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Showing 1 to 20 of 26 for “"Warcraft"”.

  1. Religious Experience In World of Warcraft

    No abstract prepared.

    texas-state Repository record for Religious Experience In World of Warcraft (opens in a new tab)

  2. A World of Warcraft játékosok közössége

    Dolgozatomban próbáltam meghatározni az online szerepjátékok sajátságos ismérveit, világuk szerkezetét, játékmenetét. Továbbá a World of Warcart, online szerepjáték felhasználói körét vizsgáltam. Milyen közösséget alakítanak ki a játékon belül, milyen motivációs erő hat rájuk miközben játszanak, …

    debrecen Repository record for A World of Warcraft játékosok közössége (opens in a new tab)

  3. Social and emotional aspects of World of Warcraft players

    lethbridge

  4. Dungeon Flow: Player Experiences of Flow in World of Warcraft

    … Massively Multiplayer Online Game (MMO) World of Warcraft. Data from personal interviews, conducted after one-hour play sessions, was compared to Csikszentmihalyi's proposed elements of flow to determine in what segments of the game each participant experienced flow, if any. Recordings from the …

    wfu Repository record for Dungeon Flow: Player Experiences of Flow in World of Warcraft (opens in a new tab)

  5. Building a World of warcraft: cyber-colonialism through othering strategies

    … analysis of the popular video game World of Warcraft (WoW) and related material. The subscriber base of this game makes it a particularly prominent example of discourse with potentially great influence. Where previous studies have focused less on WoW's narrative in favor of a psychological or …

    alabama Repository record for Building a World of warcraft: cyber-colonialism through othering strategies (opens in a new tab)

  6. Sex and gender in World of Warcraft: Identities, love, and power

    … sex and gender in the online game World of Warcraft (WoW), with a particular focus on connections between intimate relationships and gendered power relations. Every year more people choose to play online games but despite this ‘gaming culture’ continues to be dominated by masculinist …

    waikato-masters Repository record for Sex and gender in World of Warcraft: Identities, love, and power (opens in a new tab)

  7. Innocent Passage of Warcraft in Territorial Seas from a Historic Perspective

    … thesis is concerned with the innocent passage of warcraft. It deals not, only with warships but also with submarines and aircrafts.

    cape-town Repository record for Innocent Passage of Warcraft in Territorial Seas from a Historic Perspective (opens in a new tab)

  8. O fascinio e a espetacularização como pedagogias corporais no world of warcraft

    … como Pedagogias Corporais no World Of Warcraft.”, 247p. Tese (Doutorado), Faculdade de Educação, Universidade Federal da Bahia, Salvador-Bahia, 2016. O corpo sempre exerceu fascínio e os homens fizeram dele um dispositivo simbólico e cultural. Com o surgimento das tecnologias digitais …

    brazil-ufba Repository record for O fascinio e a espetacularização como pedagogias corporais no world of warcraft (opens in a new tab)

  9. Rendering the Other: Ideologies of the Neo-Oriental in World of Warcraft

    … other pertinent scholars, I consider World of Warcraft, the world’s largest online video game, and what our digital production and consumption of this gamic space says about our identities and place in a larger cultural ideological framework. It is with this understanding that I see ideology in …

    ohiolink Repository record for Rendering the Other: Ideologies of the Neo-Oriental in World of Warcraft (opens in a new tab)

  10. Wall-Walking and Other Bannable Offenses: Discipline and Deviant Play in World of Warcraft

    As in most games, World of Warcraft’s player characters’ virtual bodies are designed and built to comply with, and be acted upon by, the governing systems of the gameworld they inhabit. The technical equations that determine how a body walks, the rules that define what walking is and what bodies …

    mit Repository record for Wall-Walking and Other Bannable Offenses: Discipline and Deviant Play in World of Warcraft (opens in a new tab)

  11. The Impact of User-Generated Interfaces on the Participation of Users with a Disability in Virtual Environments: Blizzard Entertainment's World of Warcraft Model

