Wow Refer a Friend Rewards
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Reluctant Readers and Game Literature an Intertextual Analysis of World of Warcraft: Chronicle I
Bachelor’s thesis, 15 credits Reluctant readers and game literature An intertextual analysis of World of Warcraft: Chronicle I Author: Hampus Söderberg Supervisor: Anna Greek Examiner: Anna Thyberg Term: Spring 2019 Subject: English Level: Bachelor Course code: 2ENÄ2E Abstract World of Warcraft and World of Warcraft: Chronicle I are in this essay analyzed as motivators for reluctant readers. World of Warcraft: Chronicle I is analyzed from small-scale and large-scale intertextual comparison to Greek and Norse mythology. The aim of this essay is to introduce alternative literature outside the literary canon in the EFL classroom in Sweden. The aim is to connect gaming an outside school activity with reading. The analysis is divided into three parts, the first part focuses on the amount of reading that is done while playing a game like World of Warcraft. The second part focuses on intertextuality in the Chronicle to Greek and Norse mythology. Lastly, how the knowledge of intertextuality in the Chronicle can be used to interact with likeminded people by posting on forums in discussed. The goal is to connect gaming and reading to motivate reluctant readers. Key words World of Warcraft, WoW, World of Warcraft: Chronicle I, Reluctant readers, Intertextuality, Upper secondary school, EFL. Table of Content 1 Introduction 1 2 Teaching Reluctant Readers 4 3 Intertextuality 7 4 Problematizing WoW in the EFL classroom 8 5 Method 13 6 Analysis – Quest, Forums, World of Warcraft and World of Warcraft: Chronicle I 14 6.1 World of Warcraft: Chronicle I and The Pantheons 17 6.2 Norse Mythology 20 6.3 Odyn 20 6.4 Hodir 23 6.5 Thorim 24 6.6 Tyr 25 6.7 Community Forums 26 7 Conclusion 30 Works Cited 32 “I play hearthstone and have played Warcrafts 1-3. -
Heroes of the Storm™ Open Beta Now Live!
The Nexus Beckons: Heroes of the Storm™ Open Beta Now Live! Heroes everywhere are invited to answer the call and tune into the launch celebration event for China on May 31 SHANGHAI, China, May 19, 2015 — It’s time to rally your fellow heroes and let the battles begin! Blizzard Entertainment Inc. and NetEase Inc. today jointly announced that the Nexus portal is wide open to heroes everywhere, as open beta testing for Heroes of the Storm™, its brand-new free-to-play online team brawler for Windows® PC, is now live in China. Heroes of the Storm brings together a diverse cast of iconic characters from Blizzard’s far-flung realms of science fiction and fantasy, including the Warcraft®, StarCraft® and Diablo® universes, to compete in epic, adrenaline-charged battles. Players can download the game and start playing immediately—head over to the official Heroes of the Storm website to get started. “We’re thrilled to finally open the Nexus to everyone,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “We’ve built Heroes of the Storm to be very fun and easy to pick up, with lots of variety and strategic depth through the different characters and battlegrounds. We can’t wait to see the action unfold as new players join in and take 20 years’ worth of Blizzard heroes and villains into battle.” “We're excited to see the all-star lineup from every one of Blizzard's franchises meet up in Heroes of the Storm," said William Ding, CEO and founder of NetEase. “Blizzard has had a huge influence on Chinese players and the local market over the past two decades. -
L2P N00b – the Pragmatics of Positioning
DISSERTATION Titel der Dissertation “L2P n00b – The pragmatics of positioning in MMORPGs” Band 1 von 1 Verfasserin Mag. Birgit Kramer, BA angestrebter akademischer Grad Doktorin der Philosophie (Dr. phil.) Wien, 2014 Studienkennzahl lt. Studienblatt: A 092 343 Dissertationsgebiet lt. Studienblatt: Dr.- Studium der Philosophie Anglistik und Amerikanistik Betreuer: Hon. Prof. Dr. Dr. h.c. Henry G. Widdowson Acknowledgments What a long, strange trip it's been. Developing a PhD project and writing a thesis is a stony and long-winded process which could not have been done without help from others, without motivation, encouragement and support. Therefore, I want to acknowledge the effort and time which was invested in me by others. First and foremost I have to thank my supervisor Hon. Prof. Dr. Dr. h.c. Henry George Widdowson for numerous meetings, corrected drafts and his generous way of giving me his time. Clearly, there are only few people who would supervise a thesis with a topic like mine. It is not a common PhD thesis project and even though Professor Widdowson never played a MMORPG and did not know about these games before working with me, he always supported and encouraged me whenever I suffered a draw back or doubted myself. We learned and profited from one another. I learned unbelievably much about linguistics and philosophy in general, and I, at least hope so, could teach Professor Widdowson the one or other thing about gaming. There are probably not many professors who would have dared to supervise such a thesis, and I am deeply grateful that he advised and supervised me. -
