analyze how social contracts about resource distribution converge within independent comm
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White, 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.

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Contemporary digital games do little to help novice and disadvantaged players wanting to learn to play. The novice-expert divide is a significant barrier for entry for disadvantaged groups who want to play digital games; this is especially true for women (Jenson, Fisher, & De Castell, 2011). In response to this problem, three new tutorial modalities and strategies for World of Warcraft (WoW) were designed in an attempt to improve the existing tutorials. These new tutorials offered different modalities of instruction, as well as instructional strategies in assisting players. Results suggest
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Skok, 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.

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Abstract Gamification can be defined as the use of game design elements in non-game contexts. The aim of this article is to present practical solutions for a gamified educational course. The solutions are based on mechanisms used in online games and on the results of empirical research on motivation. The first part of the article analyzes theories of intrinsic and extrinsic motivation. The second part discusses the motivational aspects of one of the most popular games (World of Warcraft). The final part presents a detailed sample project for a gamified educational course. It proposes that – am
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Toft-Nielsen, Claus. "Worlds at Play." Nordicom Review 35, s1 (2020): 237–50. http://dx.doi.org/10.2478/nor-2014-0115.

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AbstractThe relationship between the fantasy genre and the medium of computer games has always been a very tight-knit one. The present article explores the close connection between fantasy and computer games through different media, arguing that the fantasy genre's specific ‘mode of function’ is the ability to build complete fictional worlds, whereby it creates specific experiences for its users. Based on empirical data from focus group interviews with players of the most popular Western Massively Multiplayer Online Role-Playing Game (MMORPG) of all times, World of Warcraft, the article develo
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Castro, 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.

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AbstractSecuritisation theory has too often been associated with the liberal state of exception and its problematic baggage. The Copenhagen School's early claims to deconstruct (not reproduce) the national security logic seem overlooked. Using the fantasy video game World of Warcraft as a large-scale thought experiment, this article asks how a distinct security mode is still possible when the normalisation of armed violence exceeds even what Carl Schmitt's political theory can provide for. Following a careful reading of Ole Wæver's formulation of the ‘existential threat’, securitisation assert
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Gu, 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.

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Witkowski, Emma. "Sensuous proximity in research methods with expert teams, media sports, and esports practices." MedieKultur: Journal of media and communication research 34, no. 64 (2018): 21. http://dx.doi.org/10.7146/mediekultur.v34i64.97014.

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This paper examines epistemological issues in game studies research, specifically exploring qualitative research approaches to networked, expert computer game teams who engage in esports practices. Expert teams deliver their expert practice in part through interembodied sensitivities to sensorial team-based phenomena, which is made across multiple bodies and machines in the process of play. Drawing on fieldwork with World of Warcraft Arena tournament esports teams and research methods orientations from games studies, sensuous ethnography, and sports studies, a position of sensuous proximity in
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Harari, Gabriella M., Lindsay T. Graham, and Samuel D. Gosling. "Personality Impressions of World of Warcraft Players Based on Their Avatars and Usernames." International Journal of Gaming and Computer-Mediated Simulations 7, no. 1 (2015): 58–73. http://dx.doi.org/10.4018/ijgcms.2015010104.

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Every week an estimated 20 million people collectively spend hundreds of millions of hours playing massively multiplayer online role-playing games (MMORPGs). Here the authors investigate whether avatars in one such game, the World of Warcraft (WoW), convey accurate information about their players' personalities. They assessed consensus and accuracy of avatar-based impressions for 299 WoW players. The authors examined impressions based on avatars alone, and images of avatars presented along with usernames. The personality impressions yielded moderate consensus (avatar-only mean ICC = .32; avata
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Bytheway, Julie. "In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games." International Journal of Computer-Assisted Language Learning and Teaching 4, no. 4 (2014): 1–13. http://dx.doi.org/10.4018/ijcallt.2014100101.

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Millions of language learners use commercial off-the-shelf computer games as informal learning contexts. Massively multiplayer online role-playing games (MMORPGs) are rich meaningful vocabulary learning contexts with in-game cultures that encourage creativity, decrease anxiety, force interaction, demand cooperative and autonomous learning, increase motivation, and reward curiosity. This case-study of World of Warcraft® players examined how the in-game culture affected participants' use of vocabulary learning strategies. Using research processes inherent in Grounded Theory, rich data was collec
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Carr, 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.

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In this paper learning and competence in the MMORPG World of Warcraft are explored. In order to facilitate movement between in-game and the real-world contexts of play, data was collected from couples who play the game together while sharing real space. Through the collection and analysis of interview data the authors develop a framework for the examination of learning practices. The ways in which players acquire and assess skills, balance different skill levels, and accommodate different play preferences, are discussed. It is argued that competence in MMORPGs is complex, variously constituted
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Thorne, 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.

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AbstractMultiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO)World of Warcraft(WoW), with specific attention to its qualities as a setting for second language (L2) use and development. This empirical study seeks to answer the following question: What is the nature of the linguistic ecology thatWoWplayers are exposed to? Many studies have described the developmental op
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Zhao, 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.

