The World of Warcraft is a paid electronic experience known as a Massively Online Role Playing Game. Since its creation, this video game has attracted over ten million subscribers. A broad question asked why this massive amount of people would join this online environment. The researcher proposed that developers of the game designed certain uses and gratifications into the online environment and that these elements could be observed through a participant observation methodology. Four uses and gratifications were singled out for observation including interactivity, asynchroniety, demassification, and community. The work reports the observations of the uses and gratifications through the eyes of the researcher within the game’s environment. I...
Massively multiplayer online role-playing games (MMORPGs) are video games in which players create an...
Combining perspectives from the new science of happiness with discussions regarding “problematic” an...
The dissertation explores the emerging rhetorical practices in Massively Multiplayer Online Role-Pla...
This dissertation is a study of the development of a video game called Anarchy Online. This game was...
Contemporary video games such as massively multiplayer online role playing games (MMORPGs) have gain...
Contemporary video games such as massively multiplayer online role playing games (MMORPGs) have gain...
This thesis is a study of gaming in multiplayer online games. On the overall scale, it focuses on ho...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
Internet technology has been growing and become one of the options for people to interact with other...
While large amounts of resources are put into making games engaging, little is known about the effec...
peer reviewedMassively multiplayer online role-playing games (MMORPGs) are video games in which play...
This thesis examines the concept of different rules within large multiplayer games, how we play theg...
Massively multi-player online role-playing games (MMORPGs) attract millions of people every year and...
The virtual ethnographic study by Kathryn Stam and Michael Scialdone seeks to understand social inte...
Massively Multi-player Online Role-Playing Games (MMORPGs) such as Guild Wars and World of Warcraft ...
Massively multiplayer online role-playing games (MMORPGs) are video games in which players create an...
Combining perspectives from the new science of happiness with discussions regarding “problematic” an...
The dissertation explores the emerging rhetorical practices in Massively Multiplayer Online Role-Pla...
This dissertation is a study of the development of a video game called Anarchy Online. This game was...
Contemporary video games such as massively multiplayer online role playing games (MMORPGs) have gain...
Contemporary video games such as massively multiplayer online role playing games (MMORPGs) have gain...
This thesis is a study of gaming in multiplayer online games. On the overall scale, it focuses on ho...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
Internet technology has been growing and become one of the options for people to interact with other...
While large amounts of resources are put into making games engaging, little is known about the effec...
peer reviewedMassively multiplayer online role-playing games (MMORPGs) are video games in which play...
This thesis examines the concept of different rules within large multiplayer games, how we play theg...
Massively multi-player online role-playing games (MMORPGs) attract millions of people every year and...
The virtual ethnographic study by Kathryn Stam and Michael Scialdone seeks to understand social inte...
Massively Multi-player Online Role-Playing Games (MMORPGs) such as Guild Wars and World of Warcraft ...
Massively multiplayer online role-playing games (MMORPGs) are video games in which players create an...
Combining perspectives from the new science of happiness with discussions regarding “problematic” an...
The dissertation explores the emerging rhetorical practices in Massively Multiplayer Online Role-Pla...