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Showing 1 to 20 of 23 for “"world of 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

    … 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, valamint hogyan kötik össze a közösségi oldalakat a játékkal. próbáltam …

    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

    This study sought to explore player experiences of flow in the 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 …

    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

    This thesis provides a rhetorical 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 …

    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

    … construct 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 …

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

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

    … a Espetacularização 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 …

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

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

    Considering video games as sites of semiotic play, I argue that video games are a commodity that inscribes the consumer into various subject positions that often participate in the replication of ideology in simulated spaces. Applying Louis Althusser, Edward Said, and many other pertinent scholars, …

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

  9. 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)

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

    <p>When discussing games and the experience of gamers those with disabilities are often overlooked. This has left a gap in our understanding of the experience of players with disabilities in virtual game worlds. However there are examples of players with disabilities being very successful in the …

    ucf

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

    … virtual, technical, and social 'spaces' of MMOGs. The spaces of the MMOG are situated within Bourdieu's theories of field and capital, while the strategies and position-taking by actors within these fields are framed in a post-Foucauldian dialectic of governance, with particular emphasis …

    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)

  12. Mastery and the mobile future of massively multiplayer games

    … phones? MMOs allow us to create representations of our own increasing mastery, and mobile gives us better access to this mastery and allows us to integrate it more fully into the ways we see ourselves. MMOs motivate mastery by making that mastery personally and socially relevant, and visibly …

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

  13. Performances of Marginalized Identities in Virtual Worlds

    This dissertation explores performances 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 …

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

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

    The purpose of this study was to analyze the buyout, or "buy now," prices in auction 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. …

    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)

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

    … online 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 …

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

  16. Strategies and Behaviors of Cyber Deviance and Internet Trolling

    … towards making social media a center focus of contemporary life, trolls, are continually developing distractive dialogue. Although trolls may not be deviant in the sense of harsh online crimes, trolls do cause problems within online communities. Jonathan Bishop (2014) and Whitney Phillips …

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

  17. A Virtual View of Occupation: Transactionalism in MMORPGs

    … health and wellness. The virtual environment of MMORPGs has yet to be explored as a space where meaningful occupations occur. This qualitative study explored the virtual environment using a transactional perspective in order to define the qualities of virtual worlds, how transactional …

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

  18. Distributed virtual environment scalability and security

    … environments (DVEs) have been an active area of research and engineering for more than 20 years. The most widely deployed DVEs are 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 …

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

  19. Development of English as a Second Language in the Context of Massively Multiplayer Online Role-playing Games

    This dissertation examined the affordances of commercially developed massively multiplayer online (role-playing) games (MMOGs) for second language (L2) development. It comprises three self-contained but related studies. The first study, as a scoping review, synthesized 32 empirical papers, which …

    essex Repository record for Development of English as a Second Language in the Context of Massively Multiplayer Online Role-playing Games (opens in a new tab)

  20. Game Appropriation: Where does the gamer fit?

    The socio-technological transformation of digital games means that they are no longer single-player, co-located game experiences but instead are multiplayer socially-oriented ones (e.g. World of Warcraft). This change underpins the central concern of this thesis, to understand game appropriation …

    the-open-u Repository record for Game Appropriation: Where does the gamer fit? (opens in a new tab)

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