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      PhilosophyGame studiesVideo GamesSurveillance Studies
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      Active LearningSecond LifeVirtual Learning EnvironmentsVirtual Environment
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      Game studiesVideo GameCommunityLearning
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      Video Game StudiesWorld of WarcraftGame StudiesQueer Game Studies
Resumo Este artigo analisa a relação existente entre as mecânicas de jogos digitais e a narrativa emergente, ou seja, aquela que surge espontaneamente, derivada da interação do jogador com o mundo do jogo. Acredita-se que a maneira como... more
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      Game TheoryNarrativeGame DesignVideo Games
Psychological Sense of Community (PSOC) has been identified as beneficial to the development of identity and the building of resilience and well-being in everyday life in Australia. However, a decline in the experience of PSOC in society... more
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      Virtual CommunitiesSecond LifeMMORPGComputer Games
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      Entertainment ComputingWorld of WarcraftCommunication and media Studies
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      Game studiesSocial InteractionWorld of WarcraftSocial Relationship
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      Informal LearningEducational TechnologyScience EducationGame Based Learning
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      MathematicsWorld of Warcraft
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      BooksWorld of WarcraftAudiobookShadowlands
A Game, Which is More than a  Game:  A Report of an Ongoing Research on a Community of Online Gamers
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      Game studiesInternet StudiesCommunity StudiesWorld of Warcraft
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      Information SystemsSecond LifeVirtual WorldsBusiness and Management
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      Cultural Historical Activity TheoryComputer Mediated CommunicationLearningZone of proximal development
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      AnthropologyEthnographyMMORPGOnline Gaming
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      EconomicsVideo GamesWorld of WarcraftEndowment Effect
Os jogos digitais fazem parte das novas tecnologias presentes no mundo contemporâneo. O jogador, neste contexto, é um agente que surge ao experienciar um jogo; um agente que não está apenas sentado absorvendo informações da tela e... more
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      ÉticaWorld of WarcraftJogos DigitaisNovos Letramentos
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      Second LifeVirtual WorldsRole-playing Game TheoryTools and Techniques
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      Teaching and LearningInstructional DesignComputer Science EducationGame Design
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      PsychologyCognitive SciencePersonalityDepression
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      SociologyQualitative methodologyVideo GamesSymbolic Interaction
Games are created through the act of gameplay, which is contingent on player acts. However, to understand gameplay, we must also investigate contexts, justifications, and limitations. Cheating can be an excellent path into studying the... more
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      Video GamesWorld of WarcraftMagic CircleMMOGs
In 2016, Hillary Clinton was nominated as the first female presidential candidate of a major party in a United States election and Sylvanas Windrunner was appointed as the first female Warchief of the Horde in the fictional land of... more
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      RhetoricDigital rhetoricDigital RhetoricsVideo Games
There is much discussion about how in-game economies emerge and evolve—particularly how they deal with money and inflation. But games incorporate economics at even more basic levels. Indeed, many gamers are already using the economic way... more
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      EntrepreneurshipVideo Games and LearningVideo GamesEconomic Education
This research aims to understand how gamers redefine their identity by extending, aggregating, and assembling the different dimensions of the self in experiential online communities. The authors conducted a series of filmed in-depth and... more
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      Self and IdentityOnline CommunitiesDigital GamesOnline
Online gaming "worlds," virtual places where people meet other people as virtual avatars, are designed using the same process that theme parks designers use. But they are built in the electrons of virtual space versus in the "brick and... more
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      Popular CultureMultiplayer Online GamesIcelandic LiteratureOnline Learning
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      Group TherapyPsychodramaEducationTherapeutic Recreation
The present thesis is a study of the translation of video games with a particular emphasis on the English-Russian language pair. On the one hand, it offers an analysis of the video game industry understood as a global phenomenon in... more
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      LocalisationWorld of WarcraftGame Localisation
Mortal Kombat X review: New blood
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      Video Games and LearningVideo GamesGamesPs3 Games
