Approaching the Cognitive and Social Functions of World of Warcraft Fan-Comics

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Approaching the Cognitive and Social Functions of World of Warcraft Fan-Comics. / Jones, Roger Dale.
In: Networking Knowledge, Vol. 8, No. 4, 30.06.2015.

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@article{d5df78c96fbd4b14b19504e4f67256d1,
title = "Approaching the Cognitive and Social Functions of World of Warcraft Fan-Comics",
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.",
keywords = "Didactics of English as a foreign language",
author = "Jones, {Roger Dale}",
year = "2015",
month = jun,
day = "30",
doi = "10.31165/nk.2015.84.389",
language = "English",
volume = "8",
journal = "Networking Knowledge",
issn = "1755-9944",
publisher = "Media, Communication and Cultural Studies Association",
number = "4",

}

RIS

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 -

DOI