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.
Full textRichards, Justin. "Wow - How World of Warcraft Can Change Behaviour & Habits." ITNOW 59, no. 4 (2017): 65. http://dx.doi.org/10.1093/itnow/bwx141.
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 (January 2015): 58–73. http://dx.doi.org/10.4018/ijgcms.2015010104.
Full textZheng, 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 (September 2012): 339–60. http://dx.doi.org/10.1017/s0958344012000183.
Full textBraithwaite, Andrea. "WoWing Alone." Games and Culture 13, no. 2 (October 8, 2015): 119–35. http://dx.doi.org/10.1177/1555412015610246.
Full textJamaludin, Azilawati, and Yam San Chee. "Investigating Youth’s Life Online Phenomena." International Journal of Gaming and Computer-Mediated Simulations 3, no. 4 (October 2011): 1–18. http://dx.doi.org/10.4018/jgcms.2011100101.
Full textNewgarden, 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 (July 29, 2016): 274–304. http://dx.doi.org/10.1017/s0958344016000112.
Full textNewgarden, 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.
Full textCorredor, 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 (January 2016): 44–67. http://dx.doi.org/10.4018/ijgcms.2016010104.
Full textToft-Nielsen, Claus. "Going home again?" MedieKultur: Journal of media and communication research 35, no. 66 (October 22, 2019): 003–17. http://dx.doi.org/10.7146/mediekultur.v35i66.106494.
Full textHartshorne, Richard, Phillip J. VanFossen, and Adam Friedman. "MMORPG Roles, Civic Participation and Leadership Among Generation Y." International Journal of Gaming and Computer-Mediated Simulations 4, no. 1 (January 2012): 55–67. http://dx.doi.org/10.4018/jgcms.2012010103.
Full textWhite, Matthew M. "Designing Tutorial Modalities and Strategies for Digital Games." International Journal of Game-Based Learning 2, no. 2 (April 2012): 13–34. http://dx.doi.org/10.4018/ijgbl.2012040102.
Full textGabbiadini, Alessandro, Silvia Mari, Chiara Volpato, and Maria Grazia Monaci. "Identification Processes in Online Groups." Journal of Media Psychology 26, no. 3 (January 1, 2014): 141–52. http://dx.doi.org/10.1027/1864-1105/a000119.
Full textRapp, Amon. "From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems." Simulation & Gaming 48, no. 3 (March 14, 2017): 381–401. http://dx.doi.org/10.1177/1046878117697147.
Full textWen, Ming-Hui, Jen-Wei Chang, Chun-Chia Lee, and Hung-Yu Wei. "Investigating the Mediating Role of Affective Commitment in a Computer Supported Collaborative Learning Environment." International Journal of Technology and Educational Marketing 4, no. 1 (January 2014): 62–71. http://dx.doi.org/10.4018/ijtem.2014010105.
Full textChen, Yi-Wen. "Sustainable Value Co-Creation in the Virtual Community: How Diversified Co-Creation Experience Affects Co-Creation Intention." International Journal of Environmental Research and Public Health 17, no. 22 (November 17, 2020): 8497. http://dx.doi.org/10.3390/ijerph17228497.
Full textThorne, Steven L., Ingrid Fischer, and Xiaofei Lu. "The semiotic ecology and linguistic complexity of an online game world." ReCALL 24, no. 3 (September 2012): 279–301. http://dx.doi.org/10.1017/s0958344012000158.
Full textWilde, Poppy. "I, Posthuman: A Deliberately Provocative Title." International Review of Qualitative Research 13, no. 3 (July 29, 2020): 365–80. http://dx.doi.org/10.1177/1940844720939853.
Full textHecht, Jeff. "The world of robot warcraft." New Scientist 201, no. 2692 (January 2009): 57. http://dx.doi.org/10.1016/s0262-4079(09)60237-2.
