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Senin, 25 Februari 2013

Pelajaran : Vocabulary


Vocabulary

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A person's vocabulary is the set of words within a language that are familiar to that person. A vocabulary usually develops with age, and serves as a useful and fundamental tool for communication and acquiring knowledge. Acquiring an extensive vocabulary is one of the largest challenges in learning a second language.

[edit]
Vocabulary is commonly defined as "all the words known and used by a particular person".[1] Knowing a word, however, is not as simple as simply being able to recognize or use it. There are several aspects of word knowledge which are used to measure word knowledge.
Definition and usage

[edit]Productive and receptive

The first major distinction that must be made when evaluating word knowledge is whether the knowledge is productive (also called active) or receptive (also called passive) and even within those opposing categories, there is oftentimes no clear distinction. Words that are generally understood when heard or read or seen constitute a person's receptive vocabulary. These words may range from well known to barely known (see degree of knowledge below). In most cases, a person's receptive vocabulary is the larger of the two. For example, although a young child may not yet be able to speak, write, or sign, he or she may be able to follow simple commands and appear to understand a good portion of the language to which he or she is exposed. In this case, the child's receptive vocabulary is likely tens, if not hundreds of words but his or her active vocabulary is zero. When that child learns to speak or sign, however, the child's active vocabulary begins to increase. It is possible for the productive vocabulary to be larger than the receptive vocabulary, for example in a second-language learner who has learned words through study rather than exposure, and can produce them, but has difficulty recognizing them in conversation.
Productive vocabulary, therefore, generally refers to words which can be produced within an appropriate context and match the intended meaning of the speaker or signer. As with receptive vocabulary, however, there are many degrees at which a particular word may be considered part of an active vocabulary. Knowing how to pronounce, sign, or write a word does not necessarily mean that the word has been used to correctly or accurately reflect the intended message of the utterance, but it does reflect a minimal amount of productive knowledge.

[edit]Degree of knowledge

Within the receptive / productive distinction lies a range of abilities which are often referred to as degree of knowledge. This simply indicates that a word gradually enters a person's vocabulary over a period of time as more aspects of word knowledge are learnt. Roughly, these stages could be described as:
  1. Never encountered the word.
  2. Heard the word, but cannot define it.
  3. Recognize the word due to context or tone of voice.
  4. Able to use the word and understand the general and/or intended meaning, but cannot clearly explain it.
  5. Fluent with the word – its use and definition.

[edit]Depth of knowledge

The differing degrees of word knowledge imply a greater depth of knowledge, but the process is more complex than that. There are many facets to knowing a word, some of which are not hierarchical so their acquisition does not necessarily follow a linear progression suggested by degree of knowledge. Several frameworks of word knowledge have been proposed to better operationalise this concept. One such framework includes nine facets:
  1. orthography - written form
  2. phonology - spoken form
  3. reference - meaning
  4. semantics - concept and reference
  5. register - appropriacy of use
  6. collocation - lexical neighbours
  7. word associations
  8. syntax - grammatical function
  9. morphology - word parts

[edit]Types of vocabulary

Listed in order of most ample to most limited:[2][3]

[edit]Reading vocabulary

A literate person's reading vocabulary is all the words he or she can recognize when reading. This is generally the largest type of vocabulary simply because it includes the other three, though in some cases, notably Chinese characters, as in Chinese andJapanese, where the pronunciation is not transparent, some words may be part of the oral vocabulary but not the written. For example, a Chinese speaker may not recognize that 麒麟 (giraffe) is pronounced qi lin, a Japanese speaker may not recognize that 麒麟 (giraffe) is pronounced kirin.

[edit]Listening vocabulary

A person's listening vocabulary is all the words he or she can recognize when listening to speech. This vocabulary is aided in size by context and tone of voice.

[edit]Speaking vocabulary

A person's speaking vocabulary is all the words he or she can use in speech. Due to the spontaneous nature of the speaking vocabulary, words are often misused. This misuse – though slight and unintentional – may be compensated by facial expressions, tone of voice, or hand gestures.

[edit]Writing Vocabulary

Words used in various forms of writing from formal essays to Twitter feeds. Many written words do not appear in speech. Writers generally utilize a limited set of words when communicating.

