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Pages:
6 pages/≈1650 words
Sources:
Check Instructions
Style:
Chicago
Subject:
Communications & Media
Type:
Research Paper
Language:
English (U.S.)
Document:
MS Word
Date:
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Topic:

Investigative Essay about the game World of Warcraft

Research Paper Instructions:

Please write an investigative essay about the game World of Warcraft.
I already have a 3 pages chunk. Please expand it to a 6 pages research paper. (see attached files)
Please note you're welcomed and encouraged to use subtitles in your papers. You can make them generic (introduction, background, etc. as in APA) or, more appropriate for this kind of analysis of research you can make them particular to your paper. These help your readers know what's coming and they help you organize your analysis.
You don't need an abstract.
Also, you can use tables and figures--charts, graphs, pictures, etc.
It should have a References included. Remember that your in-text citations should correspond to your references.
There are many topics to research in the game. Especially, topics about players' behavior in the game are good. For example, firstly, players’ personalities based on their character creation process. Secondly, how players operate and manage their guilds . Thirdly, how the economic and business system work in the game. Also there are topics about gender, game addiction, social science and psychology.
I have collected some sources. Please read through and use them to help you write the essay. Also feel free to use other sources online to write the essay.

Research Paper Sample Content Preview:
Running head: WORLD OF WARCRAFT1
World of Warcraft (WoW): Gaming Identity & Gamification Design
Student Name
College/University Affiliation
WORLD OF WARCRAFT

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World of Warcraft (WoW): Gaming Identity & Gamification Design


I. Background
The online worlds are increasingly blurring lines between what is "real" and what is "virtual." online users, particularly gamers, are immersed in worlds of varying degrees of social, psychological, and mental engagement. The motivations for players in games, particularly massive multiplayer online games (MMOGs), are just as varied as players are. In contrast to more conventional games, offline and pre-programmed to a certain elementary level, MMOGs are open platforms engaging players in diverse possibilities of group commitments, personal enactments, and game domestication for unintended purposes and uses. The act of playing is, of course, as old as humanity is. For one, a group of early humans would engage in gaming activities not particularly dissimilar to current games. The major departure MMOGs offer compared to any gaming activities any given set of players has engaged in centers on a notion of virtuality. That is, in current gaming offerings, players assume different identities not so much as in conventional games in one context or a layer yet as multi-layers of identities informed by ever-changing motivations and purposes for play and personal/group engagement. In World of Warcraft (WoW), a worldwide popular MMOG, players are engaged in sophisticated worlds of properties, personal/group attachments, and constantly changing strategies to defend or attack one or more guilds. The ever-evolving nature of WoW is a case in point on multiplicity and complexity of player engagement in virtual worlds in order to to achieve, or compensate for, one or more personal/social purposes. Moreover, players of WoW and, for that matter, any similar online game, do not only commit to "game rules" yet also engage in gaming and socialization activities, opening up space for more creative gaming design concepts applicable in
WORLD OF WARCRAFT

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MMOGs and beyond. The central focus in the current paper is, more specifically, on a sense of community and gamification design potential WoW affords as players engage in different gaming, socialization, and game-adaptation activities. This paper aims, accordingly, to explore socialization motivations in personal and group contexts of engagement, as well as gamification design inspirations players of World of Warcraft afford.
II. Gaming as a Social Practice
Traditionally, gaming, as an ancient human practice, involves one or more forms of identity manipulation. Online identity manipulation assumes, as noted, multiple layers of identities informed by a complex dynamics of motivations and purposes. Typically, socialization stands out in a growing body of research as one most common motivation/purpose players are engaged in WoW. For instance, Gui (2018) argues for a "virtual sense of community" players develop not only playing WoW yet also, more importantly, engaging in a wide range of collaborative storytelling activities in conversations such as "The Darkening Grove Tavern" under World's End Tavern forum. The...
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