scholarly journals Smrt v virtualnem svetu: Dojemanje »dobre« in »slabe« smrti v spletni igri World of WarcraftDeath in Virtual World: Perception of “Good” and “Bad” Deaths in the Online Game World of Warcraft

2015 ◽  
Vol 18 (0) ◽  
pp. 201
Author(s):  
Simona Klaus
Author(s):  
Caleb T. Carr ◽  
Paul Zube

Network autocorrelation occurs when individuals receive assistance from others which regulates their own behavior, and it can be used to explain how group members may improve their task performance. This study explored how network autocorrelation, via informal communication within a virtual group, affected an individual’s task achievement in the online game World of Warcraft. Informal interactions between guild members during a 4-year period were collected and analyzed to assess how informal interactions with other group members affected an individual’s in-game achievement. Findings indicate informal communication from other group members (specifically the experience and helpfulness of the other members) positively predict an individual’s task performance, while tenure with the group negatively predict individual achievement. Findings are discussed with respect to network analysis and influence in online groups.


2017 ◽  
Vol 25 ◽  
Author(s):  
Lauren B. Collister

Players of the massively multiplayer online role-playing game World of Warcraft (WoW) are accustomed to a transformative culture that appropriates off-line events and personas into virtual-world representations inside of the game. Following this culture, players have transformed an off-line event—the Race for the Cure, to benefit breast cancer charities—into an online event called the Running of the Gnomes with parameters and participation properties appropriate for the virtual world. This transformative event is a disruptive form of civil disobedience including elements of hacktivism. Though the event conforms to the game's culture and rules, the mass collective action of the Running of the Gnomes disrupts the player experience by flooding the game's chat boxes with messages about an off-line concern (breast cancer) and also disrupts the game itself by crashing the server through the sheer volume of player participation. This disruption is embraced as an integral part of the event and is one of the primary causes for the event's success as a fundraising activity.


Author(s):  
Wendi Sierra ◽  
Doug Eyman

In this chapter, the authors extend Warnick’s (2007) appropriation of Toulmin’s (1958) “field-dependency” as applied through an ecological lens to examine credibility and ethos in the virtual world of a massive multiplayer online game. The authors theorize that ethos in such virtual environments is context-dependent—that it is in the interaction between designed game and user action/communication that ethos is engineered in a process that is fundamentally different from both websites (which are static) and other social media (where the environment is not nearly as much of an actor in the development of ethos/credibility). To better understand how players (as inhabitants of the game ecology) view the establishment of ethos, the authors collected in-game chat and near-game forum posts that included responses to requests for assistance or invitations to join a guild, and we asked our participants to evaluate these texts. The chapter uses the data collected about the perception of ethos to identify three key elements for successful demonstration of credibility in multiplayer games: specificity, demonstrated expertise, and experience.


Author(s):  
Ricardo Javier Rademacher Mena

The last 10 years have seen explosive growth in the fields of online gaming. The largest of these games are undoubtedly the Massively Multiplayer Online Games (MMOG), such as World of Warcraft or City of Heroes, which attract millions of users throughout the world every day. The last 20 years have also seen the growth of a new field of physics known as Physics Education Research (PER). This field consists of physicists dedicated to improving how we learn and teach the subject of physics. In this chapter, the author discusses his personal quest to combine PER with a MMOG and create an online virtual world dedicated to teaching Newtonian physics.


Gamification ◽  
2015 ◽  
pp. 930-955
Author(s):  
Ricardo Javier Rademacher Mena

The last 10 years have seen explosive growth in the fields of online gaming. The largest of these games are undoubtedly the Massively Multiplayer Online Games (MMOG), such as World of Warcraft or City of Heroes, which attract millions of users throughout the world every day. The last 20 years have also seen the growth of a new field of physics known as Physics Education Research (PER). This field consists of physicists dedicated to improving how we learn and teach the subject of physics. In this chapter, the author discusses his personal quest to combine PER with a MMOG and create an online virtual world dedicated to teaching Newtonian physics.


2017 ◽  
Vol 10 (1) ◽  
Author(s):  
Jennifer Jenson ◽  
Suzanne De Castell ◽  
Victoria McArthur ◽  
Stephanie Fisher

In this paper, we present a study of 182 youths (ages 9 - 17) playing a closed-system Massively Multiplayer Online Game (MMOG), Guardian Academy. Its purpose was to investigate the online virtual world behaviours of youth under the age of 18 playing in an educational setting. We report on a mixed-methods study of minor players in situ across eight socioeconomically diversified educational communities, focused on characteristics, patterns, and trajectories of development of school-aged youths’ online play. The study has implications for other trajectories of MMOG research, particularly those concerned with distinctive features of minors’ play, the development of game-play expertise, and previous.


2020 ◽  
Vol 12 (2) ◽  
pp. 49
Author(s):  
Khefti Al Mawalia

Online games have been very popular nowadays, more than games played by children and teenagers 30 years ago. This study aims to explore technological developments that people are interested in, namely the phenomenon of the emergence of the online game Mobile Legend. Mobile Legend has succeeded in making Indonesians interested because of its avatar, message feature, and buying and selling of online characters in one application. The evolution of online games from PC to Smartphone makes it easier for gamers to play games anywhere and anytime. Not infrequently, they can spend up to 6 hours a day looking for internet network access. Researchers use determinism theory to answer this phenomenon. The method in this study uses a qualitative type with a virtual ethnographic method. In addition, this research collects data on using virtual tracing to record and documenting virtual activities, and interviews with seven informants of Mobile Legends' players. This research shows that when a person plays games, he can become more apathetic and minimize interaction and communication with the social environment around him. Technology like Mobile Legend has eroded the socio-cultural side and communication sensitivity of an individual in society. All users also become more active and narcissistic in creating multiple identities that exist in the virtual world. So this research shows that online games in creating virtual reality have both positive and negative impacts on the players.


Author(s):  
Robyn Henderson

This chapter builds on James Gee’s (2003) description of the playing of computer games as the learning of a new literacy. To investigate this form of literacy learning from a player’s perspective, the author created an avatar and joined the online community of the Massively Multiplayer Online Game, the World of WarcraftTM produced by Blizzard Entertainment®. This autoethnographic approach to exploring the game’s linguistic, visual, audio, spatial and gestural elements of design provide an insider’s perspective of the meaning-making resources that were on offer. The chapter concludes with a tentative consideration of how understandings about the literacies used within a virtual world might inform the learning of literacies in schools and other educational institutions.


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