Results 51 to 60 of about 19,745 (217)

Toxic Discourse in the Digital Battlefield: Analysing Telegram Channels During the Russia–Ukraine ‘Conflict’

open access: yesExpert Systems, Volume 42, Issue 7, July 2025.
ABSTRACT Instant messenger Telegram has emerged as a favoured platform for far‐right activism, conspiracy theories, political propaganda, and misinformation, which has its own target audience. This study explores the application of multilingual pre‐trained language models to detect and measure toxicity in political content on Telegram channels.
Arsenii Tretiakov   +3 more
wiley   +1 more source

A long‐term prospective cross‐lagged study of gender‐typed play and mental transformation in children

open access: yesChild Development, Volume 96, Issue 2, Page 812-829, March/April 2025.
Abstract Gender‐typed play may contribute to gender disparities in spatial skills, but evidence of this link is limited. Gender‐typed play and mental transformation, an important spatial skill, were studied using age‐appropriate and comprehensive measures. Chinese children were tested at 5–6 years and at 11–14 years (N = 210), creating a long‐term data
Wang Ivy Wong   +3 more
wiley   +1 more source

Learning and Games [PDF]

open access: yes, 2008
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning In this chapter, I argue that good video games recruit good learning and that a game's design is inherently connected to designing good learning for players. I start with a
James Paul Gee
core  

World of Warcraft

open access: yesmerz | medien + erziehung, 2010
Warum verbringen so viele Menschen große Teile ihrer Freizeit mit Computerspielen? Was führt die World Of Warcraft- Spieler und -Spielerinnen immer wieder in die virtuelle Welt von Azeroth? Warum kommt es zu einer Abhängigkeit? Diese Fragen tauchen in gesellschaftlichen und wissenschaftlichen Diskursen zwar auf, aber die Betroffenen selbst kommen meist
openaire   +1 more source

Different roles, different strokes: Disseminating e‐WOM in industrial Internet platform through multi‐actor value co‐creation

open access: yesPsychology &Marketing, Volume 42, Issue 2, Page 359-373, February 2025.
Abstract Prior research has primarily focused on electronic Word of Mouth (e‐WOM) in consumer markets, lacking in‐depth exploration of its dynamics within B2B contexts. Addressing this gap, our study investigates e‐WOM in B2B markets on industrial internet platforms.
Yue Liu   +6 more
wiley   +1 more source

Tanks, Chauffeurs and Backseat Drivers: Competence in MMORPGs

open access: yesEludamos, 2009
In this paper learning and competence in the MMORPG World of Warcraft are explored. In order to facilitate movement between in-game and the real-world contexts of play, data was collected from couples who play the game together while sharing real space ...
Diane Carr, Martin Oliver
doaj   +1 more source

ANALISIS GAMEPLAY DAN GAME MEKANIK UNTUK BERKUBU DAN MENCARI MUSUH DALAM GAME MMO (Massively Multyplayer Online) WORLD OF WARCRAFT & AUDITION AYODANCE [PDF]

open access: yes, 2018
World of warcraft dan Audition Ayodance adalah Game MMO adalah subgenre dari MMO RPG dan MMO Musical. World of Warcraft dan Audition Ayodance adalah game yang mengandalkan kerja sama dalam tim.
Muhamad Arfan Arfiansyah, 12.304.0122
core  

Group movement in World of Warcraft Battlegrounds

open access: yesInternational Journal of Advanced Media and Communication, 2010
Distributed Virtual Environment (DVE) topology management and message propagation schemes have been proposed for many years. Evaluating DVE message propagation schemes requires a variety of assumptions whose verity significantly affects results, such as details about avatar movement characteristics.
John L. Miller 0001, Jon Crowcroft
openaire   +1 more source

Young people's networked constructions of nature: Evidence from a qualitative multiple case study in the United Kingdom

open access: yesPeople and Nature, Volume 7, Issue 2, Page 463-474, February 2025.
Abstract How young people interpret and engage with nature is an important consideration within our current biodiversity and climate crises. What remains less clear are the ways in which online, networked, spaces underpin young people's relationships with nature, and what consequences these spaces may have for in‐person nature interactions.
Jack Reed   +2 more
wiley   +1 more source

Outside oneself in World of Warcraft: Gamers' perception of the racial self-other

open access: yesTransformative Works and Cultures, 2011
The popularity of massively multiplayer online role-playing games (MMORPGs) has created a unique, heavily populated virtual reality wherein player characters are explicitly differentiated by the physical characteristics of their avatars.
Thomas D. Rowland, Amanda C. Barton
doaj   +1 more source

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