Results 81 to 90 of about 19,745 (217)
Introduction: Researching online worlds: challenging media and communication studies
Digital media and network communication technology have not changed this setup, but rather have opened the possibility for encountering and experiencing additional types of worlds and performing additional types of spatial practices.
Kjetil Sandvik
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Objective: the relationship between player and character is important to understand the concept of the extended self in virtual markets. This study aims to further understand this relationship between player and online game.
João Paulo Nascimento Silva +4 more
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Objects of Desire - A Reading of the Reward System in World of Warcraft
This article presents a reading of the reward structure in World of Warcraft (WoW) that draws upon Jacques Derrida’s philosophy, especially his notion of différance. In the reading, rewards are regarded as signs, based on Charles. S. Peirce’s semiotic
Lasse Juel Larsen
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Mediepanikk eller medieskepsis? – En analyse av dataspilldebatten etter 22. juli
This is an analysis of the public debate around Anders Behring Breivik’s use of computer games before his terrorist attack in Norway on 22 July 2011. The claim that computer games have been formative for the terrorist has led to criticism of these games,
Faltin Karlsen, Kristine Jørgensen
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Neste artigo, mostramos uma experiência com a Iniciação Científica no curso de Letras do Centro Federal de Educação Tecnológica de Minas Gerais. Oferecemos como exemplo o caso de um estudo sobre morfologia do português brasileiro e a formação de palavras
Priscilha Sansão Alves de Oliveira +1 more
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Game theoretic analysis of international law has traditionally revolved around the Prisoner’s Dilemma, a model developed during the Cold War that reflects the general unenforceability of international agreements. Bilateral Investment Treaties (BITs) are,
Peter S Jenkins
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Writing In and Around Video Games [PDF]
This undergraduate course uses video games as a lens through which to explore the infinitely broader topic of digital rhetoric. Students encounter games in several different ways: as texts to analyze, raw material for video compositions, systems to ...
Sierra, Wendi
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Possibilities and Limits of Religion in the Cyberspace of Digital Media
The authors of this paper study possibilities and limits of religion in the cyberspace of digital media, especially in the World of Warcraft videogame.
Slavomír Gálik +1 more
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On productivity and game fandom
As a result of its unique characteristics as a technology and a medium, a computer game engages its players with several novel forms of coproductivity, such as modding, the making of machinima videos, and the writing of game play walkthroughs.
Hanna Wirman
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The young and the digital, by S. Craig Watkins [book review]
Review of S. Craig Watkins, The young and the digital: What migration to social-networking sites, games, and anytime, anywhere media means for our future. Boston: Beacon Press, 2009, paperback, $18 (272p) ISBN 978-0807006160.
Melanie E. S. Kohnen
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