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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.
21

Les jeux de rôle en ligne massivement multi-joueurs état de l'art de la recherche et perspectives /

Denizot, Anne Kristina. Epron, Benoît January 2008 (has links)
Mémoire de master en sciences de l'information et des bibliothèques : services documentaires numériques : Villeurbanne, ENSSIB : 2008. / Texte intégral. Résumé en français et en anglais. Bibliogr. f. 50-55.
22

Beyond newbie : immersion in virtual game worlds

Calka, Michelle January 2006 (has links)
The purpose of this thesis is to explore the following research question: How does immersion occur in a virtual game environment? Specifically, this study will focus on the Massively Multiplayer Online Role Playing Game (MMORPG) World of Warcraft. Approaching the question using a grounded theory methodology, the study finds that immersion takes place in two primary areas: Environmental and Social. Environmental immersion concerns technical aspects of the game including aesthetic detail, sensory stimulation, and narratives. Social immersion evolves as a paradigmatic opposition of cooperation and intimidation. Players are not fully immersed in the world until they have accepted cooperation as their dominant paradigm for play. / Department of Telecommunications
23

Partizipation in virtuellen Gemeinschaften eine Untersuchung anhand eines MMORPGs /

Cassidy, John. January 2007 (has links) (PDF)
Bachelor-Arbeit Univ. St. Gallen, 2007.
24

Kvinnor och Gaming : Genus i World of Warcraft

Lindwall, Tess January 2018 (has links)
Denna uppsats undersöker genusskillnader i spelet World of Warcraft, om hur förutsättningarna ser ut, vad spelarna gör med dessa förutsättningar, samt hur detta reflekterar spelkulturen i spelet. Uppsatsen utgår från Judith Butlers genusteori om att könet är socialt konstruerat och upprätthålls genom en maktpolitisk struktur, samt genom språk och handlingar. Anita Sarkeesians diskussioner om kvinnliga stereotyper i spel tas upp för ett annat perspektiv i ämnet. Undersökningen består av en analys av bilder från spelet, samt en djupare diskussion där detta kopplas till tidigare forskning inom ämnet om spel, identitet och spelkultur. Resultatet är att det finns stora genusskillnader när spelaren skapar en karaktär, men färre skillnader i spelet i utseendet på utrustning. Däremot använder sig många spelare av verktyg i spelet för att objektifiera sina kvinnliga karaktärer. Det finns många icke spelbara karaktärer i typiskt maskulina roller, men många av de kvinnliga fienderna är objektifierade och deras sexualitet används som en skrämmande aspekt till skillnad från de manliga fienderna. Detta, i kombination med ett nedvärderande språk och manliga gate-keepers, speglar spelkulturen i helhet hur kvinnliga spelare inte är välkomna och hur kvinnliga karaktärer i spelet objektifieras.
25

Processos cognitivos em jogos de role-playing: world of warcraft vs. dungeons & dragons

SILVA, Leonardo Xavier de Lima e 31 January 2008 (has links)
Made available in DSpace on 2014-06-12T22:58:12Z (GMT). No. of bitstreams: 2 arquivo3874_1.pdf: 4086625 bytes, checksum: 22eaa568ecb5732e0ac00a8a939d23b9 (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2008 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / A presente dissertação é uma análise comparativa da psicologia dos Roleplaying Games (RPGs), em suas modalidades 'de mesa' (PnP RPG) e online (MMORPG). Os referenciais científicos adotados para tal incluem, além de uma revisão da história dos jogos, a Teoria da Mediação Cognitiva (CAMPELLO DE SOUZA, 2004), a Teoria da Integração Conceitual (TURNER & FALCONNIER, 2002), um modelo fatorial das motivações nos RPGs (YEE, 2005), a perspectiva piagetiana sobre jogos e desenvolvimento cognitivo (PIAGET, 1990), a visão de Vygotsky acerca do papel sociocultural dos jogos no desenvolvimento (NEGRINE, 1995) e os Quadros de Interação (FINE, 1983). A investigação empírica abrangeu os jogos Dungeons & Dragons (D&D) e World of Warcraft (WoW), cujos jogadores foram abordados através de questionários online. Ao todo foram 606 participantes de WoW e 690 de D&D numa amostra de conveniência obtida via Web no período de outubro a dezembro de 2007. Os questionários abordaram a demografia dos indivíduos, além de suas motivações, interações, decisões, atividades, experiências, estratégias, emoções e uso de meios de suporte cognitivo no jogo. Os dados coletados foram analisados estatisticamente, com os achados interpretados à luz dos referenciais supramencionados. Os resultados obtidos revelaram que: (a) os jogadores de WoW tendem a ser mais motivados do que os de D&D, provavelmente devido à natureza mais recompensadora do primeiro jogo, (b) WoW mostra-se como um jogo voltado para regras e colaboração onde jogador e personagem se sobrepõem, enquanto que D&D apresenta-se como essencialmente simbólico e voltado para o role-playing, com clara separação entre jogador e personagem, (c) a mediação hipercultural prevalece entre os jogadores de WoW e a mediação cultural entre os de D&D, (d) os jogadores de D&D usam mais mecanismos de mediação do que os de WoW, possivelmente devido à menor potência computacional dos tipos de mecanismos favorecidos pelos primeiros, (e) WoW tende a favorecer o desenvolvimento do pensamento científico, o mesmo não ocorrendo com D&D, (f) a imersão em D&D envolve a inserção passiva dentro de uma narrativa literária, enquanto que em WoW envolve um processo cognitivo mais ativo e emocionalmente engajado e (g) existe uma clara diferença demográfica entre os dois tipos de jogador, em parte devido ao procedimento de pesquisa, mas também pode ser causa ou efeito das diferenças psicológicas observadas. Conclui-se que os RPGs estudados apresentam elevada complexidade cognitiva, sendo catalisadores de processos mentais sofisticados, com o de mesa mais próximo de um deleite literário e possíveis vocações psicoterapêuticas, enquanto o online está mais ligado ao pensamento lógico-matemático e ao trabalho em equipe, portanto, mais afins ao interesses educacionais. Ao final, são feitas diversas sugestões de investigações futuras para os temas abordados
26

