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Jeux vidéo --- World of Warcraft (jeu vidéo) --- Aspect social --- Sociologie
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Jeux d'ordinateur --- Jeux vidéo --- Aspect social --- World of Warcraft --- Jeux vidéo --- World of Warcraft (jeu vidéo) --- Aspect psychologique
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Exploring World of Warcraft as both cultural phenomenon and game, with contributions by writers and researchers who have immersed themselves in the WoW gameworld.
World of Warcraft (Game) --- Computer games --- WoW (Game) --- Fantasy games --- Social aspects. --- World of Warcraft. --- Video games
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The massively multiplayer online role-playing game World of Warcraft has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames World of Warcraft as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game’s owners, throwing new light on complex consumer-producer relationships in the increasingly participatory but still tightly controlled media of online games. World of Warcraft is één van de meest populaire computergames van het afgelopen decennium. Het spel liet miljoenen spelers kennismaken met het gemeenschappelijk online spelen van computerspellen. Het spel is zo ontworpen dat het, binnen zekere grenzen, spelers uitnodigt en uitdaagt zich de virtuele wereld toe te eigenen. Het resultaat is dat spelers zeer divers spelgedrag vertonen en op heel verschillende manieren deelnemen. Deze studie naar World of Warcraft benadert het spel als een complex socio-cultureel fenomeen, dat wordt gedefinieerd door en zich evolueert als gevolg van onderhandelingen tussen spelersgroepen en makers. Het laat de complexe consument-producentrelatie zien bij dit type online games, die in toenemende mate participatie van de spelers toestaan, maar waarin de spelers tegelijkertijd sterk beteugeld worden.
World of Warcraft (Game) --- WoW (Game) --- Fantasy games --- Social aspects. --- Internet
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At more than 100 million user accounts created and over $10 billion made, it is not only the most-subscribed MMORPG in the world, but the highest-grossing video game of all time. Ten years after its launch, Blizzard Entertainment's World of Warcraft is less a game and more a world unto itself, and it's a world Daniel Lisi knows well. More time in his high school years was spent in Azeroth than in his hometown of Irvine, CA―a home he happened to share with Blizzard itself.Now that Lisi has founded his own game development studio, WoW remains his most powerful example of just how immersive and consuming a game can be. Based on research, interviews, and the author's own experience in a hardcore raiding guild, Lisi's book examines WoW's origins, the addictive power of its gameplay loop, the romances WoW has both cemented and shattered, the enabling power of anonymity, and the thrill of conquering BlizzCon with guildmates you've known for years and just met for the first time.
World of Warcraft (Game) --- Video games --- Computer games --- History and criticism --- Social aspects
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Rich with examples, detailed breakdowns, and step-by-step instructions, this book gets down to the nuts and bolts of gold making, to help you become a World of Warcraft gold tycoon.This book is for every World of Warcraft player who's tired of scrapping for gold or has ever wanted to be the one showing off expensive items in town.
World of Warcraft (Game) --- Computer games. --- Fantasy games. --- WoW (Game) --- Fantasy games --- Fantasy role playing games --- Role-playing games --- Games --- Role playing --- Application software --- Electronic games --- World of Warcraft. --- Computer games --- Internet games --- Television games --- Videogames --- Video games.
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Les figures de Geeks ou No Life s’invitent quotidiennement dans différents médias, à l’école ou dans les échanges familiaux. Dorénavant premier loisir domestique, le jeu vidéo marque une rupture culturelle et générationnelle majeure, largement pratiqué dans de multiples endroits sur la planète. Dans ce kaléidoscope ludique, les jeux en ligne massivement multijoueurs font figure de symboles de cette vie en ligne émergente. Ils fascinent autant qu’ils inquiètent. Désocialisation, enfermement, addiction, sont quelques-unes des nombreuses critiques adressées à ces univers digitaux. Mais c’est leur méconnaissance qui est souvent la source de ces inquiétudes et fondent ces représentations angoissantes.À contrario de ces imaginaires dominants, une immersion approfondie dans l’univers des gamers fait apparaître une plus grande complexité, voire une large part de lumière psychosociale au cœur des ombres vidéoludiques. A partir d’une ethnographie de plusieurs années au sein d’une communauté de joueurs de World of Warcraft, ce livre entend déconstruire les préjugés en donnant accès à la complexité et à la diversité des profils de joueurs individuels ou de collectifs de praticiens, les guildes, et de leurs contextes de jeu et de vie. Ce faisant, il réinterroge en profondeur à partir de ce terrain numérique des théories classiques en anthropologie.
World of Warcraft (Game) --- Computer games --- Role playing --- Shared virtual environments --- Virtual reality --- Online identities --- Video gamers --- Social aspects --- Psychology --- Jeux vidéo --- Sociologie. --- World of Warcraft (jeu vidéo) --- Anthropologie. --- World of Warcraft --- #SBIB:39A8 --- #SBIB:309H17 --- Antropologie: linguïstiek, audiovisuele cultuur, antropologie van media en representatie --- Computer- en videogames --- Joueurs de jeux vidéo --- World of Warcraft (jeu vidéo). --- Video games --- Research --- Social aspects. --- Research. --- Computer games - Social aspects --- Virtual reality - Social aspects --- Online identities - Social aspects --- Video gamers - Psychology
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Computer games --- Virtual reality --- Visual anthropology --- Social aspects --- World of Warcraft --- Korea (South) --- Computer games - Social aspects --- Virtual reality - Social aspects --- Korea (South) - Social aspects
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