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

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

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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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Richards, Justin. "Wow - How World of Warcraft Can Change Behaviour & Habits." ITNOW 59, no. 4 (2017): 65. http://dx.doi.org/10.1093/itnow/bwx141.

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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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Zheng, Dongping, Kristi Newgarden, and Michael F. Young. "Multimodal analysis of language learning in World of Warcraft play: Languaging as Values-realizing." ReCALL 24, no. 3 (2012): 339–60. http://dx.doi.org/10.1017/s0958344012000183.

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AbstractApplying Communicative Project theory (Linell, 2009), we identify and distinguish between the different coordination and language activities that emerged during an episode of World of Warcraft (WoW) gameplay involving English Language learners (ELLs). We further investigate ELLs’ coordinations between killing and caring, self and others, in which language and action arise. Using multimodal analysis, we found: 1) a diverse tapestry of communicative activities unlikely to match what would be found in a classroom environment; 2) that the values realizing involved in killing (a typical act
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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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Jamaludin, Azilawati, and Yam San Chee. "Investigating Youth’s Life Online Phenomena." International Journal of Gaming and Computer-Mediated Simulations 3, no. 4 (2011): 1–18. http://dx.doi.org/10.4018/jgcms.2011100101.

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This paper examines the dialectics between living in offline and digitally-mediated worlds and how youth construct their identity and sense of self, negotiate meaning, and make sense of their social experiences. Situating the study within the context of the popular MMORPG, World of Warcraft (WoW), the authors investigate the interplay between the everyday, situated lives of five digital youth gamers, aged 18 to 25, and their activities and ‘lived practices’ in WoW. Findings suggest a recurrent theme that challenges ascribed dichotomies between youth’s presence in the offline and online world i
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Newgarden, Kristi, and Dongping Zheng. "Recurrent languaging activities in World of Warcraft: Skilled linguistic action meets the Common European Framework of Reference." ReCALL 28, no. 3 (2016): 274–304. http://dx.doi.org/10.1017/s0958344016000112.

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AbstractIn this study of affordances for second language (L2) learning in World of Warcraft (WoW) group play, we compared three gameplay episodes spanning a semester-long course. Applying multimodal analysis framed by ecological, dialogical and distributed (EDD) views (Zheng and Newgarden, forthcoming), we explored four English as a second language learners’ verbalizations and avatar actions. Players learned to take skilled linguistic action as they coordinated recurrent WoW gameplay activities (questing, planning next moves, traveling, learning a skill, etc.). Frequent activities matched Comm
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Newgarden, Kristi, Dongping Zheng, and Min Liu. "An eco-dialogical study of second language learners' World of Warcraft (WoW) gameplay." Language Sciences 48 (March 2015): 22–41. http://dx.doi.org/10.1016/j.langsci.2014.10.004.

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Corredor, Javier Alejandro, and Leonardo Rojas Benavides. "Narrative and Conceptual Expertise in Massively Multiplayer Online Role Playing Games." International Journal of Gaming and Computer-Mediated Simulations 8, no. 1 (2016): 44–67. http://dx.doi.org/10.4018/ijgcms.2016010104.

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This article aims at investigating the differences among three groups having distinct levels of experience in massively multiplayer online role-playing games (MMORPG), when solving a character design task in the videogame World of Warcraft (WoW), and when planning how to use the character during gameplay. These groups consisted of inexperienced players, general experts in MMORPGs and specialized WoW domain experts. The evaluation showed that MMORPG experience developed character design abilities that could be applied to other videogames (e.g., general expertise skills). Such skills were relate
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Toft-Nielsen, Claus. "Going home again?" MedieKultur: Journal of media and communication research 35, no. 66 (2019): 003–17. http://dx.doi.org/10.7146/mediekultur.v35i66.106494.

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Since its release in 2004, World of Warcraft (WoW) has regularly changed the game and the play experience in signifi cant ways. Recently, Blizzard, the developer of WoW, announced the upcoming game WoW Classic: “an authentic, Blizzard-quality classic experience”. Drawing on interviews with adult WoW fans and gamers, the article examines the game as an ‘aff ective space’ (Hills, 2002) of fandom that cannot be separated from the fan narratives and experiences it mediates. A key component in this aff ective space is the notion of fan nostalgia. The nostalgic relationship between a fan and a favou
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