In- and Out-Of-Character
Florida State University Libraries 2016 In- and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role-Playing Game Jonathan Michael Hollister Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION & INFORMATION IN- AND OUT-OF-CHARACTER: THE DIGITAL LITERACY PRACTICES AND EMERGENT INFORMATION WORLDS OF ACTIVE ROLE-PLAYERS IN A NEW MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME By JONATHAN M. HOLLISTER A Dissertation submitted to the School of Information in partial fulfillment of the requirements for the degree of Doctor of Philosophy 2016 Jonathan M. Hollister defended this dissertation on March 28, 2016. The members of the supervisory committee were: Don Latham Professor Directing Dissertation Vanessa Dennen University Representative Gary Burnett Committee Member Shuyuan Mary Ho Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii For Grandpa Robert and Grandma Aggie. iii ACKNOWLEDGMENTS Thank you to my committee, for their infinite wisdom, sense of humor, and patience. Don has my eternal gratitude for being the best dissertation committee chair, mentor, and co- author out there—thank you for being my friend, too. Thanks to Shuyuan and Vanessa for their moral support and encouragement. I could not have asked for a better group of scholars (and people) to be on my committee. Thanks to the other members of 3 J’s and a G, Julia and Gary, for many great discussions about theory over many delectable beers. -
Mogući Razvoj Ovisnosti O Video Igrama
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Veterinary medicine - Repository of PHD, master's thesis SVEUČILIŠTE U ZAGREBU MEDICINSKI FAKULTET Josipa Milas Mogući razvoj ovisnosti o video igrama Diplomski rad Zagreb, 2019. Ovaj diplomski rad izrađen je u Zavodu za ovisnosti, Klinika za psihijatriju Vrapče, pod vodstvom doc.dr.sc. Zrnke Kovačić Petrović, dr. med., spec. psihijatar, i predan je na ocjenjivanje u akademskoj godini 2018./2019. KRATICE I POJMOVI ACC – Anterior Cingulate Cortex (prednji cingularni korteks) ACG – Active Computer Gaming (aktivno igranje video igara) ADHD – Attention Deficit Hyperactive Disorder (poremećaj pozornosti s hiperaktivnošću) CAS - Cognitive Attentional Syndrome (sindrom kognitivne pažnje) CoD – Call of Duty CPL – Cyberathlete Professional League CS:GO – Counter-Strike: Global Offensive CSL – Collegiate StarLeague D&D – Dungeons & Dragons dlPFC – dorsolateral prefrontal cortex (dorzolateralni prefrontalni korteks) DOS – Disc Operating System dungeon – u svijetu video igara: pojam koji se veže uz igranje dijela igre s drugim igračima u svrhu ostvarenja zadanog cilja/zadatka EEG – electroencephalograpy (elektroencefalografija) ERSP - event-related spectral perturbation escapism – bijeg iz realnosti ili traženje distrakcije od realnosti, tražeći olakšanje u video igrama ESL – The Electronic Sports League fMRI – functional magnetic resonance imaging FPS – First-person Shooter gamer – igrač video igara gaming – u širem smislu svaka aktivnost koja se odnosi na -
Die Sprache Der World of Warcraft-Spielerinnen
Die Sprache der World of Warcraft -SpielerInnen Eine Untersuchung der multimodalen Kommunikation im Umfeld von Raid-Gruppen, mit Fokus auf Wortschatz, Gesprächsorganisation und Textformen Inaugural-Dissertation zur Erlangung des Grades eines Doktors der Philosophie in der Fakultät für Philologie der RUHR-UNIVERSITÄT BOCHUM vorgelegt von Markus Schäfer Gedruckt mit der Genehmigung der Fakultät für Philologie der Ruhr-Universität Bochum Referent: Prof. Pittner Koreferent: Prof. Wegera Tag der mündlichen Prüfung: 01.12.2014 Ohne Unterstützung hätte diese Dissertation nicht vollendet werden können. Ich danke daher: Meiner Doktormutter Prof. Pittner für die langjährige Betreuung und Hilfestellung. Meinem Zweitgutachter Prof. Wegera für die faire und anregende Disputation. Der Gilde Vault of Sages für die enthusiastische Bereitschaft, sich unter die Lupe nehmen zu lassen. Meiner Familie und Freunden für seelischen Beistand und Betreuung meiner geistigen Gesundheit. Inhalt 1. EINLEITUNG ........................................................................................................................................ 1 2. HAUPTTEIL .......................................................................................................................................... 4 2.1. WAS IST EIN MMOG? .......................................................................................................................... 5 2.1.1. Questen, Leveln, Loot: Das Spielprinzip von MMOGs ................................................................. 8 -
Hearthstone® Players Take to the Skies in Descent of Dragons™
