World of Warcraft, the aftermath: How game elements transfer into perceptions, associations and (day)dreams in the everyday life of massively multiplayer online role-playing game players

Karolien Poels, Wijnand A. IJsselsteijn, Yvonne de Kort. World of Warcraft, the aftermath: How game elements transfer into perceptions, associations and (day)dreams in the everyday life of massively multiplayer online role-playing game players. New Media & Society, 17(7):1137-1153, 2015. [doi]

@article{PoelsIK15,
  title = {World of Warcraft, the aftermath: How game elements transfer into perceptions, associations and (day)dreams in the everyday life of massively multiplayer online role-playing game players},
  author = {Karolien Poels and Wijnand A. IJsselsteijn and Yvonne de Kort},
  year = {2015},
  doi = {10.1177/1461444814521596},
  url = {http://dx.doi.org/10.1177/1461444814521596},
  researchr = {https://researchr.org/publication/PoelsIK15},
  cites = {0},
  citedby = {0},
  journal = {New Media & Society},
  volume = {17},
  number = {7},
  pages = {1137-1153},
}