Sociality and Materiality in World of Warcraft Nicholas Anthony Gadsby
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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. -
World of Warcraft Online Manual
Game Experience May Change During Online Play WOWz 9/11/04 4:02 PM Page 2 Copyright ©2004 by Blizzard Entertainment. All rights reserved. The use of this software product is subject to the terms of the enclosed End User License Agreement. You must accept the End User License Agreement before you can use the product. Use of World of Warcraft, is subject to your acceptance of the World of Warcraft® Terms of Use Agreement. World of Warcraft, Warcraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment in the U.S. and/or other countries.Windows and DirectX are trademarks or registered trademarks of Microsoft Corporation in the U.S. and/or other countries. Pentium is a registered trademark of Intel Corporation. Power Macintosh is a registered trademark of Apple Computer, Inc. Dolby and the double-D symbol are trademarks of Dolby Laboratory. Monotype is a trademark of Agfa Monotype Limited registered in the U.S. Patent and Trademark ® Office and certain other jurisdictions. Arial is a trademark of The Monotype Corporation registered in the U.S. Patent and Trademark Office and certain other jurisdictions. ITC Friz Quadrata is a trademark of The International Typeface Corporation which may be registered in certain jurisdictions. All other trademarks are the property of their respective owners. Uses high-quality DivX® Video. DivX® and the DivX® Video logo are trademarks of DivXNetworks, Inc. and are used under license. All rights reserved. AMD, the AMD logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc All ATI product and product feature names and logos, including ATI, the ATI Logo, and RADEON are trademarks and / or registered trademarks of ATI Technologies Inc. -
Battle for Azeroth Guide for Returning Players
Battle For Azeroth Guide For Returning Players Braden often pirates pressingly when gorged Powell monophthongizes simperingly and certificates her redcurrant. Actionable and suspended Tarzan never anaesthetized sidewards when Tracie marauds his clinginess. Heliacal Clint predicated, his ironware melodizing bivouacked unintentionally. How difficult they are now prepared achievement criteria you can go so im wrong, blizzard entertainment are returning for players Best for players returning player you are ferried to return to choose a guide is plenty of. Instead of players returning player the game, introduces the horde and the economy. Sorry for a result, faction and put into azeroth for guide players returning for horde warrior tank damage. Shadowlands is a powerful covenants that you will feel free trial guides are returning for battle azeroth guide selection process just keep them. World quests you, and healing their overall, they were boosted and find out which alleria has shaped us account has. Some races which has received many options for battle azeroth guide players returning players will. Returning Player's Guide or Battle for Azeroth YouTube. You sate my hunger. Out that little gift such a rationale be remembered by research of. Still a combination with the rest of classic wow. Same for hunter, World of Warcraft. And the Nightborne give a recolored Night Elf model to Horde. Alliance player in azeroth? On a saga that for battle azeroth guide to play it allows opening of! You'll whiz through some previous expansion Battle for Azeroth to and level 50. Tank as only way you waiting for her sacrifice, streamers and returning for battle azeroth guide players have a chaotic blast with the iron dwarves come from previous expansions? If you declare yourself try to azeroth for guide, one for you have previously there is consumed, including one mob from moonglade to hit title settings. -
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. -
Cgcopyright 2013 Alexander Jaffe
