Results 1 to 10 of about 19,745 (217)

Navigating the feminine in massively multiplayer online games: Gender in World of Warcraft [PDF]

open access: yesFrontiers in Psychology, 2013
The objective of the study is to present and discuss attitudes, perceptions and opinions about sexism and gendered play in the massively multiplayer online roleplaying game (MMO), World of Warcraft.
Audrey eBrehm
doaj   +4 more sources

The World (of Warcraft) through the eyes of an expert [PDF]

open access: yesPeerJ, 2017
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
Yousri Marzouki   +3 more
doaj   +7 more sources

Chaotic worlds: an analysis of World of Warcraft [PDF]

open access: yes, 2010
Virtual worlds provide new forms of collaboration and social interaction. The World of Warcraft (WoW) is one such virtual world. It is the most popular example of what is called a Massively Multiplayer Online Role Playing Game (MMORPG). In this paper, we
Gardner, Lesley   +2 more
core   +5 more sources

Social movements in world of warcraft [PDF]

open access: yes, 2011
Virtual worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments.
Gardner, L, Mckenna, Brad, Myers, M
core   +5 more sources

The discourse deictics ^ and <-- in a World of Warcraft community [PDF]

open access: yesDiscourse, Context & Media, 2012
In the written English variety used in a community of World of Warcraft players, two iconic lexical items created from symbols have undergone semantic change. The words analyzed are ^ and
Collister, LB
core   +4 more sources

Addiction in Players or Massively Multiplayer Online Games? Investigation of Online Game Players’ Excessive Gaming Experience [PDF]

open access: yesCyberspace Studies, 2021
With the popularity of online games, the overuse of these games has raised concerns. The literature has mainly conceptualized players’ psychosocial characteristics as risk factors for game addiction.
Meghdad Mehrabi
doaj   +1 more source

Anarquia em World of Warcraft

open access: yesMises, 2021
A sociedade está se tornando cada vez mais virtual e centralizada. Um pequeno número de grandes corporações controla os mercados de bens e serviços: o Uber assume os táxis, o Airbnb e o Booking - o mercado de hotéis, e o Facebook é quase a única rede ...
Jhone Batista Carrinho
doaj   +1 more source

Smrt v virtualnem svetu: Dojemanje »dobre« in »slabe« smrti v spletni igri World of Warcraft
Death in Virtual World: Perception of “Good” and “Bad” Deaths in the Online Game World of Warcraft

open access: yesStudia Mythologica Slavica, 2015
The notion of “good” and “bad” deaths can be found in many cultures around the world as death has always had a significant role in the societies. Many beliefs and customs are connected with the time of death and the way someone died in order to grant the
Simona Klaus
doaj   +1 more source

Voyage scientifique dans le jeu de rôle en ligne

open access: yesLes Nouvelles de l’Archéologie, 2008
World of Warcraft is the online roleplay game most widespread in the world. The gamer evolves in a medieval-fantastic world, inspired by Tolkien, in which archaeology plays an unforeseen role.
Claudie Voisenat
doaj   +1 more source

Learning Conversations in World of Warcraft [PDF]

open access: yes2007 40th Annual Hawaii International Conference on System Sciences (HICSS'07), 2007
We examine learning culture in a popular online game, world of warcraft. We analyze the way players learn this complex game through chat conversation with peers. We describe three kinds of learning: fact finding, devising tactics/strategy, and acquiring game ethos.
Bonnie A. Nardi   +2 more
openaire   +2 more sources

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