Approaching the Cognitive and Social Functions of World of Warcraft Fan-Comics
Publikation: Beiträge in Zeitschriften › Zeitschriftenaufsätze › Forschung › begutachtet
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in: Networking Knowledge, Jahrgang 8, Nr. 4, 30.06.2015.
Publikation: Beiträge in Zeitschriften › Zeitschriftenaufsätze › Forschung › begutachtet
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TY - JOUR
T1 - Approaching the Cognitive and Social Functions of World of Warcraft Fan-Comics
AU - Jones, Roger Dale
PY - 2015/6/30
Y1 - 2015/6/30
N2 - 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.
AB - 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.
KW - Didactics of English as a foreign language
UR - http://ojs.meccsa.org.uk/index.php/netknow/article/view/389
U2 - 10.31165/nk.2015.84.389
DO - 10.31165/nk.2015.84.389
M3 - Journal articles
VL - 8
JO - Networking Knowledge
JF - Networking Knowledge
SN - 1755-9944
IS - 4
ER -