Results 81 to 90 of about 10,428 (215)
The use of interactive multi-player games to enhance second language acquisition of both Mandarin and English [PDF]
MMORPG have become a popular area of language acquisition research, raising the question of whether games and education can be effectively combined to create a game based on research that has education within its core yet still presents as an engaging ...
Dempster, Euan W., Harbord, Charly
core
Across four nations: Comparing the discourses of adolescents' digital literacy
Abstract In this study, we investigated media reports and literacy research in four nations—China, Morocco, the Republic of (South) Korea, and the United States—about the relationship between adolescents' literacy and use of digital media, or digital literacy.
Dingxin Rao +4 more
wiley +1 more source
Introduction The inclusion of Internet Gaming Disorder (IGD) in the fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM‐5) by the American Psychiatric Association and Gaming Disorder in the 11th revision of the International Classification of Diseases (ICD‐11) by the World Health Organization requires consistent ...
Christian Bäcklund +5 more
wiley +1 more source
Relationship Between Guild Conformity and Loyalty of Massively Multiplayer Online Role-playing Game (Mmorpg) Gamers [PDF]
This study aimed to determine the relationship between guild conformity and loyalty of MMORPG (Massively Multiplayer Online Role-Playing Games) gamers in Semarang.Subjects in this study were selected purposively, ie 15-30 year-old gamers, play MMORPG ...
Fahmadi, E. F. (Ediwan) +2 more
core
Artykuł jest próbą zwrócenia uwagi na destruktywny wpływ różnych aspektów funkcjonowania komunikacji internetowej. Omówiono tutaj zjawisko uzależnienia od wirtualnego seksu, gier MMORPG, czatów i forów.
Mirosław Lakomy
doaj
(MMO)RPG Video Oyun Karakterlerinin Cinsiyet ve Etnik Stereotipleri
Oyunlar yalnız bireyler üzerinde doğrudan etkili olmakla kalmayıp, toplumun kültürü, bilgi birikimi, normlarını ve değerlerini de etkilemektedir. Milyonlarca kişiye hitap eden geleneksel medya ortamları gibi video oyunlarının da kişilerin düşünce ve ...
Uğur Bakan, Ufuk Bakan
doaj +1 more source
Journalism in Second Life [PDF]
Our research seeks to understand the emerging journalism practiced in Second Life—a computer-generated alternative reality. Framed by postmodernism, this study uses an ideological analysis to evaluate the three Second Life newspapers: the Alphaville ...
Brennen, Bonnie, Cerna, Erika dela
core +1 more source
The Phenomenon of Brand Tribalism in Online Games Business
This research aims to analyze the influence of telepresence and community factors on brand tribalism and the interest in purchasing virtual items in the online games, especially MMORPG Final Fantasy XIV in Indonesia.
Lasmy Lasmy, Charu Mehan
doaj +1 more source
Social Skills Amongst MMORPG-Gamers: Empirical Study
The research paper addresses the issue of the impact of MMORPGs on social culture and communication skills of individuals. The mainstream discourse about computer games which take individuals away from reality and substitute the real life by the ...
Sergeyeva Olga +3 more
doaj +1 more source
Relações de Ação e Agência em World of Warcraft
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.
Thiago Falcão
doaj +1 more source

