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Jones, Roger Dale: "Approaching the Cognitive and Social Functions of World of Warcraft Fan-Comics." In: Networking Knowledge 8.4 (2015)<http://ojs.meccsa.org.u ... ow/article/view/389/218> (Zugriff: 14. Aug. 2015) 
Added by: joachim (14 Aug 2015 06:32:53 UTC)   
Resource type: Web Article
Languages: englisch
Peer reviewed
BibTeX citation key: Jones2015
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Categories: General
Keywords: Fankultur, Kognition, Spiel
Creators: Jones
Collection: Networking Knowledge
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Attachments   URLs   http://ojs.meccsa. ... ticle/view/389/218
Abstract
This article addresses the question of how video game players make sense out of their experiences by looking specifically at World of Warcraft (Blizzard Entertainment 2004) fan-comics on the official game website. It first develops an analytical framework consisting of game discourse to address the different levels that fan-comics refer to the “game” and game narrative to address the ways in which fan-comics utilize narrative aspects of the game in their stories. Sense-making in comics is then used to address how fan-comics use graphic images and verbal text to embed (and narratively frame) conflicting perspectives into specific cognitive and social forms of sense-making. It then applies this analytical framework to three World of Warcraft fan-comics that participate in three different levels of game discourse and presents three different types of sense-making processes. Finally, the article raises questions for future research on the sense-making processes and strategies of video game fan-comics.
  
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