Results 31 to 40 of about 19,745 (217)
Aplicaciones educativas de los videojuegos: el caso de World of Warcraft
Los videojuegos se han convertido en uno de los productos de ocio y entretenimiento de mayor alcance en los últimos años, superando a la industria del cine y la música.
Alodia Quesada Bernaus +1 more
doaj +3 more sources
ABSTRACT As a rapidly evolving sub‐field of computer‐assisted language learning, informal digital learning of English (IDLE) has become a significant catalyst for linguistic, affective, and pedagogical development among English as a second language (L2) learners.
Yue Zhang
wiley +1 more source
Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses [PDF]
Emerging research on video games has suggested that feelings of both enjoyment and meaningfulness can be elicited from gameplay. Studies have shown enjoyment and meaningfulness evaluations to be associated with discrete elements of video games (ratings ...
Bowman, Nicholas David +4 more
core +2 more sources
Beyond Self‐Reports: The Role of Passion and Behavioural Indicators in Social Gaming
ABSTRACT While prior research on social video game play has emphasised the potential value of objective behavioural indicators, few studies have actually incorporated them. This study addresses this gap by combining survey data with large‐scale behavioural metrics.
Andreas Winklbauer +3 more
wiley +1 more source
The Development and Failure of Social Norms in Second Life [PDF]
This Note analyzes the development and efficacy of social norms in maximizing the welfare of participants in the virtual community of Second Life. Although some of these norms developed appropriately in response to the objectives and purposes of this ...
Stoup, Phillip
core +3 more sources
A content analysis of interviews with players of massively multiplayer online role-play games (MMORPGs). [PDF]
This paper explores the intrapersonal and interpersonal motivations involved in the playing of MMORPGs, and the impacts of gaming on online and offline relationships.
Taylor, Jacqui, Taylor, James
core +1 more source
Metaverse and Artificial Intelligence as Web 4.0: The Next Generation of the Internet
ABSTRACT This study utilizes systems thinking to explore and entwine an evolving metaverse scholarship to a relatively underexplored phenomenon of Web 4.0. We adopt a soft systems thinking framework to guide the interpretation of complex and evolving metaverse scholarship, using bibliometric mapping of 5587 publications sourced from Scopus.
Anton Klarin +3 more
wiley +1 more source
World of Warcraft: A Family Therapist\u27s Journey into Scapegoated Culture [PDF]
Relational (online) video games are lucrative business. The extremely popular Massive Multiplayer Online Role Playing Game, World of Warcraft, boasts over eight million paying users. Video games are also a lightning rod for criticism and contempt by news
Jordan, Nickolas
core +1 more source
ABSTRACT Historically videogames were simplistic, offering only a few ways to play a game, with limited chances to interact with others unless they were sitting next to you. This simplicity led videogame research to often use a simple approach of measuring how one variable affected another.
Patrick J. Ewell
wiley +1 more source
Intrinsic motivation: flOw, video games, and participatory culture [symposium]
Through a comparison of the free online Flash game updated for PlayStation 3 to World of Warcraft, I investigate participatory culture in the game community.
Braxton Soderman
doaj +1 more source

