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What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online ExperiencesTran, Chris 05 1900 (has links)
The proliferation of the Internet and online-based social interactions has become an increasingly popular topic with communication scholars. The goal of this study was to explore how massively multi-player online role playing game (MMORPG) players make sense of and negotiate their online social interactions. This study (N = 292) examined how players of SecondLife and World of Warcraft evaluated their online relationships compared to their offline relationships and investigated how different levels of realism within different MMORPGs effected player's online experiences. The results indicated that players of SecondLife placed higher values of emotional closeness to their online relationships when compared to players of World of Warcraft and SecondLife was rated more real by its players than World of Warcraft. Results further indicated that players of SecondLife had higher levels of perceived online emotional closeness when compared to perceived offline emotional closeness. Implications of this study focus on developing a bottom up holistic profile of online game players as opposed to the current top down research model.
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The “Shepard” will guide us: a textual analysis of hegemonic reinforcement and resistance in the mass effect video game seriesUnknown Date (has links)
Mass Effect is a Science Fiction/Action Role Playing/Third Person Shooter video
game series that takes place in the year 2183, in which the player assumes control of
Commander Shepard. Players can choose to customize the character based on his/her
gender, appearance, sexual orientation, background origin and occupation. The
choices that show up in the game are also based on how the player wants their version
of Shepard to interact with other characters and allows players some leeway to shape
their own narrative. The series also discusses and acknowledges issues of race, gender, subjecthood and sovereignty, politics and sexual orientation within its narrative. This analysis
focuses on the text of the series and its implications concerning hegemonic reinforcement and/or resistance in terms of race, gender, sexual orientation, politics, and warfare tactics. / Includes bibliography. / Thesis (M.A.)--Florida Atlantic University, 2014. / FAU Electronic Theses and Dissertations Collection
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Special affect : special effects, sensation, and pop in post-socialist BulgariaHodges, Benjamin Kidder, 1977- 10 August 2011 (has links)
Not available / text
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