[edit]Focal vocabulary

"Focal vocabulary" is a specialized set of terms and distinctions that is particularly important to a certain group; those with a particular focus of experience or activity. A lexicon, or vocabulary, is a language's dictionary, its set of names for things, events, and ideas. Some linguists believe that lexicon influences people's perception on things, the Sapir–Whorf hypothesis. For example, the Nuer of Sudan have an elaborate vocabulary to describe cattle. The Nuer have dozens of names for cattle because of the cattle's particular histories, economies, and environments. This kind of comparison has elicited some linguistic controversy, as with the number of "Eskimo words for snow". English speakers can also display elaborate and precise vocabularies for snow and cattle when the need arises.[4][5]

[edit]Vocabulary growth

During its infancy, a child builds a vocabulary by instinct, with zero effort. Infants imitate words that they hear and then associate those words with objects and actions. This is the listening vocabulary. The speaking vocabulary follows, as a child's thoughts become more reliant on his/her ability to self-express in a gesture-free and babble-free manner. Once the reading and writing vocabularies are attained – through questions and education – the anomalies and irregularities of language can be discovered.
In first grade, an advantaged student (i.e. a literate student) learns about twice as many words as a disadvantaged student. Generally, this gap does not tighten. This translates into a wide range of vocabulary size by age five or six, at which time an English-speaking child will have learned about 1500 words.[6]
After leaving school, vocabulary growth reaches a plateau. People usually then expand their vocabularies by engaging in activities such as reading, playing word games, and by participating in vocabulary-related programs. Exposure to traditional print media increases people's acceptability of words, while exposure to text messaging contributes to more rigid word acceptability constraints.[7]

[edit]The importance of a vocabulary

  • An extensive vocabulary aids expressions and communication.
  • Vocabulary size has been directly linked to reading comprehension.[8]
  • Linguistic vocabulary is synonymous with thinking vocabulary.[8]
  • A person may be judged by others based on his or her vocabulary.

[edit]Native- and foreign-language vocabulary size

[edit]Native-language vocabulary size

Native speakers' vocabularies vary widely within a language, and are especially dependent on the level of the speaker's education. A 1995 study shows that junior-high students would be able to recognize the meanings of about 10,000-12,000 words, while for college students this number grows up to about 12,000-17,000 and for elderly adults up to about 17,000-21,000 or more.[9]

[edit]Foreign-language vocabulary

[edit]The effects of vocabulary size on language comprehension

The knowledge of the words deriving from the 3000 most frequent English words provides a comprehension of 95% of word use, and knowledge of 5000 word families is necessary for 99.9% word coverage.[10]
[edit]Second Language Vocabulary Acquisition
Learning vocabulary is one of the first steps of learning a second language, yet a learner never finishes vocabulary acquisition. Whether in one’s native language or a second language, the acquisition of new vocabulary is a continual process. Many methods can help one acquire new vocabulary.
[edit]Memorization
Although memorization can be seen as tedious or boring, associating one word in the native language with the corresponding word in the second language until memorized is considered one of the best methods of vocabulary acquisition. By the time students reach adulthood, they generally have gathered a number of personalized memorization methods. Although many argue that memorization does not typically require the complex cognitive processing that increases retention (Sagarra & Alba, 2006),[11] it does typically require a large amount of repetition, and spaced repetition with flashcards is an established method for memorization, particularly used for vocabulary acquisition in computer-assisted language learning. Other methods typically require more time and longer to recall.
Some words cannot be easily linked through association or other methods. When a word in the second language is phonologically or visually similar to a word in the native language, one often assumes they also share similar meanings. Though this is frequently the case, it is not always true. When faced with a false cognate, memorization and repetition are the keys to mastery. If a second language learner relies solely on word associations to learn new vocabulary, that person will have a very difficult time mastering false cognates. When large amounts of vocabulary must be acquired in a limited amount of time, when the learner needs to recall information quickly, when words represent abstract concepts or are difficult to picture in a mental image, or when discriminating between false cognates, rote memorization is the method to use. A neural network model of novel word learning across orthographies, accounting for L1-specific memorization abilities of L2-learners has recently been introduced (Hadzibeganovic & Cannas, 2009).[12]
[edit]The Keyword Method
One useful method to build vocabulary in a second language is the keyword method. When additional time is available or one wants to emphasize a few key words, one can create mnemonic devices or word associations. Although these strategies tend to take longer to implement and may take longer in recollection, they create new or unusual connections that can increase retention. The keyword method requires deeper cognitive processing, thus increasing the likelihood of retention (Sagarra & Alba, 2006).[11] This method uses fits within Paivio’s (1986)[13] dual coding theory because it uses both two verbal and image memory systems. However, this method should only be used with words that represent concrete and imageable things. Abstract concepts or words that do not bring a distinct image to mind are difficult to associate. In addition, studies have shown that associative vocabulary learning is more successful with younger aged students (Sagarra & Alba, 2006).[11] As students advance and age, they tend to rely less on creating word associations to remember vocabulary.

