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1

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, highest rated battlegrounds, Skill Points, etc. Experts (N = 4) and novices (N = 4) in the massively multiplayer online role-playing game World of Warcraft (WoW) viewed 24 designed video segments from the game that differ in regards with their content (i.e, informative locations) and visual complexity (i.e, salient locations). Consistent with previous studies, we found a negative correlation between pupil size and the tendency to look at salient locations (experts, r = − .17, p < .0001, and novices, r = − .09, p < .0001). This correlation has been interpreted in terms of mental effort: People are inherently biased to look at salient locations (sharp corners, bright lights, etc.), but are able (i.e., experts) to overcome this bias if they invest sufficient mental effort. Crucially, we observed that this correlation was stronger for expert WoW players than novice players (Z = − 3.3, p = .0011). This suggests that experts learned to improve control over eye-movement behavior by guiding their eyes towards informative, but potentially low-salient areas of the screen. These findings may contribute to our understanding of what makes an expert an expert.
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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 (January 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; avatar plus username mean ICC = .66), but no accuracy (avatar only mean r = .03; avatar plus username mean r = .01). A lens-model analysis suggests that observers made use of avatar features when forming impressions, but the features had little validity. Discussion focuses on what factors might explain the pattern of consensus but no accuracy, and on why the results might differ from those based on other virtual domains and virtual worlds.
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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 (September 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 action in WoW) demonstrates a strong covariate tie with caring; and 3) that players’ values realizing is multi-layered, heterarchical and dynamic at a given time and space of situated interaction. We conclude by making suggestions for 1) the design of learning environments based on affordances for coaction and rich communicative activities and 2) the reconceiving of language learning as skilled linguistic action (Cowley, in press) grounded in situated learning and participation in intercultural, technology-mediated L2 networks.
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Braithwaite, Andrea. "WoWing Alone." Games and Culture 13, no. 2 (October 8, 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 success and to see themselves as entrepreneurial subjects. These neoliberal strategies have the potential to impact our ability to collectively imagine and create alternative forms of social interaction and organization.
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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 (October 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 in terms of their identities in play, sense of embodiment, and orientation toward work, play, and the spirit of communitas within WoW. Exploration of such a phenomenon indicates a more intimately enmeshed and dialectically coupled experience of youths’ in their contextual traversals, providing a fundamental conceptual understanding of the impact of youths’ exodus to the virtual world and its implications for 21st century teaching and learning. The outcomes address theoretical challenges associated with the interpretation of 21st century literacy performances that may be characterized as a need to move away from static and linear narratives of development to a more divergent becoming of learners through the learning process.
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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 (July 29, 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 Common European Framework of Reference (CEFR) speaking proficiency descriptors, used widely in L2 teaching and learning (L2TL), providing evidence that players engaged in the types of communicative activities interaction-oriented classroom approaches develop. However, in the WoW context, interactions were not planned, but emerged as players dynamically directed the course of play. Furthermore, modalities of avatar-embodiment and conversing over Skype allowed players to flexibly integrate language and actions to co-act toward game goals, discuss non-game topics during play, or demonstrate comprehension with avatar actions alone, an affordance for less verbal players. This research builds on previous work (Zheng, Newgarden & Young, 2012) relating WoW’s multiplayer activities and L2 learners’ skilled linguistic actions. We refer to Chemero’s (2009) model of the animal-environment system to explain how L2 learners develop abilities to take skilled linguistic action by acting on affordances in WoW. The EDD framework presented may enable other researchers to account for more of the complexities involved in L2 learning in multimodal, multiplayer virtual environments.
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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 (January 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 related to the ability to identify deep features related to particular types of characters (e.g., Rogue). The results also showed that there are domain expertise specific abilities, which only experts in WoW have. Such abilities were related to building game descriptions that could be considered narrative in the cognitive sense of the term, because they include time, intention and interaction, and also to identifying WoW-specific variables.
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Toft-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.

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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 favourite text is often imbued with an imagined history, conjoining aff ect and meaning, belief and knowledge, and making nostalgia “both a way of knowing worlds – and a discourse of knowledge” (Radstone, 2010, p. 188). The article traces diff erent and often contradictory modes of fan nostalgia connected to WoW, such as tactile feelings of technostalgia (Bolin, 2015), deeply personal and anchoring types of nostalgia in the form of totemic objects (Proctor, 2017), manifested through fan practices of collecting digital items and souvenirs (Geraghty, 2014), and interwoven with desirable and appropriate self-identity and self-narrative (Williams, 2014). In reading these modes of nostalgia, the article argues that they ultimately function as a sort of ‘homecoming’, as the gamers’ many different experiences of the game and media texts surrounding the game all come together as complex attempts of memory work, creating the possibility of establishing a home within their fandom.
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Hartshorne, 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.

