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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
101

Online computer game English : A study on the language found in World of Warcraft / Datorspelsengelska i onlinespel : En undersökning av språket i spelet World of Warcraft

Lindh, Simon January 2009 (has links)
The aim of this study is to examine the language from a small sample of texts from the chat channels of World of Warcraft and analyze the differences found between World of Warcraft English and Standard English. In addition, the studywill compare the language found in World of Warcraft with language found on other parts of the Internet, especially chatgroups. Based on 1045 recorded chat messages, this study examines the use of abbreviations, emoticons, vocabulary, capitalization, spelling, multiple letter use and the use of rare characters. The results of the investigation show that the language of World of Warcraft differs from Standard English on several aspects, primarily in the use of abbreviations. This is supported by secondary sources. The results also show that the use of language is probably not based on the desire to deliver a message quickly, but rather to reach out to people. In addition, the results show that the language found in World of Warcraft is more advanced than a simple effort to try to imitate speech, thereby performing more than written speech.
102

Distributed virtual environment scalability and security

Miller, John January 2011 (has links)
Distributed virtual environments (DVEs) have been an active area of research and engineering for more than 20 years. The most widely deployed DVEs are network games such as Quake, Halo, and World of Warcraft (WoW), with millions of users and billions of dollars in annual revenue. Deployed DVEs remain expensive centralized implementations despite significant research outlining ways to distribute DVE workloads. This dissertation shows previous DVE research evaluations are inconsistent with deployed DVE needs. Assumptions about avatar movement and proximity - fundamental scale factors - do not match WoW's workload, and likely the workload of other deployed DVEs. Alternate workload models are explored and preliminary conclusions presented. Using realistic workloads it is shown that a fully decentralized DVE cannot be deployed to today's consumers, regardless of its overhead. Residential broadband speeds are improving, and this limitation will eventually disappear. When it does, appropriate security mechanisms will be a fundamental requirement for technology adoption. A trusted auditing system ('Carbon') is presented which has good security, scalability, and resource characteristics for decentralized DVEs. When performing exhaustive auditing, Carbon adds 27% network overhead to a decentralized DVE with a WoW-like workload. This resource consumption can be reduced significantly, depending upon the DVE's risk tolerance. Finally, the Pairwise Random Protocol (PRP) is described. PRP enables adversaries to fairly resolve probabilistic activities, an ability missing from most decentralized DVE security proposals. Thus, this dissertations contribution is to address two of the obstacles for deploying research on decentralized DVE architectures. First, lack of evidence that research results apply to existing DVEs. Second, the lack of security systems combining appropriate security guarantees with acceptable overhead.
103

What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences

Tran, 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.
104

The Most Boring Game in the World : A study of World of Warcraft as a means for social interactivity within an enclosed group

Stone, Ludvig January 2023 (has links)
Gaming as an activity possesses many different facets (Sköld 2018: 134). One important yet relatively underexplored is the social facet, how the act of gaming is impacted by social rules and codes. Previous research on the topic is relatively limited and mainly performed retroactively on older game communities. The thesis addresses this lack of research by studying a community formed around World of Warcraft, a game that currently has an active player base.  By specifically studying a World of Warcraft guild whose members define the guild by its social nature (Interview 1,2,3,4), this thesis provides a perspective on how the desire to maintain relationships impact how gaming is practiced and what is considered to be desirable behaviour among players.  The thesis is based on material gathered in four interviews and two observations of guild members playing together. The interviews were primarily focused on discovering how the members experienced the guild and the game itself, and what they believed to be positive or negative behaviour. The observations were intended to study how the members interact in practice, how the ideas and notions that they mentioned in the interviews were expressed while playing. The analysis uses Political Discourse Theory (PDT) to connect the ideas, practices and terms used in both interviews and observations into a cohesive discourse. This discourse is then divided into specific traits that are seen desirable within different contexts.  The thesis finds that being respectful of other guild members time is seen as the most important trait among players. This respect is primarily expressed through understanding that other members have lives outside of the game and therefore cannot devote the majority of their time to the game. If another player or even the game itself demands more from a member than they are able to give, it is seen as problematic. Accomplishing in-game goals is seen as fun, yet unimportant in comparison to maintaining a respectful social environment within the guild.
105