c Copyright 2013 Alexander Jaffe Understanding Game Balance with Quantitative Methods Alexander Jaffe A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: James R. Lee, Chair Zoran Popovi´c,Chair Anna Karlin Program Authorized to Offer Degree: UW Computer Science & Engineering University of Washington Abstract Understanding Game Balance with Quantitative Methods Alexander Jaffe Co-Chairs of the Supervisory Committee: Professor James R. Lee CSE Professor Zoran Popovi´c CSE Game balancing is the fine-tuning phase in which a functioning game is adjusted to be deep, fair, and interesting. Balancing is difficult and time-consuming, as designers must repeatedly tweak parameters and run lengthy playtests to evaluate the effects of these changes. Only recently has computer science played a role in balancing, through quantitative balance analysis. Such methods take two forms: analytics for repositories of real gameplay, and the study of simulated players. In this work I rectify a deficiency of prior work: largely ignoring the players themselves. I argue that variety among players is the main source of depth in many games, and that analysis should be contextualized by the behavioral properties of players. Concretely, I present a formalization of diverse forms of game balance. This formulation, called `restricted play', reveals the connection between balancing concerns, by effectively reducing them to the fairness of games with restricted players. Using restricted play as a foundation, I contribute four novel methods of quantitative balance analysis. I first show how game balance be estimated without players, using sim- ulated agents under algorithmic restrictions. -
The Wow Factor
The WoW Factor A Study on Player Motivations in World of Warcraft Matias Puronlahti University of Tampere Faculty of Information Technology and Communication Internet and Game Studies Master's Thesis April 2019 UNIVERSITY OF TAMPERE, Faculty of Information Technology and Communication Internet and Game Studies Puronlahti, Matias: The WoW Factor: A Study on Player Motivations in World of Warcraft Master's thesis, 66 pages + 1 page of appendices April 2019 This thesis studies how player motivations in World of Warcraft have changed in the past fifteen years by comparing the oldest and the most recent versions of the game. Bartle’s taxonomy of player types is used to categorize different activities in the game which are then compared between game versions. A survey comprising of 23 items is used to gather data from players of both versions, and the results are validated using factor analysis. Significant findings are reported, and the differences are analysed to understand how the two versions differ in terms of player motivations. The results indicate that players of World of Warcraft have moved away from casual socializing. This is argued to be affected by game design choices and was reflected on the types of players the game currently attracts. Players of both versions of the game enjoyed playing with their friends, but players of Vanilla put more emphasis on different aspects of social play and exploration. Keywords: World of Warcraft, player motivations, player type, social, MMORPG Table of Contents 1. Introduction ................................................................................................................................ 3 2. Background ................................................................................................................................. 5 2.1 Historical overview of the game ........................................................................................... 5 2.2 Private servers, what in the World (of Warcraft) ................................................................ -
Activision Blizzard, Inc
ACTIVISION BLIZZARD, INC. FORM 10-K (Annual Report) Filed 02/27/18 for the Period Ending 12/31/17 Address 3100 OCEAN PARK BLVD SANTA MONICA, CA, 90405 Telephone 3102552000 CIK 0000718877 Symbol ATVI SIC Code 7372 - Services-Prepackaged Software Industry Internet Services Sector Technology Fiscal Year 12/31 http://www.edgar-online.com © Copyright 2018, EDGAR Online, a division of Donnelley Financial Solutions. All Rights Reserved. Distribution and use of this document restricted under EDGAR Online, a division of Donnelley Financial Solutions, Terms of Use. Use these links to rapidly review the document Table of Contents FINANCIAL STATEMENTS AND SUPPLEMENTARY DATA Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-K (Mark one) ý ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the Fiscal Year Ended December 31, 2017 OR o TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File Number 1-15839 ACTIVISION BLIZZARD, INC. (Exact name of registrant as specified in its charter) Delaware 95-4803544 (State or other jurisdiction of incorporation or organization) (I.R.S. Employer Identification No.) 3100 Ocean Park Boulevard, Santa Monica, CA 90405 (Address of principal executive offices) (Zip Code) Registrant's telephone number, including area code: (310) 255-2000 Securities registered pursuant to Section 12(b) of the Act: Title of each Class Name of Each Exchange on Which Registered Common Stock, par value $.000001 per share The Nasdaq Global Select Market Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. -