Analys av modell och kodningsschema för teamcognition baserat på mutual belief / An analysis of a model and coding scheme for team cognition based on mutual belief

Pettersson, Albin January 2014 (has links)
Team cognition är en teori som beskriver gruppers beslutsfattandeprocesser. Detta arbete utvärderaren modell för team cognition baserat på mutual belief samt analyserar ett kodningsschema som ärbaserat på denna modell. Modellen utvärderades med hjälp av en högpresterande grupp dataspelare(World of Warcraft) vars kommunikation analyserades. Dataspelarnas kommunikation transkriberades och kodades enligt kodningsschemat. Analysen visade att mycket av spelarnas verbala kommunikation berör visuella cues exempelvis andra spelares positionering och aktiviteter. Team cognition-modellen kan ge ett nödvändigt djup och insyn i hur aktörerna tar hänsyn till varandras mentala modeller. Det analyserade kodningsschemat tycks dock inte följa modellen vad gäller aktörernas implicita hänsynstaganden till varandra, exempelvis vad det gäller tillit.
27

Acquiring English Through The Game World of Warcraft

Heathcote, William January 2012 (has links)
This study investigates the learning experiences of three L2 learners of English in connection to the massive multiplayer online role playing game (MMORPG) World of Warcraft (WoW). The participants, who all attend the course English A at upper secondary school at the time of the study, are frequent players of the game.By writing journals, the participants were asked to report on their learning experiences in direct connection to playing the game. In addition to this they were also interviewed in order to gain a further understanding of their linguistic development through the game.The research shows that the participants were very positive to the learning experiences attached to the game. They all had an abundance of examples to show for their linguistic skills improving significantly by playing the game. Especially the opportunity to engage in authentic dialogue with co-players in English reportedly greatly improved their linguistic skills. However, some doubts exist as to the teaching benefits of the game as most participants were negative to using the game in a setting of instructed learning.
28

Ethnographic Reflection On Group Formation In Blizzard's "world Of Warcraft"

Spottke, John Christopher 01 January 2010 (has links)
Cyberanthropology or the anthropology of cyber space/culture is an emerging subfield of cultural anthropology that deals with the varied integration of human beings and technology. This specialized area of study focuses on topics ranging from new technologies used in ethnographic research to information and communication technologies utilized by specific societal groups. Communication technology encompasses the World Wide Web, email, and online multiperson interactive spaces such as chatrooms and video games. In this work, I ethnographically investigate human social interactions in the online gaming realm of World of Warcraft. On the whole, the expanding numbers of virtual communities in existence today offer new and exciting realms for social scientists in general, and anthropologists in particular, to expand their knowledge of social interaction. During the period between August 2007 and May 2009 I “lived” with the players of WoW as a participant observer. The culmination of this research spotlights virtual group formation and dynamics from an anthropological perspective and is intended to pave the way for future research.
29

Looking to Sell: Assessing the Real World Value of Virtual Property

Mezhvinsky, Dimitry 23 April 2009 (has links)
No description available.
30

Theatre, /quit: The Potential of Community in World of Warcraft

Balzer, Timothy R. 05 August 2009 (has links)
No description available.

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