Le lien social dans les jeux de rôle en ligne massivement multijoueurs : une étude du cas de World of Warcraft

Couture, Patrick 18 April 2018 (has links)
Les jeux vidéo en ligne sont de plus en plus populaires, autant chez les enfants que les chez les adolescents et les adultes. Les jeux de rôle en ligne massivement multijoueurs ne sont pas étrangers à cette popularité, eux qui comptent chaque jour plusieurs millions de joueurs à leurs actifs. Dans ce mémoire, je présente un travail d'enquête que j'ai mené auprès de joueurs dans le but de comprendre comment les jeux de rôle en ligne massivement multijoueurs, et plus précisément, World of Warcraft. peuvent être des espaces de sociabilité pour les joueurs, au même titre que le salon de quille ou le bar de quartier. J'ai plus précisément cherché à savoir dans quels contextes et de quelles manières les liens entre les joueurs se tissent, quelle place ils occupent dans leur vie et de quelles manières ces liens peuvent dépasser le cadre du jeu pour se poursuivre hors ligne.
106

Men Behaving (not so) Badly: Interplayer Communication in World of Warcraft

Kavetsky, Jennifer A. 14 July 2008 (has links)
No description available.
107

EUPAT for WoW: Uma ferramenta de assist?ncia ? programa??o por usu?rio final / EUPAT for WoW: an end-user programming assistance tool

Barbosa, Marcelo de Barros 20 February 2013 (has links)
Made available in DSpace on 2014-12-17T15:48:05Z (GMT). No. of bitstreams: 1 MarceloBB_DISSERT.pdf: 3279178 bytes, checksum: a9382860941b949e031aeb7781e74e59 (MD5) Previous issue date: 2013-02-20 / Neste trabalho, apresentamos uma ferramenta cujo intuito ? auxiliar n?o-programadores, jogadores de videogame, na cria??o de extens?es na forma de Add-ons para World of Warcraft, o jogo online. Nele, o usu?rio pode criar extens?es customizando completamente sua interface, de forma a reinventar a sua experi?ncia de jogo e melhorar sua jogabilidade. A cria??o de extens?es para aplicativos e jogos surgiu da crescente necessidade de fornecer aos usu?rios mecanismos eficientes de Programa??o por Usu?rio Final, permitindo que os mesmos preenchessem suas necessidades singulares atrav?s da cria??o, customiza??o e especifica??o de extens?es em software. Em World of Warcraft mais especificamente, os Add-ons exploram um tipo de extens?o na qual os jogadores passam a programar sua pr?pria interface de usu?rio ou a fazer uso de interfaces criadas por outros usu?rios. No entanto, realizar a programa??o dessas extens?es - os Add-ons - n?o ? uma tarefa f?cil. Dentro deste contexto, desenvolvemos a ferramenta EUPAT for WoW (do ingl?s, End-User Programming Assistance Tool for World of Warcraft) que oferece assist?ncia ? cria??o de Add-ons. Al?m disso, investigamos como usu?rios jogadores com e sem conhecimento de programa??o s?o beneficiados. Os resultados desta pesquisa permitiram refletir sobre as estrat?gias de assist?ncia de programa??o por usu?rio final no contexto de jogos
108

Förtroende och tillit i World of Warcraft : En studie utifrån WoW-användares perspektiv / Faith and trust in the World of Warcraft : A study based on WoW player's perspective