[edit]Controlled vocabulary

Several word lists have been developed to provide people with a limited vocabulary either quick language proficiency or an effective means of communication Basic English (850), Special English (1500 words) and Oxford 3000. The knowledge of 3000 English words provides a comprehension of most of the English language, enough to render one literate.

[edit]See also

[edit]Footnotes

  1. ^ Cambridge Advanced Learners Dictionary
  2. ^ Barnhart, Clarence L. (1968).
  3. ^ The World Book Dictionary. Clarence L. Barnhart. 1968 Edition. Published by Thorndike-Barnhart, Chicago, Illinois.
  4. ^ Miller (1989)
  5. ^ Lenkeit
  6. ^ "Vocabulary". Sebastian Wren, Ph.D. BalancedReading.com http://www.balancedreading.com/vocabulary.html
  7. ^ Lee, Joan (2011). What does txting do 2 language: The influences of exposure to messaging and print media on acceptability constraints (M.A.). University of Calgary. Retrieved 2012-07-21Lay summary.
  8. a b Stahl, Steven A. Vocabulary Development. Cambridge: Brookline Books, 1999. p. 3. "The Cognitive Foundations of Learning to Read: A Framework", Southwest Educational Development Laboratory, [1], p. 14.
  9. ^ E.B. Zechmeister, A.M. Chronis, W.L. Cull, C.A. D'Anna and N.A. Healy, Growth of a functionally important lexicon, Journal of Reading Behavior, 1995, 27(2), 201-212
  10. ^ "Lexical Coverage of Spoken Discourse", Adolphs and Schmitt (2003). http://applij.oxfordjournals.org/content/24/4/425.full.pdf+html
  11. a b c Sagarra, Nuria, & Alba, Matthew. (2006). The Key Is in the Keyword: L2 Vocabulary Learning Methods With Beginning Learners of Spanish. The Modern Language Journal, 90, ii. p. 228-243.
  12. ^ Hadzibeganovic Tarik & Cannas, Sergio A. (2009). A Tsallis' statistics based neural network model for novel word learning. Physica A, 388, pp. 732-746.
  13. ^ Paivio, A. (1986). Mental Representations: A Dual Coding Approach. New York: Oxford University Press.

[edit]

Hobi : Gaming DotA


Defense of the Ancients


Langsung ke: navigasicari
Defense of the Ancients
VariousDotaVersionsv2.jpg
Loading screen DotA Allstars
stabil rilis6.74c / 21 Maret 2012
Sistem operasiMac OS XWindows
JenisMod
Situs web resmihttp://www.playdota.com
Defense of the Ancients (atau disingkat DotA) adalah sebuah custom map (peta buatan) untuk permainan komputer buatan Blizzard berjudul Warcraft III:Frozen Throne, yang dibuat berdasarkan map "Aeon of Strife" dari permainan Blizzard lainnya, StarCraft. Tujuan utama permainan ini adalah untuk menghancurkan "Ancient" musuh, sebuah struktur yang dijaga ketat di pojok kiri bawah atau kanan atas (yang satu untuk sisi sendiri dan yang satu lagi untuk sisi musuh). Kedua sisi yang bertarung adalah The Sentinel (pasukan penjaga) dan The Scourge (pasukan pembinasa). The Sentinel menjaga Ancient bernamaTree of the World (pohon dunia) di pojok kiri bawah, sedangkan The Scourge menjagaAncient bernama Frozen Throne (tahta yang membeku) di pojok kanan atas.
Pemain dapat menggunakan tokoh kuat yang disebut "hero" (pahlawan), dan dibantu oleh pahlawan sekutu dan anak buah—petarung (creep) yang dikontrol oleh AI. Seperti dalampermainan peran (RPG), pemain dapat meningkatkan level tokoh pahlawan mereka dan menggunakan emas untuk membeli perlengkapan selama permainan.[1]
Permainan ini dikembangkan dengan menggunakan World Editor dari permainan Warcraft III: Reign of Chaos, dan diubah dengan dirilisnya The Frozen Throne. Terdapat berbagai konsep dasar, dengan yang paling populer adalah DotA Allstars,[2] yang diurus oleh beberapa pembuat map selama pengembangan. Sejak dirilis, Allstars muncul dalam beberapa turnamen dunia, termasuk BlizzConBlizzard Entertainment dan World Cyber Games Asia, dan juga liga Cyberathlete Amateur dan CyberEvolution.

