Riding the Hype Cycle: The Resurgence of Virtual Worlds 2013
DOI: 10.1163/9781848882348_016
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“…This dictates how the player character may move around, interact with the environment and other player characters, and how communicative action is expressed. In World of Warcraft, for example, the range of expressions available by player characters is limited to: active player-directed movement, such as walking, running, jumping, or engaging in combat; programmed emotive moment, such as dancing or blowing a kiss using the ''/emote'' macro command; static movement, which is the programmed ''idle'' movement for a player character not actively being controlled by a corporeal player (e.g., the player stands there and appears to look around); and textual communication, even though the player character does not appear to ''visually'' talk (Scriven, 2013).…”
Section: The Player Character As a Field Of Expressionmentioning
confidence: 99%
“…This dictates how the player character may move around, interact with the environment and other player characters, and how communicative action is expressed. In World of Warcraft, for example, the range of expressions available by player characters is limited to: active player-directed movement, such as walking, running, jumping, or engaging in combat; programmed emotive moment, such as dancing or blowing a kiss using the ''/emote'' macro command; static movement, which is the programmed ''idle'' movement for a player character not actively being controlled by a corporeal player (e.g., the player stands there and appears to look around); and textual communication, even though the player character does not appear to ''visually'' talk (Scriven, 2013).…”
Section: The Player Character As a Field Of Expressionmentioning
confidence: 99%