Full textSucharska, Katarzyna Blandyna. "Nazwy gildii w grze World of Warcraft." Annales Universitatis Mariae Curie-Skłodowska, sectio FF – Philologiae 37, no. 2 (December 31, 2019): 207. http://dx.doi.org/10.17951/ff.2019.37.2.207-218.
Full textMiller, John L., and Jon Crowcroft. "Group movement in World of Warcraft Battlegrounds." International Journal of Advanced Media and Communication 4, no. 4 (2010): 387. http://dx.doi.org/10.1504/ijamc.2010.036837.
Full textMissonnier, Sylvain. "John, World of Warcraft e Second Life." SETTING, no. 30 (June 2012): 79–91. http://dx.doi.org/10.3280/set2010-030004.
Full textThiry, Benjamin. "World of warcraft : une approche thématique et psychanalytique." Adolescence 79, no. 1 (2012): 159. http://dx.doi.org/10.3917/ado.079.0159.
Full textGail Shivel. "World of Warcraft: The Murloc is the Message." symploke 17, no. 1-2 (2009): 205–13. http://dx.doi.org/10.1353/sym.2009.0026.
Full textChen, M. G. "Communication, Coordination, and Camaraderie in World of Warcraft." Games and Culture 4, no. 1 (December 1, 2008): 47–73. http://dx.doi.org/10.1177/1555412008325478.
Full textGolub, Alex. "The Anthropology of Virtual Worlds: World of Warcraft." Reviews in Anthropology 43, no. 2 (April 3, 2014): 135–49. http://dx.doi.org/10.1080/00938157.2014.903150.
Full textHolm, Jens, and Erkki Mäkinen. "The Value of Currency in World of Warcraft." Journal of Internet Social Networking and Virtual Communities 2018 (June 27, 2018): 1–13. http://dx.doi.org/10.5171/2018.672253.
Full textBrown, Jessica. "World of Worry: Examining the dark side of World of Warcraft." IEEE Consumer Electronics Magazine 6, no. 1 (January 2017): 111–15. http://dx.doi.org/10.1109/mce.2016.2614550.
Full textSantos, Julio Cesar Gomes, and Edvaldo Souza Couto. "O FASCÍNIO E A ESPETACULARIZAÇÃO COMO PEDAGOGIAS DO CORPO NO WORLD OF WARCRAFT." Interfaces Científicas - Educação 8, no. 2 (April 23, 2020): 132–46. http://dx.doi.org/10.17564/2316-3828.2020v8n2p132-146.
Full textFalcão, Thiago. "Relações de Ação e Agência em World of Warcraft." Revista_Mídia_e_Cotidiano 10, no. 10 (December 23, 2016): 5. http://dx.doi.org/10.22409/ppgmc.v10i10.9793.
Full textNørgård, Rikke Toft. "The corporeal-locomotive craftsman: Gaming in World of Warcraft." Journal of Gaming & Virtual Worlds 3, no. 3 (September 13, 2011): 201–18. http://dx.doi.org/10.1386/jgvw.3.3.201_1.
Full textThorens, Gabriel, R. Khan, Y. Khazaal, and D. Zullino. "World of warcraft and alcohol: a secret love story?" Canadian Journal of Addiction 1, no. 1 (December 2009): 17–18. http://dx.doi.org/10.1097/02024458-200912000-00017.
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 (September 2012): 322–38. http://dx.doi.org/10.1017/s0958344012000171.
Full textBessière, Katherine, A. Fleming Seay, and Sara Kiesler. "The Ideal Elf: Identity Exploration in World of Warcraft." CyberPsychology & Behavior 10, no. 4 (August 2007): 530–35. http://dx.doi.org/10.1089/cpb.2007.9994.
Full textThorens, Gabriel, Riaz Khan, Yasser Khazaal, and Daniele Zullino. "World of Warcraft and alcohol: A secret love story?" Drugs: Education, Prevention and Policy 19, no. 1 (June 2, 2011): 27–31. http://dx.doi.org/10.3109/09687637.2011.570383.