Daftar isi

  [sembunyikan

[sunting]Pengembangan

Warcraft III adalah permainan ketiga dalam serial Warcraft yang dikembangkan oleh Blizzard Entertainment. Seperti Warcraft II, Blizzard memasukan "world editor" yang memperbolehkan pemain membuat skenario buatan (custom scenario) atau "map" (peta) untuk permainan, yang dapat dimainkan online dengan pemain lain melalui Local Area Network yang berkoneksi Virtual Private Network ataupun melalui Battle.net.[3] Skenario buatan tersebut dapat berupa pembuatan/perubahan terrain, yang dapat dimainkan seperti permainan Warcraft biasa, atau skenario yang baru dengan tujuan, unit, barang dan peristiwa yang berbeda;[3] Defense of the Ancients adalah salah satunya. Permainan ini dibuat oleh pembuat map (mapmaker) yang bernama Eul. Defense of the Ancients adalah skenario buatan yang berdasarkan skenario dalam permainan StarCraft yang dikenal sebagai "Aeon of Strife",[4] dan lebih dikenal dari variasi DotA lainnya..[5] Setelah dirilisnya versi ekspansi Warcraft III: The Frozen Throne yang menambah beberapa fitur baru dalam World Editor, Eul tidak melanjutkan skenario tersebut.[2] Berbagai jenis DotA dibuat berdasarkan versi awal, tetapi Allstars adalah versi yang menjadikan Defense of the Ancients populer; skenario ini dikembangkan oleh pembuat map dengan nama Guinsoo. Setelah versi 6.x, pembuat map lainnya dengan nama IceFrog mengambil alih pengembangan skenario.[2] IceFrog memperbaiki bug dan menambah fitur-fitur baru. Setiap versi yang dirilis disertai dengan changelog.[6] Permainan ini mendapat dukungan kuat dari komunitas melalui forum resmi. Pengguna dapat memasukan ide hero atau barang baru, beberapa akan ditambah kedalam map.[7] Pemain telah mengontribusikan ikon dan deskripsi hero serta membuat karya seni yang ditampilkan ketika map sedang loading, dan usulan untuk perubahan hero atau benda yang ada ditanggapi dengan serius; IceFrog pernah mengubah hero baru dalam waktu kurang dari dua minggu setelah versi baru map dirilis.[8][9][10][11][12] Versi skenario dimana hero musuh dijalankan oleh artificial intelligences (AI) juga telah dirilis.

[sunting]Permainan

Permainan ini terbagi menjadi 2 kelompok yang saling bertempur, yaitu Sentinel dan Scourge. Pemain tim Sentinel memiliki markas yang terletak di pojok kiri bawah, sementara pemain tim Scourge berbasis di pojok kanan atas map. Masing-masing markas dilindungi oleh tower (menara) dan gelombang unit-unit yang menjaga jalur menuju markas mereka. Di pusat markas kedua tim, terdapat "Ancient", yaitu sebuah bangunan yang harus dipertahankan oleh masing-masing tim. Bila Ancient salah satu tim dihancurkan, maka tim itu dinyatakan kalah dan permainan berakhir.
Setiap pemain mengontrol unit yang disebut Hero, sebuah unit kuat dengan berbagai kemampuan yang unik. Dalam Allstars, total Hero yang dapat dipilih mencapai 108 Hero (untuk dota v 6.74c), dan masing-masing memiliki kemampuan, taktik, kelebihan dan kekurangan yang unik dan berbeda satu sama lainnya. Kerjasama tim adalah prioritas utama untuk membawa kemenangan; satu pemain yang sendirian sulit untuk membawa tim menang.Meskipun demikian, ada beberapa Hero yang—bila dimainkan dengan baik dan diberikan cukup banyak waktu untuk meningkatkan level—dapat mengubah jalannya permainan secara signifikan sendirian. Defense of the Ancients dapat dimainkan oleh sepuluh pemain dalam bentuk lima lawan lima dan tambahan dua tempat untuk juri dan pengamat.[2]
Karena permainan ini bergantung pada memperkuat hero individual, tidak diperlukan manajemen sumber daya dan bangunan seperti dalam permainan bergenre real-time strategy.Membunuh unit yang dikontrol komputer memberikan pemain experience points; jikaexperience cukup, pemain dapat mendapatkan level. Naik level menambah ketangguhan hero dan besar damage yang dapat diberikan, dan memperbolehkan pemain meningkatkan kemampuan mereka. Selain mendapat experience, pemain juga mendapatkan sebuah sumber daya: emas. Cara pengumpulan sumber daya dalam Warcraft III diganti dengan sistem mendapatkan uang melalui membunuh musuh. Hero mendapatkan emas dengan membunuh unit, bangunan dan hero musuh.Dengan menggunakan emas, pemain dapat membeli barang untuk memperkuat hero mereka dan mendapatkan kemampuan. Beberapa barang dapat digabungkan dengan resep untuk membuat barang yang lebih kuat. Membeli barang yang cocok untuk suatu hero adalah taktik yang penting dalam permainan ini.
Allstars menawarkan berbagai jenis permainan yang dapat dipilih oleh host (pembuat) permainan pada awal permainan. Jenis permainan menentukan tingkat kesulitan skenario. Jenis-jenis permainan dapat digabungkan (misalnya, tingkat kesulitan mudah dan pemilihan hero yang acak), sehingga menampilkan lebih banyak pilihan.

