This article investigates the use and effect of optimizing strategies in the online game World of Warcraft. Specifically, it looks at the phenomenon known as “theorycrafting,” wherein expert players reverse engineer the game and use its underlying algorithms to calculate maximized play strategies. Play from a theorycrafting perspective is about the correct input and output of numbers, challenging the narrative of play as something free and frivolous. Seeking to understand how play and knowledge relate to each other, the article discusses how theorycrafting’s seemingly abstract, objective, and neutral information about the game is also embedded with values, ideas, and norms. Based on a 1-year ethnographic study, the article uses Jasanoff’s i...
This paper examines social behavior in the online video game World of Warcraft. Specifically focusin...
World of Warcraft (WoW) is one of the most popular massively multiplayer games (MMOs) to date, with ...
The objective of the study was to determine whether the virtual economy of World of Warcraft in fact...
This article investigates theorycrafting, a cultural practice of gaming communities, to analyse the ...
Thesis (Ph.D.)--University of Washington, 2013Game balancing is the fine-tuning phase in which a fun...
Aim: To gain a better understanding of how online players value collectible items and gaining status...
This paper examines the phenomena of “gold farming”, player responses to “gold farming ” and craftin...
This paper discusses two main claims made about virtual worlds: first, that people become “immersed”...
Game theory is a branch of applied mathematics which is concerned with social interactions between p...
This thesis examines the concept of different rules within large multiplayer games, how we play theg...
In this paper, we analyse processes of domestication as collective enactments, using online game pla...
Online multiplayer games and virtual worlds are difficult to design; they contain economies and othe...
This dissertation explores what sets expert and great systems problem solvers apart, using a multi-p...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
This article constructs a new framework for the study of games as sites of social rationalization, a...
This paper examines social behavior in the online video game World of Warcraft. Specifically focusin...
World of Warcraft (WoW) is one of the most popular massively multiplayer games (MMOs) to date, with ...
The objective of the study was to determine whether the virtual economy of World of Warcraft in fact...
This article investigates theorycrafting, a cultural practice of gaming communities, to analyse the ...
Thesis (Ph.D.)--University of Washington, 2013Game balancing is the fine-tuning phase in which a fun...
Aim: To gain a better understanding of how online players value collectible items and gaining status...
This paper examines the phenomena of “gold farming”, player responses to “gold farming ” and craftin...
This paper discusses two main claims made about virtual worlds: first, that people become “immersed”...
Game theory is a branch of applied mathematics which is concerned with social interactions between p...
This thesis examines the concept of different rules within large multiplayer games, how we play theg...
In this paper, we analyse processes of domestication as collective enactments, using online game pla...
Online multiplayer games and virtual worlds are difficult to design; they contain economies and othe...
This dissertation explores what sets expert and great systems problem solvers apart, using a multi-p...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
This article constructs a new framework for the study of games as sites of social rationalization, a...
This paper examines social behavior in the online video game World of Warcraft. Specifically focusin...
World of Warcraft (WoW) is one of the most popular massively multiplayer games (MMOs) to date, with ...
The objective of the study was to determine whether the virtual economy of World of Warcraft in fact...