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The notion of an ‘effective citizen’ is very complex and has very different meanings for varying individuals. However, the development of an effective citizenry is critical for a democratic society to thrive. One potential method of developing an effective citizenry is through the use of MMORPGs in civic education. In this paper, the authors report the results of a survey of the civic engagement and civic participation of college student players of the massively multi-player online role playing game (MMORPG) World of Warcraft (WoW). Findings indicate that respondents reported being more civically engaged than other segments of the population within the same age-range. Lastly, the authors explore the implications of the results and the potential of MMORPGs for developing an effective citizenry.
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White, 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.

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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 that players react favourably to a faded or “just-in-time” instructional strategy, showing significantly increased motivation for play, engagement, and play mastery. Implications for game design, and specifically game tutorial design, are discussed.
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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 (January 1, 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-esteem enhancement, optimal distinctiveness, and uncertainty reduction. Additionally, considering previous research on MMORPGs, we added identification with the game character and membership duration as further predictors of virtual group identification. The construct of virtual group identification was analyzed at two levels: identification with the faction and guild of the character. Furthermore, the current study was a first attempt to understand whether online identification may lead to group behavior such as evaluative ingroup bias. Our results indicated that traditional motivational theories of social identity were mostly confirmed. Moreover, identification with the avatar emerged as a strong predictor of group identity. Additionally, at both levels of analysis, group attachment led to an evaluative differentiation between the ingroup and outgroup. The findings are discussed in light of modern theories of social identity and media research.
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Rapp, 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.

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Background. Gamification commonly uses a limited set of design elements to enhance applications and services in a variety of contexts, such as learning, health and work. However, gamification techniques are based on well-established design practices and rarely new game elements are added to the catalogue available to gamification designers. Aim. This article enriches such catalogue by taking inspiration from WORLD OF WARCRAFT (WoW). Specifically, it focuses on WoW’s rewards to show how games are capable of creating complex and diversified design elements that may have different impacts on players. Method. Through an ethnographic study, this article defines a classification of WoW’s rewards based on the values that players ascribe to them, as well as on the effects that such incentives produce on players’ experience. Results. Starting from these findings, the article describes a series of design considerations for using rewards in different application fields, such as learning and behavior change. Conclusions. The considerations can be usefully applied to the gamification domain, as well as to the design of games with serious purposes.
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Wen, 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.

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Because of the evolution of community supported collaborative learning (CSCL), the online community has become a necessary aspect of most companies and organizations. Previous research has indicated that employee community commitment is the fundamental function of an organization, which has proven to affect a person's teamwork performance. However, research focused on how the online community-supported collaborative virtual environment, such as enterprise social network (e.g., Yammer) or virtual working space (e.g., SUN's Wonderland) might alter community commitment to affect a person's teamwork self-efficacy is scant. The authors examine the mediating role of community commitment with emotional social support as an independent variable and teamwork performance as an output variable. World of Warcraft (WOW), a dynamic high-fidelity virtual environment that can support hundreds to thousands of people collaborating together, serves as the research platform in this study.The authors conducted hierarchical regression analysis to explore the causal-effect relationship among the factors of emotional social support, community commitment, and teamwork self-efficacy. In total, 558 current company employees selected from WOW participated in an online survey. The authors' findings showed that individual commitment positively influences teamwork self-efficacy. To increase individual commitment, the online community can provide a high level of emotional social support to members.
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Chen, 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.

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The popularization of digital infrastructure has enabled the rise of the online game industry. Instead of targeting entertainment-oriented technology and services, which are the focus of most relevant studies, in the present study, we review the literature from the perspective of considering players of online games as both consumers of entertainment and co-creators of value. The three major antecedents of the theory of planned behavior, namely personal attitude toward co-creation, subjective norms and perceived behavioral control, were modified to explore the relevant constructs. Specifically, the diversity of co-creation experience was used to predict co-creation intention. The proposed model was empirically evaluated through the structural equation modeling of survey data collected from 321 World of Warcraft (WoW) players. As hypothesized, the diversified co-creation experience positively affected the antecedents. The findings provide implications on how to increase players’ participation in co-creation to achieve sustainable mutual benefits.
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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 (September 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 opportunities presented by commercially available gaming environments (e.g., Gee, 2003, 2007), their value as sites of literacy development (e.g., Squire, 2008a; Steinkuehler, 2008), and their potential as venues for second language (L2) use and learning (e.g., Peterson, 2010; Thorne, Black, & Sykes, 2009; Thorne & Fischer, 2012; Zheng, Young, Wagner & Brewer, 2009). There are, however, numerous outstanding questions regarding the quality and complexity of the linguistic environments associated with online commercially available games. This primarily descriptive research addresses this issue and aims to finely characterize the linguistic complexity of game-presented texts (or ‘quest texts’) as well as player generated game-external informational and strategy websites that form the expansive semiotic ecology ofWoWgame play. Questionnaires and interviews with Dutch and American gamers helped to identify a variety of widely used game-external websites. This information then informed the selection of texts that were analyzed for their linguistic complexity. By analysing the linguistic complexity of the texts that players regularly engage with, this study aims to empirically assess the resources and limitations of a representative and widely played MMO as an environment for L2 development.
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Wilde, 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.

