Results 41 to 50 of about 19,745 (217)

Psychological and Behavioral Outcomes of League of Legends Rank System in Italy, Turkey, Japan, and South Korea

open access: yesInternational Journal of Computer Games Technology, Volume 2026, Issue 1, 2026.
The phenomenon of online gaming, particularly its effects, has been the subject of numerous scholarly studies. League of Legends (LoL) is a game that has attracted a lot of attention due to its widespread appeal and impact on players and is a leading example of the multiplayer online battle arena (MOBA) genre.
Mirko Duradoni   +12 more
wiley   +1 more source

Arachne Challenges Minerva: The Spinning Out of Long Narrative in World of Warcraft and Buffy the Vampire Slayer [PDF]

open access: yes, 2007
My focus here is to explore the ways in which World of Warcraft can be said to have a long narrative. Core to my argument is that 'worldness' is key to understanding how it is that long narrative can be sustained and make sense.
Krzywinska, T
core  

Moving between virtual and real worlds: second language learning through massively multiplayer online role playing games (MMORPGs) [PDF]

open access: yes, 2011
Massively Multiplayer Online Role Playing Games (MMORPGs) bring players together in a large virtual community. This type of online gaming can serve many purposes such as entertainment, social interaction, information exchange and education and is now an ...
Kongmee, Isara   +3 more
core   +2 more sources

“Ali Baba and the 40 Metaverses”: Ethical Paradigms Related to the Metaverse in Business Contexts

open access: yesStrategic Change, Volume 34, Issue 6, Page 879-899, November 2025.
ABSTRACT The metaverse is rapidly emerging as a key area of interest in business circles, promising an immersive experience for all users through virtual worlds. Within these computer‐generated realms, users can create avatars to represent themselves and engage with other avatars and virtual environments.
Matilde M. R. S. S. Coelho   +4 more
wiley   +1 more source

MMORPGs als virtuelle Welten – Immersion und Repräsentation

open access: yesMedienimpulse, 2011
Verlag: Werner Hülsbusch Erscheinungsdatum: 28.
Karl H. Stingeder
doaj   +1 more source

‘Press Start’ on Collaboration: Game‐Based Practices for Fostering Innovative Collaboration in Online Contexts

open access: yesCreativity and Innovation Management, Volume 34, Issue 3, Page 528-540, September 2025.
ABSTRACT This study explores the potential of game‐based practices in enhancing organizational innovation, particularly in the context of remote work. Specifically, we examine how collaborative practices within digital gaming environments can inform and enhance the creation of social capital in remote settings and further facilitate collaborative ...
Christopher M. Bernal, Tea Lempiälä
wiley   +1 more source

TRAÇOS DE PERSONALIDADE E MOTIVAÇÕES PARA JOGAR WORLD OF WARCRAFT

open access: yesFaces: Revista de Administração, 2023
Os jogadores de MMORPGs jogam por diversos fatores, sendo estes por socialização, conquistas, imersão, liderança e independência. Desta forma, a presente pesquisa tem como objetivo analisar a relação dos traços de comportamento com os fatores para jogar
Anderson Sasaki Vasques Pacheco   +2 more
doaj  

The co-evolution of the “social” and the “technology": a netnographic study of Social movements in virtual worlds [PDF]

open access: yes, 2012
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   +2 more sources

Student attitudes to games-based skills development: learning from video games in higher education [PDF]

open access: yes, 2017
Qualitative interview data is presented in support of previously-published quantitative evidence that suggests commercial video games may be used to develop useful skills and competencies in undergraduate students.
Barr, Matthew
core   +2 more sources

Types of Internet Activity and the Religious Commitment of American Adults

open access: yesJournal for the Scientific Study of Religion, Volume 64, Issue 3, Page 341-353, September 2025.
ABSTRACT This study addresses the ongoing debate surrounding the connection between Internet use and religious identity, belief, salience, and practices. Using data from the 2021 wave of the Baylor Religion Survey (N = 1248), we analyze the relationships between different types of Internet activity and religious outcomes.
Jennifer O. Laderi, Jeremy E. Uecker
wiley   +1 more source

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