Hearthstone® Players Take to the Skies in Descent of Dragons™ November 1, 2019 Receive all five versions of Galakrond—the mightiest dragon inWarcraft ® history—free when the new expansion for Blizzard Entertainment’s free-to-play digital card game launches on December 10* Pre-purchase Descent of Dragons card pack bundles and unlock a golden Legendary card, a Deathwing Warrior Hero, and bonus features† in Hearthstone: Battlegrounds—an all-new way to play IRVINE, Calif.--(BUSINESS WIRE)--Nov. 1, 2019-- The Year of the Dragon—Blizzard Entertainment today unveiled Descent of Dragons™, a high-flying 135-card expansion for their smash-hit free-to-play digital card game Hearthstone®. Hatching on December 10, the epic conclusion to Hearthstone’s first-ever year-long story line will arm players with draconic firepower—including the ability to transform into Galakrond, the mightiest dragon in Warcraft® history. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20191101005570/en/ The Year of the Dragon began with Rise of Shadows™, where players were introduced to the League of E.V.I.L., a shadowy organization led by the notorious Archvillain Rafaam. In Saviors of Uldum™, the villains threatened to unleash a world- ending plague, but players joined up with the League of Explorers to save the day. Now, in Descent of Dragons, the forces of good and evil will settle things once and for all with the help of dragons—lots and lots of dragons. The League of E.V.I.L. plans to bring doom to Azeroth by resurrecting Galakrond—the father of all dragons—who’s playable in different forms in Hearthstone as a set of five new Hero cards. -
Table of Contents
TABLE OF CONTENTS Gaming Introduction/Schedule ...........................................4 Role Playing Games (Campaign) ........................................25 Board Gaming ......................................................................7 Campaign RPGs Grid ..........................................................48 Collectible Card Games (CCG) .............................................9 Role Playing Games (Non-Campaign) ................................35 LAN Gaming (LAN) .............................................................18 Non-Campaign RPGs Grid ..................................................50 Live Action Role Playing (LARP) .........................................19 Table Top Gaming (GAME) .................................................52 NDMG/War College (NDM) ...............................................55 Video Game Programming (VGT) ......................................57 Miniatures .........................................................................20 Maps ..................................................................................61 LOCATIONS Gaming Registration (And Help!) ..................................................................... AmericasMart Building 1, 2nd Floor, South Hall Artemis Spaceship Bridge Simulator ..........................................................................................Westin, 14th Floor, Ansley 7/8 Board Games ................................................................................................... AmericasMart Building 1, 2nd -
Examining Place-Making in Virtual Environments
LIFE IN AZEROTH: EXAMINING PLACE-MAKING IN VIRTUAL ENVIRONMENTS A Thesis by JOSHUA MONTANA PIERCY Submitted to the Graduate School at Appalachian State University in partial fulfillment of the requirements for the degree of MASTER OF GEOGRAPHY May 2019 Department of Geography LIFE IN AZEROTH: EXAMINING PLACE-MAKING IN VIRTUAL ENVIRONMENTS A Thesis by JOSHUA MONTANA PIERCY May 2019 APPROVED BY: Dr. Robert Brown Chairperson, Thesis Committee Dr. Kathleen Schroeder Member, Thesis Committee Dr. Margaret Sugg Member, Thesis Committee Dr. Kathleen Schroeder Chairperson, Department of Geography Mike McKenzie, Ph.D. Dean, Cratis D. Williams School of Graduate Studies Copyright by Joshua Montana Piercy 2019 All Rights Reserved Piercy iv Abstract LIFE IN AZEROTH: EXAMINING PLACE-MAKING IN VIRTUAL ENVIRONMENTS Joshua Montana Piercy B.A., Appalachian State University M.A., Appalachian State University Chairperson: Dr. Robert Brown The goal of this research is to develop a model of virtual place-making through which to better comprehend how place functions outside of the physical world. Most of the place- making research within geography has centered around our physical world, ignoring the incredible variety found in virtual environments. Using ethnographic methods and surveys, players of the massively popular online video game, “World of Warcraft”, are studied and worked with to develop this model. Ultimately, the most important components of virtual place are determined. Virtual place-making occurs similarly to that of the physical world, building upon networks of communication between living creatures, their environments, social traditions, and numerous other personal experiences. Piercy v Acknowledgments I would like to express my sincere gratitude to Dr. -
Blizzard's Worlds Collide When Heroes of the Storm™ Launches June 2
