What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Learning in massively multiplayer online games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
I, avatar: the culture and consequences of having a second life
I, avatar: the culture and consequences of having a second life
Beginning Lua with World of Warcraft Add-ons
Beginning Lua with World of Warcraft Add-ons
The Social Behaviors of Experts in Massive Multiplayer Online Role-Playing Games
CSE '09 Proceedings of the 2009 International Conference on Computational Science and Engineering - Volume 04
CSE '09 Proceedings of the 2009 International Conference on Computational Science and Engineering - Volume 04
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
The Warcraft Civilization: Social Science in a Virtual World
The Warcraft Civilization: Social Science in a Virtual World
World of Warcraft as a global artifact
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Modeling play: re-casting expertise in MMOGs
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
The militarization of teamwork in alternate reality gaming
Proceedings of the 2013 conference on Computer supported cooperative work companion
Playing with leadership and expertise: military tropes and teamwork in an arg
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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In this paper, we consider the impacts of game addons on conventional notions of game-based expertise in World of Warcraft, through the analysis of 37 travelogues - a data collection tool designed for use in MMOG research. We adopt a multi-faceted definition of gaming expertise as described by Taylor, Jenson, De Castell and Humphrey [33] and we apply their categorization of expertise modalities to the addons named by our study participants. We find that the most commonly understood expressions of expertise in games (time investment and skill) are less represented in the addons reported by our participants.