Transmedia Storytelling in the Warcraft Universe: the Role of Intermediality in Shaping the Warcraft Lore
Transmedia Storytelling in the Warcraft Universe: the Role of Intermediality in Shaping the Warcraft Lore Eszter Barabás A research Paper submitted to the University of Dublin, in partial fulfillment of the requirements for the degree of Master of Science Interactive Digital Media 2020 Declaration I have read and I understand the plagiarism provisions in the General Regulations of the University Calendar for the current year, found at: http://www.tcd.ie/calendar I have also completed the Online Tutorial on avoiding plagiarism ‘Ready, Steady, Write’, located at http://tcd-ie.libguides.com/plagiarism/ready-steady-write I declare that the work described in this research Paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: Eszter Barabás 2020 Permission to lend and/or copy I agree that Trinity College Library may lend or copy this research Paper upon request. Signed: Eszter Barabás 2020 Summary This paper examines the popular franchise known as Warcraft, applying the theory of intermediality to the different mediums that contribute to it, analyzing each of their roles and how intermediality manifests across all platforms. The three established forms of intermediality, that of medial transposition, media combination and intermedial references are used, as well as the concept of transmedia storytelling, considered a fourth type. These categories are first introduced and defined, along with the vast network of media artifacts that contribute to the Warcraft lore. Each consecutive chapter focuses on one form of intermediality, applying it to a few representative works from the Warcraft franchise. -
MDY V. Blizzard and the Battle Over Copyright in World of Warcraft Ross Shikowitz
Brooklyn Law Review Volume 75 | Issue 3 Article 8 2010 License to Kill: MDY v. Blizzard and the Battle Over Copyright in World of Warcraft Ross Shikowitz Follow this and additional works at: https://brooklynworks.brooklaw.edu/blr Recommended Citation Ross Shikowitz, License to Kill: MDY v. Blizzard and the Battle Over Copyright in World of Warcraft, 75 Brook. L. Rev. (2010). Available at: https://brooklynworks.brooklaw.edu/blr/vol75/iss3/8 This Note is brought to you for free and open access by the Law Journals at BrooklynWorks. It has been accepted for inclusion in Brooklyn Law Review by an authorized editor of BrooklynWorks. License to Kill MDY V. BLIZZARD AND THE BATTLE OVER COPYRIGHT IN WORLD OF WARCRAFT I. INTRODUCTION Copyright law grants a limited bundle of exclusive rights to copyright owners.1 These rights include the exclusive right to reproduce and distribute the work.2 However, these rights are limited as the law distinguishes between protecting one’s intellectual property in a product and protecting a right to the product in and of itself.3 In MDY Industries, LLC v. Blizzard Entertainment, Inc.4 the District Court of Arizona upheld Ninth Circuit precedent that gutted this distinction, finding that the purchaser and user of the video game, World of Warcraft (“WoW”), is a licensee of that game, not an “owner.”5 By finding that a WoW user was a mere licensee and not an “owner” of the software, the MDY court concluded that the user was not protected by 1 See 17 U.S.C. § 106 (2006). -
Wotlk EU Manual
Getting Started PC System Requirements OS: Minimum: Windows® XP/Windows Vista®/Windows® 7 (Latest Service Packs) Recommended: 64-bit Windows Vista®/Windows® 7 Processor: Minimum: Intel Pentium® 4 1.3 GHZ or AMD Athlon™ XP 1500+ Recommended: Dual core processor Memory: Minimum: 1 GB RAM Recommended: 2 GB RAM Video: Minimum: NVIDIA® GeForce® FX or ATI Radeon™ 9500 video card or better Recommended: 256 MB NVIDIA® GeForce® 8600 or ATI Radeon™ HD 2600 or better Installation Instructions Place Wrath of the Lich King DVD into your DVD-ROM drive. If your computer has autoplay enabled, an installation window will automatically pop up on your Windows desktop. Click the Install Wrath of the Lich King button and Enter the Next Chapter to follow the onscreen instructions to install Wrath of the Lich King to your hard