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Warcrafting myth A transmedial study of mythemes in World of Warcraft
The video game World of Warcraft has been active, as of 2024, for 20 years. During that time, it has expanded into novels, comics, animated shorts, and YouTube-videos. The aim of this paper is to study the use of mythic elements across three mediums: the video game, three novels and five YouTube-videos. The focus is on the inspiration behind the mythicopenaire +1 more source
Game Identity-Based Motivations of Playing World of Warcraft and Their Psychological Outcomes
Cyberpsychology, Behavior, and Social Networking, 2018Patricia L Obst +2 more
exaly
The emerging adolescent World of Warcraft video gamer: A five factor exploratory profile model
Entertainment Computing, 2016Anthony Bean, Lauren S Ferro
exaly
Fighting heroic hegemony with ennui: The remarkable everyday in World of Warcraft
Journal of Gaming and Virtual Worlds, 2015Dibyadyuti Roy
exaly
The corporeal-locomotive craftsman: Gaming in World of Warcraft
Journal of Gaming and Virtual Worlds, 2011Rikke Toft Nørgård
exaly

