Publication
Title
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
Author
Abstract
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.
Language
English
Source (journal)
New media and society. - London
Publication
London : 2015
ISSN
1461-4448
Volume/pages
17:7(2015), p. 1137-1153
ISI
000358066900008
Full text (Publisher's DOI)
Full text (publisher's version - intranet only)
UAntwerpen
Faculty/Department
Research group
Publication type
Subject
Affiliation
Publications with a UAntwerp address
External links
Web of Science
Record
Identification
Creation 28.02.2014
Last edited 04.09.2017
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