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In this paper, I explore the use of posthumanism as a theoretical framework for autoethnography and show the methodological tensions of combining these approaches. A posthuman subjectivity rejects notions of the liberal human subject and anthropocentrism by recognizing the entanglement of humanity. Acknowledging a posthuman subjectivity means taking account of our constantly intra-connected and transient relationship with our environment and others within it, both human and nonhuman . On the other hand, authoethnographic approaches to research propose self-reflection and personal experience as the basis on which new theoretical insight can be gained. From a critical perspective, Herbrechter argues that “[t]he very idea of autobiography relies on a subject (or a narrator) who is capable of remembering, interpreting and identifying with his or her life story”. Using a posthumanist framework through autoethnographic research means that the “I” is precarious at best; so how and why can we utilize it to explore such a phenomenon as the posthuman? This paper argues that such tensions provide insights into the formation of subjectivity, where “I” is both fallacy and necessity. It explores this methodological tension through an 18-month autoethnographic project that explores my own experiences of gameplay in the massively multiplayer online role-playing game (MMORPG) World of Warcraft (WoW). Using fieldnotes collected during this period, I discuss what a posthuman perspective can bring to an account of my relationship with my avatar, Etyme.
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Hecht, 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.

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Sucharska, 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.

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<p>Przedmiotem analizy są nazwy gildii tworzone przez graczy w grze MMORPG World of Warcraft. Gildie są organizacjami nadającymi strukturę wirtualnym mikrospołecznościom tworzonym w grze. W ich nazwach odbija się specyfika społeczności graczy w „World of Warcraft”. W artykule omówiono nazwy polskojęzycznych gildii ze względu na ich spójność ze światem przedstawionym. Wyróżniono cztery typy onimów: zgodne z uniwersum Warcrafta; nawiązujące do mechaniki gry i sposobu prowadzenia rozgrywki; odwołujące się do graczy i ich społeczności oraz zaczerpnięte z innych obszarów kultury.</p>
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Miller, 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.

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Missonnier, Sylvain. "John, World of Warcraft e Second Life." SETTING, no. 30 (June 2012): 79–91. http://dx.doi.org/10.3280/set2010-030004.

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Nella comunitŕ dei professionisti delle cure psicologiche prevale la paura nei confronti delle tecnologie dell'informazione e della comunicazione. Cosa ancor piů dannosa, molti psicoterapeuti evitano l'"ambiente non umano" (H. Searles) dei loro pazienti e vi proiettano le loro percezioni negative e difensive. In un simile contesto, i videogames diventano una caricatura. Infatti, i videogames sono dei veri e propri test proiettivi per i professionisti, che riportano i dati dell'inevitabile pericolositŕ di questa attivitŕ: disturbi neurologici, dipendenza e violenza.. La storia clinica di John si propone di contestare sul piano clinico questa posizione oscurantista e di difendere un'autentica psico(pato)logia psicoanalitica del virtuale quotidiano.
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Thiry, Benjamin. "World of warcraft : une approche thématique et psychanalytique." Adolescence 79, no. 1 (2012): 159. http://dx.doi.org/10.3917/ado.079.0159.

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Gail 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.

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Chen, 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.

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Golub, 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.

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Holm, 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.

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Brown, 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.

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Santos, 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.

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O artigo apresenta resultados de uma pesquisa que objetivou analisar construções de pedagogias corporais a partir dos processos de fascínio e espetacularização do corpo nas representações dos personagens do World of Warcraft. Trata-se de um estudo qualitativo, descritivo e analítico, realizado através de observação participante. As análises de contúdo foram feitas a partir de informações obtidas por meio respostas a uma entrevista com questionário semiestruturado com um grupo de jogadores e também na análise das imagens das representações corporais desses jogadores com contas no World of Warcraft. O argumento central é que no espaço do jogo World of Warcraft, norteados pela cultura da visibilidade, os jogadores produzem fascínio e espetacularização de si, através da espetacularização do corpo, em suas criações, relações e performances. Resultados apontam que, com esses processos, oportunizam a aquisição de capital social que os promovem no acesso a experiências sociais que promovem aprendizados. O artigo conclui que mais do que render-se às ‘solicitações’ da cultura da visibilidade, a espetacularização do corpo, no jogo, mostra a necessidade do indivíduo acessar experiências diferenciadas que geram aprendizados próprios na vivência social do corpo.
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Falcão, 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.

