To see the other types of publications on this topic, follow the link: World of Warcraft (WoW).

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

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'World of Warcraft (WoW).'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
2

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
4

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
5

Braithwaite, Andrea. "WoWing Alone." Games and Culture 13, no. 2 (2015): 119–35. http://dx.doi.org/10.1177/1555412015610246.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
6

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
7

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
8

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
10

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
11

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 (2012): 55–67. http://dx.doi.org/10.4018/jgcms.2012010103.

Full text
Abstract:
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 civica
APA, Harvard, Vancouver, ISO, and other styles
12

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
13

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.

Full text
Abstract:
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-
APA, Harvard, Vancouver, ISO, and other styles
14

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 (2017): 381–401. http://dx.doi.org/10.1177/1046878117697147.

Full text
Abstract:
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 play
APA, Harvard, Vancouver, ISO, and other styles
15

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 (2014): 62–71. http://dx.doi.org/10.4018/ijtem.2014010105.

Full text
Abstract:
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 teamwo
APA, Harvard, Vancouver, ISO, and other styles
16

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 (2020): 8497. http://dx.doi.org/10.3390/ijerph17228497.

Full text
Abstract:
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,
APA, Harvard, Vancouver, ISO, and other styles
17

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
18

Wilde, Poppy. "I, Posthuman: A Deliberately Provocative Title." International Review of Qualitative Research 13, no. 3 (2020): 365–80. http://dx.doi.org/10.1177/1940844720939853.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
19

Hecht, Jeff. "The world of robot warcraft." New Scientist 201, no. 2692 (2009): 57. http://dx.doi.org/10.1016/s0262-4079(09)60237-2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
20

Sucharska, Katarzyna Blandyna. "Nazwy gildii w grze World of Warcraft." Annales Universitatis Mariae Curie-Skłodowska, sectio FF – Philologiae 37, no. 2 (2019): 207. http://dx.doi.org/10.17951/ff.2019.37.2.207-218.

Full text
Abstract:
<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>
APA, Harvard, Vancouver, ISO, and other styles
21

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
22

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

Full text
Abstract:
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 s
APA, Harvard, Vancouver, ISO, and other styles
23

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
24

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
25

Chen, M. G. "Communication, Coordination, and Camaraderie in World of Warcraft." Games and Culture 4, no. 1 (2008): 47–73. http://dx.doi.org/10.1177/1555412008325478.

Full text
APA, Harvard, Vancouver, ISO, and other styles
26

Golub, Alex. "The Anthropology of Virtual Worlds: World of Warcraft." Reviews in Anthropology 43, no. 2 (2014): 135–49. http://dx.doi.org/10.1080/00938157.2014.903150.

Full text
APA, Harvard, Vancouver, ISO, and other styles
27

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
28

Brown, Jessica. "World of Worry: Examining the dark side of World of Warcraft." IEEE Consumer Electronics Magazine 6, no. 1 (2017): 111–15. http://dx.doi.org/10.1109/mce.2016.2614550.

Full text
APA, Harvard, Vancouver, ISO, and other styles
29

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 (2020): 132–46. http://dx.doi.org/10.17564/2316-3828.2020v8n2p132-146.

Full text
Abstract:
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 Warcr
APA, Harvard, Vancouver, ISO, and other styles
30

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
31

Nørgård, Rikke Toft. "The corporeal-locomotive craftsman: Gaming in World of Warcraft." Journal of Gaming & Virtual Worlds 3, no. 3 (2011): 201–18. http://dx.doi.org/10.1386/jgvw.3.3.201_1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
32

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 (2009): 17–18. http://dx.doi.org/10.1097/02024458-200912000-00017.

Full text
APA, Harvard, Vancouver, ISO, and other styles
33

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
34

Bessière, Katherine, A. Fleming Seay, and Sara Kiesler. "The Ideal Elf: Identity Exploration in World of Warcraft." CyberPsychology & Behavior 10, no. 4 (2007): 530–35. http://dx.doi.org/10.1089/cpb.2007.9994.

Full text
APA, Harvard, Vancouver, ISO, and other styles
35

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 (2011): 27–31. http://dx.doi.org/10.3109/09687637.2011.570383.

Full text
APA, Harvard, Vancouver, ISO, and other styles
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 (2015): 323–27. http://dx.doi.org/10.1007/s11126-015-9390-2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
37

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
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 (2016): 72. http://dx.doi.org/10.22146/bip.13054.

Full text
Abstract:
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. perceptio
APA, Harvard, Vancouver, ISO, and other styles
39

McClintock, Scott. "Counting Priests, Paladins, & Pets." Mathematics Teacher 105, no. 3 (2011): 214–18. http://dx.doi.org/10.5951/mathteacher.105.3.0214.

Full text
APA, Harvard, Vancouver, ISO, and other styles
40

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
41

Murphy, Samantha. "Does World of Warcraft hold the key to our future?" New Scientist 205, no. 2753 (2010): 52. http://dx.doi.org/10.1016/s0262-4079(10)60738-5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
42

Paul, Christopher A. "Welfare Epics? The Rhetoric of Rewards in World of Warcraft." Games and Culture 5, no. 2 (2010): 158–76. http://dx.doi.org/10.1177/1555412009354729.

Full text
APA, Harvard, Vancouver, ISO, and other styles
43

Kennan, Shannon. "World of Warcraft and Philosophy: Wrath of the Philosopher King." Journal of Popular Culture 43, no. 4 (2010): 898–99. http://dx.doi.org/10.1111/j.1540-5931.2010.00776.x.

Full text
APA, Harvard, Vancouver, ISO, and other styles
44

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
45

Thomas, Douglas. "Scalable learning: from simple to complex in World of Warcraft." On the Horizon 17, no. 1 (2009): 35–46. http://dx.doi.org/10.1108/10748120910936135.

Full text
APA, Harvard, Vancouver, ISO, and other styles
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 (2015): 75–109. http://dx.doi.org/10.35699/1981-3171.2015.1077.

Full text
Abstract:
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 tamb
APA, Harvard, Vancouver, ISO, and other styles
47

Francisco, Lucas Almeida, and Vanderlei J. Zacchi. "Construção de sentidos em uma comunidade virtual do World of Warcraft." Signótica 30, no. 2 (2018): 247. http://dx.doi.org/10.5216/sig.v30i2.50591.

Full text
Abstract:
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 form
APA, Harvard, Vancouver, ISO, and other styles
48

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
49

Sherlock, Lee. "Genre, Activity, and Collaborative Work and Play in World of Warcraft." Journal of Business and Technical Communication 23, no. 3 (2009): 263–93. http://dx.doi.org/10.1177/1050651909333150.

Full text
APA, Harvard, Vancouver, ISO, and other styles
50

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 (2013): 189–93. http://dx.doi.org/10.1089/cyber.2012.0090.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!