    … in the virtual world video game World of Warcraft, suggesting that there is an opportunity to study the game for usability insight in creating other virtual world environments. This study surveyed World of Warcraft players with disabilities online for insight into how they used interface …

    ucf

  12. Mastery and the mobile future of massively multiplayer games

    … Labyrinth, a game I helped create, and World of Warcraft, the current leading MMO. With Labyrinth, I explain the design decisions we made and their impact. With World of Warcraft, I described how altering the design could accommodate mobile play and better motivate increasing mastery.

    mit Repository record for Mastery and the mobile future of massively multiplayer games (opens in a new tab)

  13. The Expression and Constraint of Human Agency Within the Massively Multiplayer Online Games of World of Warcraft and Eve-Online: a Comparative Case Study

    … periods in two vastly different MMOGs: 'World of Warcraft' (WoW) and 'Eve-Online' (Eve). Mixed methods are used in analysis, consisting of a grounded theory approach to open coding, supported by documentary sources. Findings are discussed in comparative mode, allowing for a greater level of …

    maynooth Repository record for The Expression and Constraint of Human Agency Within the Massively Multiplayer Online Games of World of Warcraft and Eve-Online: a Comparative Case Study (opens in a new tab)

  14. Performances of Marginalized Identities in Virtual Worlds

    … of identities in virtual worlds such as World of Warcraft and Second Life. While virtual worlds are popularly imagined as spaces where any performances of identity are possible and welcomed, constraints of both design and culture create a dominant or preferred performance of identity in online …

    ohiolink Repository record for Performances of Marginalized Identities in Virtual Worlds (opens in a new tab)

  15. Comparing traditional sports and electronic sports

    … Global Offensive, or Hearthstone: Heroes of Warcraft have a large following. During the League of Legends regular season matches, 250,000 people regularly tune in to watch the games. Professional players such as Enrique “Xpeke” Cedeno-Martinez have 470,000 Twitter followers. In this study, we …

    uiuc Repository record for Comparing traditional sports and electronic sports (opens in a new tab)

  16. Benford's law and humanly generated prices in auction houses and buyout systems of virtual worlds

    … houses of virtual environments, such as World of Warcraft and Guild Wars 2. Human players interact with an auction house user interface in order to buy or sell in-game items, purchasable with in-game currency. Players wishing to sell items can post their items on the auction house for set lengths …

    twu Repository record for Benford's law and humanly generated prices in auction houses and buyout systems of virtual worlds (opens in a new tab)

  17. Gamemania: What Makes A Virtual Existence So Seductive?

    … role playing games (MMORPGs), such as World of Warcraft, have been described by users and popular press as "heroinware" and "maddeningly addictive." This study investigates the drivers behind the consumer abuse of gaming technologies, the root causes of their gaming addiction with respect to the …

    siu-theses Repository record for Gamemania: What Makes A Virtual Existence So Seductive? (opens in a new tab)

  18. Strategies and Behaviors of Cyber Deviance and Internet Trolling

    … the largest online gaming communities, World of Warcraft, this research examines the techniques and behaviors of trolling. Trolling was found to mainly be a response mechanism that consisted of heavy mockery and improvisation. This study indicates that trolls successfully disrupt and reroute …

    central-wash Repository record for Strategies and Behaviors of Cyber Deviance and Internet Trolling (opens in a new tab)

  19. A Virtual View of Occupation: Transactionalism in MMORPGs

    … players with experience playing either World of Warcraft, RuneScape, or Guild Wars 2. Based on player interviews and participant observation, four themes related to the construction of meaning within online gaming emerged from the data: the gaming environment, the collective occupational …

    dominican Repository record for A Virtual View of Occupation: Transactionalism in MMORPGs (opens in a new tab)

  20. Distributed virtual environment scalability and security

    … network games such as Quake, Halo, and World of Warcraft (WoW), with millions of users and billions of dollars in annual revenue. Deployed DVEs remain expensive centralized implementations despite significant research outlining ways to distribute DVE workloads. This dissertation shows previous …

    cambridge Repository record for Distributed virtual environment scalability and security (opens in a new tab)

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