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World of Warcraft, the aftermath: : How game elements transfer into perceptions, associations and (day)dreams in the everyday life of massively multiplayer online role-playing game players

  • Autores: Karolien Poels, Wijnand A Ijsselsteijn, Yvonne de Kort
  • Localización: New Media and Society, ISSN-e 1461-7315, Vol. 17, Nº. 7, 2015, págs. 1137-1153
  • Idioma: inglés
  • Texto completo no disponible (Saber más ...)
  • Resumen
    • This paper describes the phenomenon of game-biased perceptions and associations, or how, through intensive game play, elements from the game world can trigger thoughts and imagery outside the game world, influencing the perception and interpretation of stimuli in everyday life. Examples include the insertion of game elements in thoughts, perceptions and dreams, the use of specific vocabulary or slang – typical to the game world – in everyday conversations, and the association of real-life objects with game elements. Results from an online survey with habitual players of World of Warcraft confirm the existence of this phenomenon and show that the occurrence of these game-biased perceptions and associations is reinforced by increasing playing time and narrative involvement


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