MMORPG
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Recent papers in MMORPG
Mit diesem Titel liegt eine veröffentlichte Magisterarbeit vor, deren redaktioneller Beschreibungstext auf dem Buchrücken einen „Blick über den Tellerrand hinaus“ verspricht. Dieses Versprechen soll sich durch drei Leitaspekte einlösen,... more
O Universo Paralelo de Priston é uma reportagem do estilo “jornalismo gonzo” produzida para a disciplina de Jornalismo Literário do quarto semestre (2011/2) do curso de Comunicação Social - Habilitação em Jornalismo da Unochapecó. A... more
The average Hardcore ΜΜORPG Gamer (HCG) has an equally strong feeling of two realities, that is, the in-game reality and the out-of-game reality, albeit with more effective expression of cognitive and social skills as well as with better... more
This Honors Thesis examines American Values within the Massively Multiplayer Online Role Playing Game, World Of Warcraft. The thesis presents factors such as community identity and game specific ethics as a challenge to mainstream... more
This thesis is based on an empirical study of the BBC’s Muddle Earth multiplayer online game. It is a study of game production in the context of cross-media strategies, and follows the adaptation journey of the Muddle Earth IP from a... more
In this paper we propose that Second Life (SL) might be an ideal plateau for novice fashion designers to experiment in their milieu and gains skills in design and a variety of other fashion related activities such as marketing and... more
In research on Massively Multiple Online Games and Worlds (MMOs) like World of Warcraft, Everquest or Second Life, the term “worldness” addresses how the various layers of a virtual world–the animated 3D pictorial spectacle, the... more
L’accroissement du nombre des communautés virtuelles est indéniable. Notre article s’intéresse à un type de communautés virtuelles : les mondes virtuels, plus précisément, les MMO/MMORPG. Pour l’année 2011,... more
The presentation from April 11th, 2015 "The Therapeutic and Educational Uses of Role-Playing Games (RPG) as Intervention Modalities for Individuals and Groups from the Therapeutic Recreation Perspective" at Seattle Children's Hospital for... more
The paper makes some remarks about the language variety spoken and written in online gaming communities through a quantitative analysis of the lexicon composition, subsequently discussing the role of common words, toponyms, and... more
This paper proposes a new and reliable metric for measuring character attachment (CA), the connection felt by a video game player toward a video game character. Results of construct validity analyses indicate that the proposed CA scale... more
You sign-in to your new account and are prompted to create an avatar from a limited choice of factionalised humanoid ‘races’ and the associated genders, fighting classes, visual features, and name options. Through your personalised avatar... more
In this paper we articulate an empirical approach to the study of social action in digitallymediated contexts. Our approach extends Carl Couch’s theory of cooperative action, which is based on a set of “elements of sociation”:... more
Early virtual worlds – the text MUDs that dominated the first 20 years of the genre’s existence – prided themselves on the degree to which they were realistic. Ones in which bags could contain bags containing bags would disparage ones... more
This book aims to provide insights into how ‘second lives’ in the sense of virtual identities and communities are constructed textually, semiotically and discursively, specifically in the online environment Second Life and Massively... more
Today's massively multiplayer online role-playing games are the direct descendants of the textual worlds of the 1980s, not only in design and implementation terms, but also in the way they are evolving thematically. Thus far, they have... more
The growth in the populations of Massively Multiplayer Online Role Playing Games (MMORPGs) has stopped growing since 2009. The arguments for why this has happened typically focus on the humans that play them whether that be psychological,... more
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
“Curiouser and curiouser!” – Alice, Alice’s Adventures in Wonderland (Carroll 1865). “We will go to the Emerald City and ask the Great Oz how to get back to Kansas again.” – Dorothy, The Wonderful Wizard of Oz (Baum 1900). According to... more
Online computer games are increasingly seen by game studies and industry as `more than games', i.e., places where players form and maintain relationships by playing together. However, currently, these practices of playing together and... more
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
This paper describes various pitfalls associated with the notion of real-world ownership of virtual property, taken from the perspective of a developer of virtual worlds. It makes no commentary on the positives of virtual property;... more
Multi-user virtual environments (MUVEs) are structured with three-dimensional objects, in which users can actively navigate their avatars to different areas of the immersive environment.
This research investigated the associations between personality traits and both normal and problematic massively multiplayer online role playing game (MMORPGs) play, as measured by a self report scale. A total of 225 participants... more
A small explanation of Combat Levels, and the cheapest PvP build for OSRS. Enjoy PvP without spending much of your OSRS gold by making a combat pure account!
The aim of this study was to investigate (a) the mediating role played by the fear of missing out (FoMO) between social identity and online game addiction, and (b) the moderating role of the need to belong in the indirect relationship... more
Massively multiplayer online roleplaying games, or MMOs, present an increasingly popular digital media experience whereby identity emerges as players contribute materially to play but contributions are governed by affordances and... more