Full textLis, Eric, Carl Chiniara, Megan A. Wood, Robert Biskin, and Richard Montoro. "Psychiatrists’ Perceptions of World of Warcraft and Other MMORPGs." Psychiatric Quarterly 87, no. 2 (August 15, 2015): 323–27. http://dx.doi.org/10.1007/s11126-015-9390-2.
Full textSilva, Leiser, and Elham Mousavidin. "Strategic thinking in virtual worlds: Studying World of Warcraft." Computers in Human Behavior 46 (May 2015): 168–80. http://dx.doi.org/10.1016/j.chb.2014.12.047.
Full textOktaviela, Tri Andika. "Persepsi Pemustaka Terhadap Kualitas Layanan Window Of The World (WOW) Perpustakaan UGM Berdasarkan Model Libqual+TM." Berkala Ilmu Perpustakaan dan Informasi 12, no. 1 (September 20, 2016): 72. http://dx.doi.org/10.22146/bip.13054.
Full textMcClintock, Scott. "Counting Priests, Paladins, & Pets." Mathematics Teacher 105, no. 3 (October 2011): 214–18. http://dx.doi.org/10.5951/mathteacher.105.3.0214.
Full textLafrance, Jean-Paul. "La parole est aux joueurs intensifs de World of Warcraft." Hermès 62, no. 1 (2012): 63. http://dx.doi.org/10.4267/2042/48279.
Full textMurphy, Samantha. "Does World of Warcraft hold the key to our future?" New Scientist 205, no. 2753 (March 2010): 52. http://dx.doi.org/10.1016/s0262-4079(10)60738-5.
Full textPaul, Christopher A. "Welfare Epics? The Rhetoric of Rewards in World of Warcraft." Games and Culture 5, no. 2 (April 2010): 158–76. http://dx.doi.org/10.1177/1555412009354729.
Full textKennan, Shannon. "World of Warcraft and Philosophy: Wrath of the Philosopher King." Journal of Popular Culture 43, no. 4 (July 19, 2010): 898–99. http://dx.doi.org/10.1111/j.1540-5931.2010.00776.x.
Full textGuhde, Alexandra. "The Other Game: A Journey into the World of Warcraft." Psychoanalytic Inquiry 37, no. 1 (January 2, 2017): 35–45. http://dx.doi.org/10.1080/07351690.2017.1250588.
Full textThomas, Douglas. "Scalable learning: from simple to complex in World of Warcraft." On the Horizon 17, no. 1 (January 30, 2009): 35–46. http://dx.doi.org/10.1108/10748120910936135.
Full textReis, Leoncio José de Almeida, and Fernando Renato Cavichiolli. "Lazer e Jogos Digitais." LICERE - Revista do Programa de Pós-graduação Interdisciplinar em Estudos do Lazer 18, no. 1 (May 8, 2015): 75–109. http://dx.doi.org/10.35699/1981-3171.2015.1077.
Full textFrancisco, Lucas Almeida, and Vanderlei J. Zacchi. "Construção de sentidos em uma comunidade virtual do World of Warcraft." Signótica 30, no. 2 (April 24, 2018): 247. http://dx.doi.org/10.5216/sig.v30i2.50591.
Full textDeles, Gilles. "Figures anthropologiques et culturelles dans l'univers du jeu World of Warcraft." Adolescence 69, no. 3 (2009): 601. http://dx.doi.org/10.3917/ado.069.0601.
Full textSherlock, Lee. "Genre, Activity, and Collaborative Work and Play in World of Warcraft." Journal of Business and Technical Communication 23, no. 3 (March 17, 2009): 263–93. http://dx.doi.org/10.1177/1050651909333150.
Full textGraham, Lindsay T., and Samuel D. Gosling. "Personality Profiles Associated with Different Motivations for Playing World of Warcraft." Cyberpsychology, Behavior, and Social Networking 16, no. 3 (March 2013): 189–93. http://dx.doi.org/10.1089/cyber.2012.0090.
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