World of Warcraft
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Most cited papers in World of Warcraft
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
Virtual worlds, such as Second Life, World of Warcraft and Everquest, have demonstrated huge economic potential. In such virtual worlds, virtual items are bought and sold between individuals for real money. However, little empirical... more
The annual incidence of insider attacks continues to grow, and there are indications this trend will continue. While there are a number of existing tools that can accurately identify known attacks, these are reactive (as opposed to... more
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
As we collectively devote enormous resources (especially time and money) to life in virtual worlds, we are reshaping the religious landscape. While the advent of virtual worlds will not produce a religious utopia or overwhelm traditional... more
Prior analyses of player interactions within massive multi-player online environments (MMOs) rely predominantly on understanding the environments as spheres of leisure—places to “escape” the stress of the “real world.” We find in our... more
This article is written in an attempt to navigate the reward structure in World of Warcraft (WoW). Alongside its analysis of the reward structure in WoW, this article draws upon the paradoxical design of desire itself. In doing so, it... more