Works matching World of Warcraft (Game)
Results: 209
Social Game Elements in World of Warcraft: Interpersonal Relations, Groups, and Organizations for Gamification Design.
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- International Journal of Human-Computer Interaction, 2018, v. 34, n. 8, p. 759, doi. 10.1080/10447318.2018.1461760
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- Article
Game Identity-Based Motivations of Playing World of Warcraft and Their Psychological Outcomes.
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- CyberPsychology, Behavior & Social Networking, 2018, v. 21, n. 10, p. 655, doi. 10.1089/cyber.2018.0185
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- Article
One Game -- One Effect? What Playing "World of Warcraft" Means for Adolescents and Their Development.
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- Journal of Virtual Worlds Research, 2018, v. 11, n. 1, p. 1, doi. 10.4101/jvwr.v11i1.7305
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- Article
World of Maskcraft vs. World of Queercraft? Communication, sex and gender in the online role-playing game World of Warcraft.
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- Journal of Gaming & Virtual Worlds, 2009, v. 1, n. 1, p. 5, doi. 10.1386/jgvw.1.1.5_1
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- Article
In the Warcraft Universe We Trust: An Analysis of Transmedia Advertising Strategies in the World of Warcraft Video Game Series ("Battle Chest 3.0," "Cataclysm," and "Mists of Pandaria").
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- International Journal of Communication (19328036), 2019, v. 13, p. 1507
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- Article
Coordinated Action in the Massively Multiplayer Online Game World of Warcraft.
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- Symbolic Interaction, 2012, v. 35, n. 3, p. 340, doi. 10.1002/symb.22
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- Article
Don't Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft.
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- Critical Studies in Media Communication, 2009, v. 26, n. 2, p. 128, doi. 10.1080/15295030902860252
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- Article
The Other Game: A Journey into the World of Warcraft.
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- 2017
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- Video Game Review
Do those who play together stay together? The World of Warcraft community between play, practice and game design.
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- Journal of Comparative Research in Anthropology & Sociology, 2015, v. 6, n. 1, p. 27
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- Article
From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems.
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- Simulation & Gaming, 2017, v. 48, n. 3, p. 381, doi. 10.1177/1046878117697147
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- Article
'No one-handed typing': An exploration of gameness, rules and spoilsports in an erotic role play community in World of Warcraft.
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- Journal of Gaming & Virtual Worlds, 2012, v. 4, n. 3, p. 259, doi. 10.1386/jgvw.4.3.259_1
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- Article
Entrapment and Near Miss: A Comparative Analysis of Psycho-Structural Elements in Gambling Games and Massively Multiplayer Online Role-Playing Games.
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- International Journal of Mental Health & Addiction, 2011, v. 9, n. 2, p. 193, doi. 10.1007/s11469-010-9275-4
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- Article
World of Warcraft: A Family Therapist's Journey into Scapegoated Culture.
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- Qualitative Report, 2014, v. 19, n. 31, p. 1
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- Article
Doing gender in cyberspace: The performance of gender by female World of Warcraft players.
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- Convergence: The Journal of Research into New Media Technologies, 2011, v. 17, n. 3, p. 323, doi. 10.1177/1354856511406472
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- Article
Gestural interfaces.
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- Convergence: The Journal of Research into New Media Technologies, 2011, v. 17, n. 3, p. 235, doi. 10.1177/1354856511412455
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- Article
Online virtual worlds as anthropological field sites: Ethnographic methods training via collaborative research of Internet gaming cultures.
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- Annals of Anthropological Practice, 2016, v. 40, n. 2, p. 134, doi. 10.1111/napa.12097
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- Article
Exploring Performance of Gendered Identities through Language in World of Warcraft.
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- International Journal of Human-Computer Interaction, 2017, v. 33, n. 3, p. 180, doi. 10.1080/10447318.2016.1230965
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- Article
Psychiatrists' Perceptions of Role-Playing Games.
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- Psychiatric Quarterly, 2015, v. 86, n. 3, p. 381, doi. 10.1007/s11126-015-9339-5
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- Article
MDY INDUSTRIES, LLC V. BLIZZARD ENTERTAINMENT, INC.
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- Berkeley Technology Law Journal, 2009, v. 24, n. 1, p. 478
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- Article
Persistent Rhetoric for Persistent Worlds: The Mutability of the Self in Massively Multiplayer Online Role-Playing Games.
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- 2009
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- Essay
Virtual worlds and moral evaluation.
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- Ethics & Information Technology, 2012, v. 14, n. 4, p. 255, doi. 10.1007/s10676-012-9298-6
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- Article
Genre, Activity, and Collaborative Work and Play in World of Warcraft: Places and Problems of Open Systems in Online Gaming.
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- Journal of Business & Technical Communication, 2009, v. 23, n. 3, p. 263, doi. 10.1177/1050651909333150
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- Article
The Orc—Playing the "Wholly Other": Investigations of Kant's Sublime and The Technological Sublime in Blizzard Entertainment's Massive Multiplayer Online Game World of Warcraft.
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- Games & Culture, 2023, v. 18, n. 7, p. 868, doi. 10.1177/15554120221139217
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- Article
Emergent Cultural Differences in Online Communities' Norms of Fairness.
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- Games & Culture, 2020, v. 15, n. 4, p. 394, doi. 10.1177/1555412018800650
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- Article
Confronting Heteronormativity in Online Games: A Critical Discourse Analysis of LGBTQ Sexuality in World of Warcraft.