Esta investigación de pre grado en Antropología pretende estudiar distintas practicas sociales, formas de identidad y significado mediante la figura de los Avatares en una sección del ciberespacio -los videojuegos-, el avatar es algo que... more
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      ColombiaVideogamesErving GoffmanVideojuegos
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      CriminologyLawSecond LifeVirtual Environment
As a discipline, anthropology is uniquely situated to trace transformative shifts in human sociobiological processes over time. As environments and resources change, human ingenuity responds with increasing technological sophistication... more
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      Informal LearningOnline CommunitiesVirtual CommunitiesDigital Ethnography
We use ethnographic, interview, and survey data to examine problematic play within the popular online game, World of Warcraft, or ‘WoW’ for short. Research shows that players drawn to the interpersonal dimensions of online games are more... more
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      Information SystemsPsychologyCognitive ScienceAddiction
The study of the player-avatar relationship has been central to scholars of video games and virtual worlds. Work has attempted to explain the relationship by focusing on the technologies of social presence, the socio-emotional... more
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      PsychologyEmotionSocial InteractionVideo Games
Play is social. However, the operation of play is often a physically solitary act (Brand et al., 2014: 18). Notwithstanding this fact, the creation of the gaming experience is inherently social. Co-creating Videogames and Battlefields of... more
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      Video GamesInnovation and Creativity (Business)MMORPGWorld of Warcraft
SANAL KARAKTERİN GERÇEK GÜNDEMİ:
ÇEVRİMİÇİ OYUNLARDA METİN TABANLI İLETİŞİM
VE “WORLD OF WARCRAFT” ÖRNEĞİ
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      CommunicationDigital GamesMMORPGWorld of Warcraft
For almost two decades, digital worlds have played an increasing role in our lifestyles. Communication tools and social networks such as Twitter, Google, and Facebook, to veritable virtual universes of Second Life or World of Warcraft... more
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      Sociology of ReligionGame studiesDeath StudiesEthnography
New media technologies are ubiquitous. Among these, digital games continue their rise in significance, constituting a visible domain within which people learn and develop specific sets of skills and practices. This study addresses a lack... more
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      Qualitative methodologyVideo GamesSymbolic InteractionSocialization
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      World of WarcraftJogos eletrônicosAprendizagemJogos Eletrônicos - Aprendizagem
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      Social InteractionSocial ComputingUser eXperienceRole-playing Game Theory
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      PropagandaVideo GamesVideo Game DesignFRP
The current study examines social anxiety, real and virtual world social support, and problematic Internet use (PIU) among players of massively multiplayer online role playing games (MMORPGs), internet-based games that are ongoing and... more
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      Social PsychologyCommunicationSocial SciencesSocial Anxiety
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      Cognitive ScienceAddictionVideo GamesQuality of life
This article proposes a scale for measuring player identification in massively multiplayer online games (MMOGs). Three dimensions have been derived from the literature, avatar identification, group identification, and game identification,... more
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      Game studiesUser Experience (UX)Virtual CommunitiesVideo Games
Video games Dramaturgical models are not thoroughly mapped yet. In this context, even a computer game like World of Warcraft lacks dramaturgical analysis. In this paper, we analyse World of Warcraft under a dramaturgical perspective. We... more
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      Dramatic LiteratureVideo GamesDramaMultiplayer Online Games
As a result of technological advancement and exponential increases in global access, cross-disciplinary research has recently turned to digital online video games. Most anthropological research within this area has centered around player... more
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      Sociotechnical SystemsCultural power and resistanceMassive Multiplayer Online Games (MMOG)World of Warcraft
2014 yılı istatistiklerine göre; Türkiye’de 375 milyon dolar dijital oyun harcaması yapılmıştır ve 2013 yılında dijital oyun oynayan insanların sayısı 22,5 milyondur. Araştırmalar özellikle çevrimiçi oyun kullanıcılarının haftalık 25... more
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      Media StudiesDigital GamesWorld of Warcraft
When playing video games, there is a certain amount of information and sensory stimuli that players need to process, interpret, and act upon in order to play the game successfully. This can vary from simple visual cues to complex systems... more
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      PsychologyCognitive PsychologyDigital LiteracyAttention-Deficit/Hyperactivity Disorder
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      Voice over IPComputer Mediated CommunicationFocus GroupWorld of Warcraft
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      Cultural StudiesSecond LifeWorld of WarcraftEuropean