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Intergenerational Learning through World of Warcraft

2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, 2008
Although World of Warcraft, one of the most popular multiplayer games, is not traditionally perceived as a learning medium, there is evidence that players teach and learn from each other. This paper reports a series of controlled sessions where strangers of different generations were paired and instructed to learn from each other.
openaire   +1 more source

Communication, Coordination, and Camaraderie in World of Warcraft

Games and Culture, 2008
In applying traditional game theory to multiplayer computer games, not enough attention has been given to actual player practice in local settings. To do this, the author describes a team of players in the massively multiplayer online role-playing game World of Warcraft. This motley group learned how to defeat an end-game dungeon through collaborative
openaire   +1 more source

World of Warcraft

ACM SIGGRAPH 2005 Electronic Art and Animation Catalog, 2005
Matt Samia, Scott Abeyta
openaire   +1 more source

World of Worry: Examining the dark side of World of Warcraft

IEEE Consumer Electronics Magazine, 2017
Online gaming has become a significant sensation in today's society, most notably with massively multiplayer online role-playing games (MMORPGs). These games attract large crowds (Figure 1), some more populated than a small country, all interacting together within a fantasy world.
openaire   +1 more source

Understanding the relationship between the Proteus effect, immersion, and gender among World of Warcraft players: An empirical survey study

Behaviour and Information Technology, 2021
Vasileios Stavropoulos   +2 more
exaly  

Information Seeking in World of Warcraft

2009
This study examines how users of the immersive virtual environment World of Warcraft look for information to meet in-world information needs and particularly whether the ability of users to see and interact with other in-world users has impacted their information-seeking habits.
openaire   +1 more source

Gender imbalance in MMORPG: the case of World of Warcraft in Brazil

Feminist Media Studies, 2023
Silva, J P N   +2 more
exaly  

World of WarCraft

ACM SIGGRAPH 2007 computer animation festival, 2007
openaire   +1 more source

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