Sökning: "World of Warcraft"

Hittade 5 avhandlingar innehållade orden World of Warcraft.

  1. 1. Den allvarsamma leken : Om World of Warcraft och läckaget

    Författare :Peder Stenberg; Alf Arvidsson; Billy Ehn; Charlotte Hagström; Umeå universitet; []
    Nyckelord :HUMANIORA; HUMANITIES; Internet; online role-playing games; World of Warcraft; gender; virtual; bodies; computer; participatory play; game; gamestudies; ethnography; online; community; work; forum; role-playing; identity; fan fiction; user; intellectual property; production; user created content; Ethnology; Etnologi; Ethnology; etnologi;

    Sammanfattning : Through more than five years of extensive, participatory research the writer became a fully integrated member of the World of Warcraft community he set out to study. By actually living the grounded practices that constitute the everyday life he concludes that the mundane, often repetitive practice has very little to do with the cyber-utopian claim that one can flee the body and become who they want on the Internet. LÄS MER

  2. 2. The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity

    Författare :Lina Eklund; Karin Bergmark; Lars Udehn; Mia Consalvo; Stockholms universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Digital games; video games; computer games; online gaming; gender; sociality; social relationships; social interaction; everyday life; MMO; World of Warcraft; Sociology; sociologi;

    Sammanfattning : This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. LÄS MER

  3. 3. Co-creative Game Design as Participatory Alternative Media

    Författare :Patrick Prax; Christian Christenen; Else Nygren; Annika Waern; Esther MacCallum-Stewart; Uppsala universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Co-creation; co-creative game design; game design; participation; alterna-tive media; critical media; open innovation; modding; add-ons; MMOs; MMORPG; World of Warcraft; Diablo 3; interface;

    Sammanfattning : The possibility of co-creation exists for all media, but game design has developed a culture that is unusually open to co-creation. This dissertation investigates significant cases of co-creation in mainstream games in order to explore how games can be co-created as alternative or critical media by their players. LÄS MER

  4. 4. Sacred Games - Becoming Gods : Priming digital game ethics

    Författare :Anders Falk; Lena Trojer; Jenny Brusk; Blekinge Tekniska Högskola; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Digitisation; digital games; media-technologies; medium; game ethics  Rite of passage; Agential cut; difference; rhizome; feminist technoscience; technoscience;

    Sammanfattning : The point of departure for my research is a perceived breach and resulting dissonance between how digital games and other parts of society that are similar in form, enact certain aspects of life. This shift was made especially clear in massive multiplayer games in 2004 with the release of World of Warcraft, the design of which panders to cultural weak points, rather than attempting to mimic them. LÄS MER

  5. 5. Befria datorhjältinnorna från pojkrummet : en projektledares erfarenheter tolkad genom interaktiv metod och teori

    Författare :Annika Olofsdotter-Bergström; Luleå tekniska universitet; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Man Machine Relation Focusing Gender; Människa-maskin med inriktning mot genusforskning;

    Sammanfattning : Dator och TV-spel engagerar och påverkar många människor och är ett stort populärmedia idag. Bara onlinespelet World of Warcraft har över nio miljoner spelare. Det förmedlas budskap genom spelmediet som påverkar och influerar spelarna. Spelvärlden speglar händelser, attityder och värderingar i vår kultur och i vårt samhälle. LÄS MER