Blizzard's Worlds Collide When Heroes of the Storm™ Launches June 2 Everyone's invited to join the battle for the Nexus when open beta testing begins on May 19 IRVINE, Calif.--(BUSINESS WIRE)-- Rally your fellow heroes and get ready for battle, because the portal to the Nexus is about to bust wide open! Blizzard Entertainment announced today that Heroes of the Storm™ will officially launch on June 2, following an open beta testing period beginning May 19. The free-to-play online team brawler brings together a diverse cast of iconic characters from Blizzard's far-flung realms of science fiction and fantasy, including the Warcraft®, StarCraft®, and Diablo® universes, and challenges them to compete in epic, adrenaline-charged battles. Heroes of the Storm invites players to customize heroes to suit their style and then team up with friends for some all-out mayhem. The game features a variety of gameplay modes for players of every skill level, including Cooperative, in which players team up against computer-controlled opponents, and Quick Match, an accessible way to jump in and play versus others. Experienced players can also join forces against other teams of players in highly competitive, draft-style ranked play. "With its focus on team play and fast-paced fun, Heroes of the Storm is a fresh take on a very popular genre," said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. "We've built Heroes of the Storm in a way that makes it accessible to new players, but also challenging enough for veterans who really want to put their skills to the test. -
Blizzcon Is Bigger Than Ever with Nine Stages, 12 Trucks, 200+ Broadcast Streams
BlizzCon Is Bigger Than Ever With Nine Stages, 12 Trucks, 200+ Broadcast Streams The live stages feed into central Master Control, ‘Post Hub’ BY JASON DACHMAN, CHIEF EDITOR NOVEMBER 2, 2018 We distribute to a huge number amount of platforms and we also localize in 18 different languages. All of our esports programming is free, and we make the decision what goes on R Logotext Lorem TaglineBlizzCon Virtual Ticket holistically across Blizzard [based on] what we feel our community would want access to. Peter Eminger, Sr. Director Blizzard With 40,000 fans onsite watching five live esports stages and four content stages sprawled across a million square feet at Anaheim Convention Center, it simply doesn’t get any bigger for the Blizzard Entertainment pro- duction operation than BlizzCon. In addition, Blizzard’s Global Broadcast team is distributing a whopping 211 unique broadcast streams to 17 outlets in 18 languages. “For us, the live event and the broadcasts are very linked together because so much of the broadcast is from these live stages. Our show is definitely bigger this year,” says Pete Emminger, senior director, Blizzard Entertain- ment. “We’re really lucky in that we have a lot of consistent crew, so this year has actually been the smoothest year so far. Plus, we’ve really had a great year at Blizzard overall, so we’re extremely excited to finally be here at BlizzCon, which is really a celebration for us as much as it is [for the fans].” A Blizzard of Activity: A Dozen Mobile Units Onsite Serving Nine Stages Now in its 14th year, the convention features everything from live esports competitions to Q&A panels and announcements to demos of upcoming game releases to concerts and much more. -
Sociality and Materiality in World of Warcraft Nicholas Anthony Gadsby
Sociality and Materiality in World of Warcraft Nicholas Anthony Gadsby University College London Department of Anthropology A thesis re-submitted for the degree of Doctor of Philosophy May 2016 1 Declaration I, Nicholas Anthony Gadsby, confirm that the work presented in this thesis is my own. Where information has been derived from other sources, I conform this has been indicated in the thesis. 2 Abstract The focus of my thesis is the role and status of control in the MMO World of Warcraft where one of the primary motivations for player engagement was to eliminate and marginalise contingency at sites across the game that were perceived to be prone to the negative effects of contingency, a process that its developers were to a significant degree complicit in. My field sites traced the activities and lives of gamers across the physical location of London and the south east of the United Kingdom and their online game locations that constituted World of Warcraft and occasionally other online games which included the guild they were a member of that was called ‘Helkpo’. It examines how the transparency attributed to the game’s code, its ‘architectural rules’, framed the unpredictability of players as problematic and how codified ‘social rules’ attempted to correct this shortcoming. In my thesis I dive into the lives of the members of Helkpo as both guild members and as part of the expansive network that constituted their social lives in London. It demonstrates how the indeterminate nature of information in the relations in their social network contrasted with the modes of accountability that World of Warcraft offered, defined by different forms of information termed ‘knowing’ and ‘knowledge’.