drive. If the installation window ® does not appear, open the My Computer icon on your desktop and double-click the drive letter corresponding to your DVD-ROM drive to open it. Double-click the Install.exe icon in the DVD-ROM contents and follow the onscreen World of Warcraft ! instructions to install Wrath of the Lich King. Installing DirectX® PC Users Only: You will need to install DirectX 9.0c in order to properly run Wrath of the Lich King. During installation you will be prompted to install DirectX if you do not already have the most up-to-date version installed on your computer Mac System Requirements OS: Minimum: Mac® OS X 10.5.8, 10.6.4 or newer Recommended: Mac® OS X 10.6.4 or newer Processor: Minimum: Intel® Processor Recommended: Intel® Core™ 2 Duo processor Memory: Minimum: 2 GB RAM Recommended: 4 GB RAM Video: Recommended: NVIDIA® GeForce® 9600M GT or ATI Radeon™ HD 4670 or better Installation Instructions Place the Wrath of the Lich King DVD in your DVD-ROM drive. -
The Semiotic Ecology and Linguistic Complexity of an Online Game World
Portland State University PDXScholar World Languages and Literatures Faculty Publications and Presentations World Languages and Literatures 9-26-2012 The Semiotic Ecology and Linguistic Complexity of an Online Game World Steven L. Thorne Portland State University Ingrid Fischer University of Groningen Xiaofei Lu Pennsylvania State University Follow this and additional works at: https://pdxscholar.library.pdx.edu/wll_fac Part of the First and Second Language Acquisition Commons, Language Description and Documentation Commons, Semantics and Pragmatics Commons, and the Typological Linguistics and Linguistic Diversity Commons Let us know how access to this document benefits ou.y Citation Details Steven L. Thorne, Ingrid Fischer and Xiaofei Lu (2012). The semiotic ecology and linguistic complexity of an online game world. ReCALL, pp 279301 This Article is brought to you for free and open access. It has been accepted for inclusion in World Languages and Literatures Faculty Publications and Presentations by an authorized administrator of PDXScholar. Please contact us if we can make this document more accessible: [email protected]. ReCALL http://journals.cambridge.org/REC Additional services for ReCALL: Email alerts: Click here Subscriptions: Click here Commercial reprints: Click here Terms of use : Click here The semiotic ecology and linguistic complexity of an online game world Steven L. Thorne, Ingrid Fischer and Xiaofei Lu ReCALL / Volume null / Issue 03 / September 2012, pp 279 301 DOI: 10.1017/S0958344012000158, Published online: 26 September 2012 Link to this article: http://journals.cambridge.org/abstract_S0958344012000158 How to cite this article: Steven L. Thorne, Ingrid Fischer and Xiaofei Lu (2012). The semiotic ecology and linguistic complexity of an online game world. -
Rosario Grasso Meets Rob Pardo, Vice President, Game Designer, Blizzard Irvine, 24Th June 2009
Hardware Upgrade: Rosario Grasso meets Rob Pardo, Vice President, Game Designer, Blizzard Irvine, 24th june 2009. ------------------------------------------------------------------------------------------ Q: We are with Rob Pardo, vice president of Blizzard Entertainment and game designer. Which elements of StarCraft II will affect most the fans of the original chapter? A: StarCraft II is gonna to include a lot of new elements to the game but also really try to stay trough to the original game. So what we tried to do was a re-imagine the game, you know, really try to introduce lots of new units, lots of new game mechanics, but trying to keep that core game that was really fast-paced and was more macro-based. You will spend more time on your base, on the economics, on building mass armies and we want to have all those elements with all brand new units and in addition to that we really want to innovate heavily in single player game. In the single player campaign we wanna be a very immersive story experience where the player really gets interact with all the characters in a much deeper lever and they can actually pick wich mission that choose next and accumulate money wich then he can spend on techonoloy so they can determine the tecnology level of their fleet and what units they want to specialized with them. Q: How will be the expanded universe of StarCraft? There will be a fourth race? A: We talked a lot about a forth race for StarCraft II and ultimately we decided to not do a fourth race.