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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 as agências desta rede, ampliando, afinal, a teoria que discursa sobre este problema.
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Nørgård, 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.

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Thorens, 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.

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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 (September 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 these two students. Discussion focuses on how online games might be used for language teaching and learning in ways that take full advantage of the medium's affordances for both experienced and inexperienced players.
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Bessière, 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.

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Thorens, 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.

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36

Lis, 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.

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Silva, 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.

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38

Oktaviela, 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.

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This study aims to find out users' perceptions towards quality of Window of the World (WOW) service based on the LibQUAL+TM models in the library of Universitas Gadjah Mada Yogyakarta. The type of the study is descriptive quantitative. Subjects of the study were users of the facilities of WOW service, while the object of the study was users' perception about the quality of WOW service. Data were obtained from questionnaires, observation, interviews, and documentation. Sampling used incidental sampling technique, with a sample size of 100 respondents. There was a single variable, i.e. perception about WOW service. Data analysis used the mean and grand mean. Measurement of users' perception was based on the Libqual+TM models that included four dimensions. These were ability and attitude of librarians in serving (Service Affect-SA), the dimensions of the facilities and atmosphere of the space of the library (Library As Place-LP), the dimensions of the user and means of access (Personal Control-PC), and the dimensions of information access (information access-IA). Each dimension showed that the perception of the dimension of librarian in serving (Service Affact-SA) with an average of 3.05 (good), the dimensions of the facilities and atmosphere of the space of the library (Library As Place-LP) with an average of 3.13 (good), the dimensional directions and means of access (Personal Control-PC) with an average of 3.12 (good), and the dimensions of information access (information access-IA) with an average of 3.06 (good). The result showed that the users' perception about WOW service based on LibQUAL+TM models in library of Universitas Gadjah Mada Yogyakarta was good. It can be seen from the total average of variable that is equal to 3.09, so it is necessary to improve the quality of WOW service in the library of Universitas Gadjah Mada Yogyakarta to achieve excellent category. It was especially necessary to improve quality at its lowest dimensions on the dimensions of librarians in serving (Service Affect - SA) with an average of 3.05.
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McClintock, Scott. "Counting Priests, Paladins, & Pets." Mathematics Teacher 105, no. 3 (October 2011): 214–18. http://dx.doi.org/10.5951/mathteacher.105.3.0214.

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Lafrance, 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.

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Murphy, 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.

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Paul, 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.

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Kennan, 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.

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Guhde, 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.

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Thomas, 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.

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46

Reis, 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.

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Recorrendo a dados levantados com auxílio de pesquisa etnográfica, o objetivo deste ensaio é apresentar algumas reflexões sobre jogos digitais como práticas culturais de lazer. O campo de estudos utilizado para o desenvolvimento da pesquisa foi o universo virtual criado pelo jogo World of Warcraft - espaço virtual de lazer e sociabilidade onde se "encontram" jogadores de diferentes localidades geográficas. Discute-se a experiência de jogar World of Warcraft a partir do ponto de vista de seus próprios jogadores, os quais atribuem diferentes sentidos e significados a suas práticas. Busca-se também mostrar como essa atividade de lazer está em constante e permanente articulação com as demais atividades do dia-a-dia, sejam elas de lazer, de trabalho, estudantis ou domésticas, exigindo sempre negociações, agendamentos, abnegações e escolhas frente às demandas, obrigações, necessidades, vontades e expectativas cotidianas.
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Francisco, 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.

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Os jogos digitais fazem parte das novas tecnologias presentes no mundo contemporâneo. O jogador, neste contexto, é um agente que surge ao experienciar um jogo; um agente que não está apenas sentado absorvendo informações da tela e apertando botões de maneira automática. Por meio de uma história de participação na cultura dos jogos, ele pode tomar uma posição diante dos desafios proporcionados por novas experiências de jogo, construindo sentidos de maneira contextualizada. Nesta pesquisa foram entrevistados quatro jogadores do World of Warcraft, jogo digital on-line do gênero MMORPG. Desta forma, buscou-se analisar como eles constroem sentidos em seus perfis como jogadores.
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Deles, 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.

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Sherlock, 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.

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Graham, 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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