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- Games & Culture, 2013, v. 8, n. 2, p. 77, doi. 10.1177/1555412013478688
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- Article
NEXUS CRYSTALS: CRYSTALLIZING LIMITS ON CONTRACTUAL CONTROL OF VIRTUAL WORLDS.
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- William Mitchell Law Review, 2011, v. 38, n. 1, p. 43
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- Article
Culture and the Jitters: Guild Affiliation and Online Gaming Eustress/Distress.
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- Ethos (00912131), 2016, v. 44, n. 1, p. 50, doi. 10.1111/etho.12108
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- Article
Verankerung und Vertreibung in realen und virtuellen Welten.
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- BIOS: Zeitschrift für Biographieforschung, Oral History und Lebensverlaufsanalysen, 2013, v. 26, n. 1, p. 77
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- Article
'I Swear to God, I Only Want People Here Who Are Losers!' Cultural Dissonance and the (Problematic) Allure of Azeroth.
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- Medical Anthropology Quarterly, 2014, v. 28, n. 4, p. 480, doi. 10.1111/maq.12116
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- Article
Put on Your Game Face: Designing the Researcher Presence in Immersive Digital Environments.
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- Journal of Virtual Worlds Research, 2016, v. 9, n. 1, p. 1, doi. 10.4101/jvwr.v9i1.7180
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- Article
The Anthropology of Virtual Worlds: World of Warcraft.
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- Reviews in Anthropology, 2014, v. 43, n. 2, p. 135, doi. 10.1080/00938157.2014.903150
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- Article
Dissonance, truth and the political limits of possibility in MMOs.
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- Journal of Gaming & Virtual Worlds, 2015, v. 7, n. 2, p. 141, doi. 10.1386/jgvw.7.2.141_1
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- Article
Co-creative interface development in MMORPGs - the case of World of Warcraft add-ons.
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- Journal of Gaming & Virtual Worlds, 2012, v. 4, n. 1, p. 3, doi. 10.1386/jgvw.4.1.3_1
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- Article
The corporeal-locomotive craftsman: Gaming in World of Warcraft.
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- Journal of Gaming & Virtual Worlds, 2011, v. 3, n. 3, p. 201, doi. 10.1386/jgvw.3.3.201_1
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- Article
Developing a methodology for corpusbased computer game studies.
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- Journal of Gaming & Virtual Worlds, 2009, v. 1, n. 2, p. 143, doi. 10.1386/jgvw.1.2.143/7
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- Article
Echoes of Purgatory in World of Warcraft: Shadowlands.
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- Logos: A Journal of Catholic Thought & Culture, 2022, v. 25, n. 4, p. 123, doi. 10.1353/log.2022.0032
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- Article
Language Practices on Internet Game Fora.
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- Styles of Communication, 2014, v. 6, n. 1, p. 191
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- Article
God in the Game: Cosmopolitanism and Religious Conflict in Videogames.
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- Journal of the American Academy of Religion, 2013, v. 81, n. 1, p. 249, doi. 10.1093/jaarel/lfs102
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- Article
VIDEO GAMES ARE HARD: COMMUNAL PLAY AND CHANGING THE CLASSROOM.
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- Velvet Light Trap: A Critical Journal of Film & Television, 2013, n. 72, p. 73, doi. 10.7560/VLT7207
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- Article
An Unexpected Font of Folklore.
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- Western Folklore, 2011, v. 70, n. 2, p. 147
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- Article
The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs.
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- Symbolic Interaction, 2012, v. 35, n. 4, p. 474, doi. 10.1002/symb.39
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- Article
How to measure and model QoE for networked games?: A case study of World of Warcraft.
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- Multimedia Systems, 2019, v. 25, n. 4, p. 395, doi. 10.1007/s00530-019-00615-x
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- Article
ACTI REI: REAL AND VIRTUAL.
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- Texas Tech Law Review, 2011, v. 44, n. 1, p. 165
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- Article
Brain-computer interfacing: more than the sum of its parts.
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- Soft Computing - A Fusion of Foundations, Methodologies & Applications, 2013, v. 17, n. 2, p. 317, doi. 10.1007/s00500-012-0895-4
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- Article
The Value of Calculations: The Coproduction of Theorycraft and Player Practices.
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- Bulletin of Science, Technology & Society, 2016, v. 36, n. 3, p. 190, doi. 10.1177/0270467617690058
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- Article
Video Games, Identity, and the Constellation of Information.
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- Bulletin of Science, Technology & Society, 2012, v. 32, n. 5, p. 384, doi. 10.1177/0270467612463797
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- Article
How Massive Multiplayer Online Games Incorporate Principles of Economics.
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- TechTrends: Linking Research & Practice to Improve Learning, 2010, v. 54, n. 6, p. 29, doi. 10.1007/s11528-010-0451-y
- Publication type:
- Article
Encouraging Free Play: Extramural Digital Game-Based Language Learning as a Complex Adaptive System.
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- CALICO Journal, 2017, v. 34, n. 1, p. 39, doi. 10.1558/cj.29527
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- Article
Massively Multiplayer Machinima Mikusuto.
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- Journal of Visual Culture, 2011, v. 10, n. 1, p. 42, doi. 10.1177/1470412910391556
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- Article
The limits of imagination: Securitisation and exceptionalism in the World of Warcraft video game.
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- European Journal of International Security, 2022, v. 7, n. 2, p. 207, doi. 10.1017/eis.2022.1
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- Publication type:
- Article