Spelarupplevelser i Azeroth : Immersion och Presence i World of Warcraft
This study examines the players experience, environments and objects in the videogame World of Warcraft. The purpose of this study is to get more knowledge about the players experience in the game with the focus on factors contributing to some form of immersion or/and presence. The data for this stu...
Main Author: | Takala, Victor |
---|---|
Format: | Others |
Language: | Swedish |
Published: |
Södertörns högskola, Institutionen för kommunikation, medier och it
2010
|
Subjects: | |
Online Access: | http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3750 |
Similar Items
-
The Charm of Living in Azeroth. Neo-Baroque Presences in Virtual Ludicity
by: Juan Carlos Cruz Suárez, et al.
Published: (2015-06-01) -
Immersion Revisited: A Review of Existing Definitions of Immersion and Their Relation to Different Theories of Presence
by: Niels Christian Nilsson, et al.
Published: (2016-11-01) -
Exploring Stories, Reading Environments: Flow, Immersion, and Presence as Processes of Becoming
by: Elisabetta Modena, et al.
Published: (2021-08-01) -
Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge
by: Lazaros Michailidis, et al.
Published: (2018-09-01) -
Illusion Master: Extending Self-Presence and Challenging Immersion in and through Digital Games
by: Josef Florian Micallef
Published: (2016-11-01)