Works matching World of Warcraft (Game)
1
- Critical Studies in Media Communication, 2009, v. 26, n. 2, p. 128, doi. 10.1080/15295030902860252
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2
- Journal of Gaming & Virtual Worlds, 2009, v. 1, n. 1, p. 5, doi. 10.1386/jgvw.1.1.5_1
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3
- Symbolic Interaction, 2012, v. 35, n. 3, p. 340, doi. 10.1002/symb.22
- Williams, J. Patrick;
- Kirschner, David
- Article
4
- Journal of Virtual Worlds Research, 2018, v. 11, n. 1, p. 1, doi. 10.4101/jvwr.v11i1.7305
- Flueggen, Florian;
- Doyle, Stephanie;
- Veith, Hermann
- Article
5
- International Journal of Human-Computer Interaction, 2018, v. 34, n. 8, p. 759, doi. 10.1080/10447318.2018.1461760
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6
- CyberPsychology, Behavior & Social Networking, 2018, v. 21, n. 10, p. 655, doi. 10.1089/cyber.2018.0185
- Obst, Patricia L.;
- Zhao, Xiang;
- White, Katherine M.;
- O'Connor, Erin L.;
- Longman, Huon
- Article
7
- International Journal of Communication (19328036), 2019, v. 13, p. 1507
- OJEDA, MIGUEL ÁNGEL NICOLÁS;
- ROMERA, CÉSAR SAN NICOLÁS;
- VELASCO, JOSEFA ROS
- Article
8
- Journal of Comparative Research in Anthropology & Sociology, 2015, v. 6, n. 1, p. 27
- Cărătărescu-Petrică, Ioana
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9
- Simulation & Gaming, 2017, v. 48, n. 3, p. 381, doi. 10.1177/1046878117697147
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11
- Journal of Gaming & Virtual Worlds, 2012, v. 4, n. 3, p. 259, doi. 10.1386/jgvw.4.3.259_1
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12
- Qualitative Report, 2014, v. 19, n. 31, p. 1
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13
- International Journal of Mental Health & Addiction, 2011, v. 9, n. 2, p. 193, doi. 10.1007/s11469-010-9275-4
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14
- CALICO Journal, 2017, v. 34, n. 1, p. 39, doi. 10.1558/cj.29527
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15
- Journal of Visual Culture, 2011, v. 10, n. 1, p. 42, doi. 10.1177/1470412910391556
- Article
16
- European Journal of International Security, 2022, v. 7, n. 2, p. 207, doi. 10.1017/eis.2022.1
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17
- Journal of Applied Social Psychology, 2013, v. 43, n. 7, p. 1508, doi. 10.1111/jasp.12144
- Visser, Mandy;
- Antheunis, Marjolijn L.;
- Schouten, Alexander P.
