Results 21 to 30 of about 19,745 (217)

Cérémonies de mariage dans World of Warcraft : Transfert rituel ou institution collective?

open access: yesTic & Société, 2019
Wedding Ceremonies in World of Warcraft: Ritual transfer or collective institution? My research over the past three years has been focused particularly on online religion in the virtual universe of the videogame World of Warcraft (WoW) as it is played in
Olivier SERVAIS
doaj   +1 more source

Lazer e Jogos Digitais

open access: yesLicere, 2015
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.
Leoncio José de Almeida Reis   +1 more
doaj   +1 more source

Relações de Ação e Agência em World of Warcraft

open access: yesMídia e Cotidiano, 2016
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

Virtual Worlds: An Overview and Pedagogical Examination

open access: yesBellaterra Journal of Teaching & Learning Language & Literature, 2012
Virtual Worlds (VWs) like Second Life provide a multiuser 3-D environment that may be utilized for either classroom-based or autonomous language learning.
Randall Sadler
doaj   +1 more source

Warientalism, or the Carrier of Firewood

open access: yesArab Studies Quarterly, 2021
The world, under Donald Trump's presidency, inaugurated a “new” way of dealing with international affairs, one abrupt and unapologetic, making the world into a world of warcraft .
Mohamed Salah Eddine Madiou
doaj   +1 more source

La construcción narrativa de los mundos persistentes

open access: yesLa Revista Icono 14, 2009
Los videojuegos online basados en la creación virtual de mundos persistentes han revolucionado las estructuras, características, técnicas y procedimientos narrativos que componen la construcción textual de una obra audiovisual del ámbito mediático del ...
Mario Rajas Fernández   +1 more
doaj   +1 more source

Competição e violência simbólica em jogos online: reflexões a partir do World of Warcraft

open access: yesMotrivivência, 2021
Dentre as modalidades de jogos digitais têm crescido os chamados jogos online multiplayers, jogos nos quais vários jogadores interagem entre si mesmo estando distantes geograficamente.
Leoncio José de Almeida Reis   +1 more
doaj   +1 more source

World of warcraft avatar history dataset [PDF]

open access: yesProceedings of the second annual ACM conference on Multimedia systems, 2011
From the perspective of game system designers, players' behavior is one of the most important factors they must consider when designing game systems. To gain a fundamental understanding of the game play behavior of online gamers, exploring users' game play time provides a good starting point.
Yeng-Ting Lee   +3 more
openaire   +1 more source

Gizmopolitan. O cómo reconciliar la femineidad y los videojuegos

open access: yesLa Revista Icono 14, 2011
Este artículo examina Gizmopolitan, una revista femenina producida por fans cuyo tema central es cómo ser una mujer en Azeroth (el nombre del mundo en que se desarrolla el juego de rol online World of Warcraft).
Susana Tosca
doaj   +1 more source

Human-Computer Interaction for BCI Games: Usability and User Experience [PDF]

open access: yes, 2010
Brain-computer interfaces (BCI) come with a lot of issues, such as delays, bad recognition, long training times, and cumbersome hardware. Gamers are a large potential target group for this new interaction modality, but why would healthy subjects want to ...
Gürkök, Hayrettin   +8 more
core   +3 more sources

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