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.
Karolien PoelsWijnand A. IJsselsteijnYvonne de KortPublished in: New Media Soc. (2015)
Keyphrases
- role playing game
- everyday life
- game players
- video games
- role playing
- online game
- computer games
- game play
- ambient intelligence
- general game playing
- ubiquitous computing
- game playing
- daily life
- educational games
- learning experience
- situated learning
- game based learning
- game design
- serious games
- mobile games
- association rules
- human players
- learning tools
- intelligent systems
- pedagogical agents
- virtual communities