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World of Warcraft (WoW) is one of the most popular massively multiplayer online games. Previous studies have found evidence of in-game and offline social support among WoW players; however, the interplay of different types of social support such as informational and emotional support among this cohort has not been examined. This study used a reciprocal social support perspective to explore the system-level relationships among different types of social support in a sample of WoW players (N=181). Using network analysis, two major types of social support, informational and emotional, given and re
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Obst, Patricia L., Xiang Zhao, Katherine M. White, Erin L. O'Connor, and Huon Longman. "Game Identity-Based Motivations of Playing World of Warcraft and Their Psychological Outcomes." Cyberpsychology, Behavior, and Social Networking 21, no. 10 (2018): 655–60. http://dx.doi.org/10.1089/cyber.2018.0185.

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Dickey, 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.

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Carr, 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.

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Network autocorrelation occurs when individuals receive assistance from others which regulates their own behavior, and it can be used to explain how group members may improve their task performance. This study explored how network autocorrelation, via informal communication within a virtual group, affected an individual’s task achievement in the online game World of Warcraft. Informal interactions between guild members during a 4-year period were collected and analyzed to assess how informal interactions with other group members affected an individual’s in-game achievement. Findings indicate i
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Eklund, 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.

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This empirical study focuses on online collaboration and social interaction in temporary group formations. A case study of a massive multiplayer online game World of Warcraft explores these issues. Within this context little attention has been paid to temporary collaboration groups. The phenomenon is analyzed using interaction data complemented with interview data, forum data and consideration of game design. We found two main types of interaction, sociable and instrumental, but investment in the social situation was exceedingly little. We conclude that the low levels of social interaction obs
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Sumarokov, 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.

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The article examines the technique of transmedia narrative and intertextuality on the material of the game universe of World of Warcraft and in the novels of the Finnish writer Johanna Sinisalo (J. Sinisalo). The term “transmedia narration” is analyzed, its meaning in relation to literary criticism is discussed, and examples of the use of this technique are given. The author comes to the conclusion about the wide potential of using transmedia narration in game universes and intertextuality in the literature of fantasy of Finland and in the works of Sinisalo. The conclusion is made that both fa
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Sumarokov, 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.

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The article examines the technique of transmedia narrative and intertextuality on the material of the game universe of World of Warcraft and in the novels of the Finnish writer Johanna Sinisalo (J. Sinisalo). The term “transmedia narration” is analyzed, its meaning in relation to literary criticism is discussed, and examples of the use of this technique are given. The author comes to the conclusion about the wide potential of using transmedia narration in game universes and intertextuality in the literature of fantasy of Finland and in the works of Sinisalo. The conclusion is made that both fa
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Kerr, 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.

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This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the digital games industry. Informed by media governance studies, Surveillance Studies, and game studies, this paper identifies five elements which form part of the system of governance in MMOGs. These elements are: game code and rules; game policies; company community management practices; player participatory practices; and paratexts. Together these governance elements function as a surveillant assemblage, which relies to varying degrees on lateral and hierarchical forms of surveillance, and the a
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Ee, 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.

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Using Bandura’s (1986) Social Cognitive Theory (SCT) and McCormick’s (2001) SCT-applied models of leadership, we aimed to understand the complex processes of leadership development in Massively Multiplayer Online Role-Playing Games (MMORPG) environments. Using in-depth interview data from 20 Singaporean World of Warcraft players, we examined how environmental factors (e.g. game design, communication, and collaboration structures), personal factors (e.g. self-efficacy), and gaming behaviour affect the development of leadership capabilities. The findings suggest that Bandura’s and McCormick’s fr
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Gavrić, 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.

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The application layer in the Internet protocol suite offers a significant degree of freedom regarding the orchestration of distributed denial-of-service attacks due to many different and unstandardized protocols. The primary focus of defending against application-layer distributed denial-of-service attacks has traditionally been Hypertext Transfer Protocols oriented while observing individual users’ actions independently from one another. In this paper, we present and analyze a novel application-layer DDoS attack in massively multiplayer online games that utilize the cooperative efforts of the
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Gabbiadini, 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.

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Online video games are a popular leisure activity around the world; such virtual environments enable new ways for social identity to develop. This study investigated the motives affecting social identification processes in the massive multiplayer online role-playing game (MMORPG) World of Warcraft (WoW). In this video game, players interact with other players in a tridimensional virtual world through their avatar. A sample of 92 WoW players took part in a data collection Web survey. Building on the theory of social identity, we tested the predictive power of three identification motives: self-
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Collister, 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.

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This work explores the role of multimodal cues in detection of deception in a virtual world, an online community of World of Warcraft players. Case studies from a five-year ethnography are presented in three categories: small-scale deception in text, deception by avoidance, and large-scale deception in game-external modes. Each case study is analyzed in terms of how the affordances of the medium enabled or hampered deception as well as how the members of the community ultimately detected the deception. The ramifications of deception on the community are discussed, as well as the need for resea
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Larsen, 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.

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This article presents a reading of the reward structure in World of Warcraft (WoW) that draws upon Jacques Derrida’s philosophy, especially his notion of différance. In the reading, rewards are regarded as signs, based on Charles. S. Peirce’s semiotic theory, where the triadic model of the sign is considered to be embedded in infinite semiosis. The dominant analytical perspective is player-centric. Based on a combination of Peirce’s semiotics and Derrida’s philosophy of différance, this article intends to investigate the implicit and explicit correlation between différance, desire and game str
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Kang, 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.

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Hong, 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.

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Wang, 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.

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Rapp, 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.

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Nakamura, 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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