Mystery, magic, and endless adventure ... What else would you want in a video game? The MMORPG World of Warcraft offers players a chance to explore, fight and conquer alongside family and friends. Many have extolled WoWs impact on their lives, claiming that Warcraft has afforded them great confidence and personal growth in the·physical world. Indeed, some have forged long-lasting friendships maintained on and offline, and some have even found life partners through the game. But its content raises interesting questions about topics to which many users hardly give a second thought: racism, cultural appropriation, colonial nostalgia, sexualization, and utter violence which dominates the game\u27s themata. This thesis investigates Wor/,d ofWarc...
As society shifts towards spending more time online for business and leisure, examining human behavi...
Video games, particularly ones which occur over Internet connections, produce large amounts of reven...
This paper discusses two main claims made about virtual worlds: first, that people become “immersed”...
This dissertation analyzes constructions and representations of racial identity in the world's most ...
This thesis provides a rhetorical analysis of the popular video game World of Warcraft (WoW) and rel...
Every day millions of video gamers flip a switch and disappear into a virtual world, striving to exc...
This article offers a new method of reading racial narrative in massive multiplayer online games. Ra...
This article offers a new method of reading racial narrative in massive multiplayer online games. Ra...
This paper discusses two main claims made about virtual worlds: first, that people become “immersed”...
This paper describes the method of complete participant observation-style virtual ethnography and ho...
Includes bibliographical references (pages 94-103)Over the last ten years, society has become increa...
World of Warcraft (WoW) is an extremely well-known and wide-spread virtual universe, populated by mi...
This paper describes the method of complete participant observation-style virtual ethnography and ho...
World of Warcraft (WoW) is an extremely well-known and wide-spread virtual universe, populated by mi...
As society shifts towards spending more time online for business and leisure, examining human behavi...
As society shifts towards spending more time online for business and leisure, examining human behavi...
Video games, particularly ones which occur over Internet connections, produce large amounts of reven...
This paper discusses two main claims made about virtual worlds: first, that people become “immersed”...
This dissertation analyzes constructions and representations of racial identity in the world's most ...
This thesis provides a rhetorical analysis of the popular video game World of Warcraft (WoW) and rel...
Every day millions of video gamers flip a switch and disappear into a virtual world, striving to exc...
This article offers a new method of reading racial narrative in massive multiplayer online games. Ra...
This article offers a new method of reading racial narrative in massive multiplayer online games. Ra...
This paper discusses two main claims made about virtual worlds: first, that people become “immersed”...
This paper describes the method of complete participant observation-style virtual ethnography and ho...
Includes bibliographical references (pages 94-103)Over the last ten years, society has become increa...
World of Warcraft (WoW) is an extremely well-known and wide-spread virtual universe, populated by mi...
This paper describes the method of complete participant observation-style virtual ethnography and ho...
World of Warcraft (WoW) is an extremely well-known and wide-spread virtual universe, populated by mi...
As society shifts towards spending more time online for business and leisure, examining human behavi...
As society shifts towards spending more time online for business and leisure, examining human behavi...
Video games, particularly ones which occur over Internet connections, produce large amounts of reven...
This paper discusses two main claims made about virtual worlds: first, that people become “immersed”...