- Article
18
- Reviews in Anthropology, 2014, v. 43, n. 2, p. 135, doi. 10.1080/00938157.2014.903150
- Article
19
- Psychiatric Quarterly, 2015, v. 86, n. 3, p. 381, doi. 10.1007/s11126-015-9339-5
- Lis, Eric;
- Chiniara, Carl;
- Biskin, Robert;
- Montoro, Richard
- Article
20
- Berkeley Technology Law Journal, 2009, v. 24, n. 1, p. 478
- Article
21
- TechTrends: Linking Research & Practice to Improve Learning, 2010, v. 54, n. 6, p. 29, doi. 10.1007/s11528-010-0451-y
- Article
22
- Annals of Anthropological Practice, 2016, v. 40, n. 2, p. 134, doi. 10.1111/napa.12097
- Article
23
- Journal of Gaming & Virtual Worlds, 2015, v. 7, n. 2, p. 141, doi. 10.1386/jgvw.7.2.141_1
- Article
24
- Journal of Gaming & Virtual Worlds, 2012, v. 4, n. 1, p. 3, doi. 10.1386/jgvw.4.1.3_1
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25
- Journal of Gaming & Virtual Worlds, 2011, v. 3, n. 3, p. 201, doi. 10.1386/jgvw.3.3.201_1
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26
- Journal of Gaming & Virtual Worlds, 2009, v. 1, n. 2, p. 143, doi. 10.1386/jgvw.1.2.143/7
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27
- Wisconsin Law Review, 2016, v. 2016, n. 6, p. 79
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29
- Journal of Business & Technical Communication, 2009, v. 23, n. 3, p. 263, doi. 10.1177/1050651909333150
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30
- International Journal of Advanced Corporate Learning, 2010, v. 3, n. 4, p. 21, doi. 10.3991/ijac.v3i4.1401
- Mysirlaki, Sofia;
- Paraskeva, Fotini
- Article
31
- Journal of Information Technology & Politics, 2015, v. 12, n. 1, p. 54, doi. 10.1080/19331681.2014.972602
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32
- Western Folklore, 2011, v. 70, n. 2, p. 147
- Article
33
- Velvet Light Trap: A Critical Journal of Film & Television, 2013, n. 72, p. 73, doi. 10.7560/VLT7207
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34
- Bulletin of Science, Technology & Society, 2016, v. 36, n. 3, p. 190, doi. 10.1177/0270467617690058
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35
- Bulletin of Science, Technology & Society, 2012, v. 32, n. 5, p. 384, doi. 10.1177/0270467612463797
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36
- Journal of the American Academy of Religion, 2013, v. 81, n. 1, p. 249, doi. 10.1093/jaarel/lfs102
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37
- William Mitchell Law Review, 2011, v. 38, n. 1, p. 43
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38
- Symbolic Interaction, 2012, v. 35, n. 4, p. 474, doi. 10.1002/symb.39
- Article
39
- Brooklyn Law Review, 2010, v. 75, n. 3, p. 1015
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40
- Journal of Virtual Worlds Research, 2016, v. 9, n. 1, p. 1, doi. 10.4101/jvwr.v9i1.7180
- Banks, Jaime;
- Martey, Rosa Mikeal
- Article
41
- International Journal of Human-Computer Interaction, 2017, v. 33, n. 3, p. 180, doi. 10.1080/10447318.2016.1230965
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42
- Ethics & Information Technology, 2012, v. 14, n. 4, p. 255, doi. 10.1007/s10676-012-9298-6
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43
- Society & Leisure / Loisir & Société, 2012, v. 35, n. 1, p. 57, doi. 10.1080/07053436.2012.10707835
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44
- Styles of Communication, 2014, v. 6, n. 1, p. 191
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45
- Pixel-Bit, Revista de Medios y Educacion, 2016, n. 48, p. 187, doi. 10.12795/pixelbit.2016.i48.12
- Quesada Bernaus, Alodia;
- Tejedor Calvo, Santiago
- Article
46
- Games & Culture, 2023, v. 18, n. 7, p. 868, doi. 10.1177/15554120221139217
- Kampmann Walther, Bo;
- Juel Larsen, Lasse
- Article
47
- Games & Culture, 2020, v. 15, n. 4, p. 394, doi. 10.1177/1555412018800650
- Strimling, Pontus;
- Frey, Seth
- Article
48
- Games & Culture, 2013, v. 8, n. 2, p. 77, doi. 10.1177/1555412013478688
- Article
49
- Soft Computing - A Fusion of Foundations, Methodologies & Applications, 2013, v. 17, n. 2, p. 317, doi. 10.1007/s00500-012-0895-4
- Scherer, Reinhold;
- Faller, Josef;
- Balderas, David;
- Friedrich, Elisabeth;
- Pröll, Markus;
- Allison, Brendan;
- Müller-Putz, Gernot
- Article
50
- Logos: A Journal of Catholic Thought & Culture, 2022, v. 25, n. 4, p. 123, doi. 10.1353/log.2022.0032
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