DIKUL - logo

Rezultati iskanja

Osnovno iskanje    Izbirno iskanje   
Iskalna
zahteva
Knjižnica

Trenutno NISTE avtorizirani za dostop do e-virov UL. Za polni dostop se PRIJAVITE.

1 2 3 4 5
zadetkov: 235
1.
  • Digital Culture, Play, and ... Digital Culture, Play, and Identity
    Corneliussen, Hilde G; Rettberg, Jill Walker; Rettberg, Scott ... 2008, 2011-09-30, 2011-09-23, 20080101
    eBook

    Exploring World of Warcraft as both cultural phenomenon and game, with contributions by writers and researchers who have immersed themselves in the WoW gameworld.
Celotno besedilo
Dostopno za: ODKLJ, UL
2.
  • Returning to Azeroth: Nosta... Returning to Azeroth: Nostalgia, Sense of Place, and Social Presence in World of Warcraft Classic
    Robinson, Jessica A.; Bowman, Nicholas D. Games and culture, 05/2022, Letnik: 17, Številka: 3
    Journal Article
    Recenzirano

    World of Warcraft (WoW) Classic (released August 2019) allows players to return to the original game experience. This study considers how WoW players experience game content through media nostalgia ...
Celotno besedilo
Dostopno za: UL
3.
Celotno besedilo
Dostopno za: UL
4.
  • Narratividad y mito en el v... Narratividad y mito en el videojuego de mundo abierto de fantasía épica. Mitos textuales, ambientales y performativo
    Antonio Castro Balbuena Amaltea, 05/2024, Letnik: 16
    Journal Article
    Recenzirano
    Odprti dostop

    Este ensayo estudia la narratividad y el mito en el videojuego. Para ello, se explora la relevancia de los elementos narrativos en este soporte, como los personajes y el espacio, con la inclusión de ...
Celotno besedilo
Dostopno za: UL
5.
  • Do World of Warcraft (MMORP... Do World of Warcraft (MMORPG) players experience less loneliness and social anxiety in online world (virtual environment) than in real world (offline)?
    Martoncik, Marcel; Loksa, Jan Computers in human behavior, March 2016, 2016-03-00, 20160301, Letnik: 56
    Journal Article
    Recenzirano

    The number of online game players continues to grow, as well as the number of hours spent in online world. World of Warcraft (WoW) is one of the most popular Massively Multiplayer Online Role Playing ...
Celotno besedilo
Dostopno za: UL
6.
  • The category is #gaymer: A ... The category is #gaymer: A multi-method approach for understanding the queer player experience
    Güden, Onurcan; Rızvanoğlu, Kerem Convergence (London, England), 10/2023, Letnik: 29, Številka: 5
    Journal Article
    Recenzirano

    Research on games from a queer perspective presents a multidisciplinary field open to discussion with various dimensions. According to some studies, although virtual worlds are designed as ...
Celotno besedilo
Dostopno za: UL
7.
  • Anarquia em World of Warcraft Anarquia em World of Warcraft
    Jhone Batista Carrinho Mises (Online), 03/2021, Letnik: 9
    Journal Article
    Recenzirano
    Odprti dostop

    A sociedade está se tornando cada vez mais virtual e centralizada. Um pequeno número de grandes corporações controla os mercados de bens e serviços: o Uber assume os táxis, o Airbnb e o Booking - o ...
Celotno besedilo
Dostopno za: UL

PDF
8.
  • A guild culture of ‘casual ... A guild culture of ‘casual raiding’ enhances its members’ online gaming experiences: A cognitive anthropological and ethnographic approach to World of Warcraft
    Snodgrass, Jeffrey G; Batchelder, Greg; Eisenhauer, Scarlett ... New media & society, 12/2017, Letnik: 19, Številka: 12
    Journal Article
    Recenzirano

    We document the norms and practices of a “casual raiding guild” pursuing a balanced approach to World of Warcraft gaming under the banner “offline life matters.” Confirming insights in the ...
Celotno besedilo
Dostopno za: UL
9.
  • Fear of Monsters: Toward an... Fear of Monsters: Toward an Understanding of the Threat of the Computational Monster Read Through the Theoretical Lens of Game-Play
    Juel Larsen, Lasse; Kampmann Walther, Bo Games and culture, 11/2023
    Journal Article
    Recenzirano
    Odprti dostop

    This article analyzes the configuration of fear generated by the computational monster in computer games. We view the monster as a computational entity, which we approach through our theory of ...
Celotno besedilo
Dostopno za: UL
10.
  • Why do you play World of Wa... Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth
    Billieux, Joël; Van der Linden, Martial; Achab, Sophia ... Computers in human behavior, January 2013, 2013, 2013-1-00, 20130101, Letnik: 29, Številka: 1
    Journal Article, Web Resource
    Recenzirano
    Odprti dostop

    ► We investigated World of Warcraft players’ motivations and in-game actions. ► In-game behaviours were measured by longitudinal monitoring of avatars. ► The value of studying personal motives to ...
Celotno besedilo
Dostopno za: UL

PDF
1 2 3 4 5
zadetkov: 235

Nalaganje filtrov