Andersson, Erika, Norman, Amanda January 2016 (has links)
Studien behandlar vilka interaktioner en användare behöver tillämpa för att den ska kunna finna eller skapa ett förtroende inom en guild i spelet World of Warcraft. Det övergripande syftet är att se om dessa interaktioner tillämpas på olika sätt beroende på vilken guild en användare är medlem i. Studien har främst utgått ifrån tre guilder och ett antal WoW-användares egna perspektiv, erfarenheter och tankar där undersökningarna har byggts på kvalitativa metoder. De kvalitativa metoderna inkluderade enkäter, scenario, observation och semi- strukturerade intervjuer. Analysen har till stor del utgått ifrån teorierna socialt kapital teorin och flow-teorin. Studien har även granskat hur WoW’s design och funktioner kan påverka en användares interaktioner både i och utanför spelet. / This study will show different interactions that a user needs to adjust in order to find and create trust within a guild in the game World of Warcraft. The aim of this study is to see if these interactions are used in different ways depending on which guild a user is a member in. The study is based on three different guilds and a few WoW-users perspectives, experiences and thoughts. The main methods in this study is based on qualitative methods that includes surveys, scenarios, observation and semi-structured interviews. The analysis has been based on two theories, social capital theory and the flow theory. This study has also examined how the design and features of WoW can affect a user's interactions, both in and outside the game.
109

Den allvarsamma leken : Om World of Warcraft och läckaget

Stenberg, Peder January 2011 (has links)
Through more than five years of extensive, participatory research the writer became a fully integrated member of the World of Warcraft community he set out to study. By actually living the grounded practices that constitute the everyday life he concludes that the mundane, often repetitive practice has very little to do with the cyber-utopian claim that one can flee the body and become who they want on the Internet. Instead this doctoral thesis argues that the constant transitions of the borders between offline and online, virtual and real, body and avatar, play and work, player and producer are best described with the concept of leakage. Using leakage to describe the perforated borders that surrounds the game not only allows an understanding of World of Warcraft as a powerful site for production of meaning and culture but also places it far from the traditional understandings of separated fun, play and games. Play as an activity has traditionally been described with three intrinsic features: it is separable from everyday life, in particular from work; it is safe, meaning that it isn’t productive nor does it carry consequence and finally that play is pleasurable or fun. World of Warcraft doesn’t easily admit to these features and should not be understood as neither innocent utopia nor as a devoured mimesis, but rather as an expansion of the life space where players repeatedly and deliberately stretch beyond the producer’s intentions and create a world consisting of work, unwritten social norms, creativity and friendship. Players are social laborers that produce the core of what makes World of Warcraft what it is: a serious game.
110

Geographies of the underworld: the poetics of chthonic embodiment and game worlds

Fletcher, Kathryn DeWitt 30 June 2008 (has links)
A concept of underworld runs through many cultures. These realms of spirits and the dead generally share several key characteristics, despite their varied and separate traditions. The commonalities among these different mythological places make it possible to generalize certain characteristics as chthonic for descriptive and analytical purposes. The underworld has appeared widely in video games throughout their history. I argue that the remarkable prevalence reflects a formal relationship between the underworld and video games; specific elements in mythic underworlds comprise a chthonic poetics that resonates with video game worlds and affordances. Video games uniquely support the spatial, thematic, and narrative elements that characterize underworlds and the philosophical questions they engage. Embodiment binds these elements together; they are unintelligible without this core perspective. The body sits at the axis of experience in mythic underworlds like the one described by Dante in the Divine Comedy and in game worlds like the one in World of Warcraft. It provides the medium through which we can experience these simulations as worlds rather than mere information structures. Other formal elements give context and direction to that embodied experience, and exploring how these interact with embodiment can expand our understanding of chthonic embodiment and the experience of space in virtual worlds. Three primary forces acting on the agency, subjectivity and control of the body structure that experience, which in turn reflects the ways of being that emerge from chthonic contexts. By incorporating these forces into their gameplay and narrative structure, games provide more direct access to the mythic power associated with the underworld than previous media forms.

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