[sunting]Popularitas

Beberapa orang sedang bermain DotA di sebuah warung internet diIndonesia.
Popularitas Defense of the Ancients terus meningkat. Permainan ini ditampilkan oleh Computer Gaming World dalam penilaian map baru permainan Warcraft III,[13] dan disebut "the ultimateRTS".[14] Allstars menjadi skenario permainan yang penting dalam turnamen, saat setelah debut kemunculannya di konvensi Blizzards BlizzCon tahun 2005.[15] Allstars juga muncul dalamWorld Cyber Games Malaysia dan Singapura dimulai tahun 2005, dan World Cyber Games Asia dimulai dari 2006.[16][17] DotA Allstars kini juga masuk dalam liga Cyberathlete Amateur dan liga CyberEvolution.[18] Permainan ini juga muncul dalam Electronic Sports World Cup (ESWC) 2008;[19][20] Oliver Paradis, manajer kompetisi ESWC, menyatakan bahwa tingkat dukungan komunitas, dan juga pengakuan dunia, adalah alasan mengapa DotA dipilih.[21]
Skenario ini populer di berbagai belahan dunia; di Filipina dan Thailand, jumlah pemain permainan ini sebanyak permainan Counter-Strike.[22][23] Permainan ini juga populer di Swediadan negara-negara Eropa Utara lainnya, dimana lagu yang terinspirasi dari permainan ini, "Vi sitter i Ventrilo och spelar DotA" oleh musisi Swedia Basshunter, mencapai puncak tangga lagu Eropa 2006 pada posisi #116 dan masuk kedalam sepuluh besar tangga lagu di Swedia, Norwegia,[24] dan Finlandia.[25] Turnamen LAN adalah bagian utama dari permainan ini di seluruh dunia,[21] termasuk turnamen di Swedia dan Rusia; namun, karena sedikitnya turnamen dan kejuaraan LAN di Amerika Utara, beberapa tim telah membubarkan diri.[22] Blizzard menunjuk DotA sebagai contoh apa yang dapat dibuat oleh pembuat map yang berdedikasi menggunakan alat buatan pengembang.[26]
Pada Juni 2008, Michael Walbridge, menulis untuk Gamasutra, menyatakan bahwa DotA "adalah permainan mod yang paling terkenal, didiskusikan secara bebas di dunia sebagai non-supported game.".[8] Dengan menunjuk pada komunitas DotA yang dibentuk, Walbridge menyatakan bahwa DotA memperlihatkan permainan itu lebih mudah bagi komunitas permainan untuk diurus, dan merupakan salah satu kekuatan terbesar map ini. Defense of the Ancients juga memengaruhi permainan Demigod yang dikembangkan oleh Gas Powered Games.[27][28]

[sunting]Lihat pula

[sunting]Referensi

  1. ^ Tok, Kevin (2006-01-25). "Defense of the Ancients 101, Page 2"GotFrag. Diakses pada 4 Agustus 2007.
  2. ^ a b c d Lim, Marco. "Hey Now, You're an All-Star..."Starcade: Philstar.com's Official Gaming Site. Diakses pada 1 Maret 2007.
  3. ^ a b Blizzard Entertainment, ed (2002) (dalam bahasa English). Warcraft III World Editor. hlm. 16.
  4. ^ Tok, Kevin (2006-01-25). "Defense of the Ancients 101".GotFrag. Diakses pada 4 Agustus 2007.
  5. ^ Staff (2008-02-18). "Vida: El top 5" (dalam bahasa Español).El Universo. Diakses pada 1 Juli 2008.
  6. ^ Icefrog. "Latest DotA Changelog". GetDota.com. Diakses pada 4 September 2007.
  7. ^ Lim, Marco. "Hey Now, You're an All-Star... Pg. 2". Starcade: Philstar.com's Official Gaming Site. Diakses pada 1 Maret 2007.
  8. ^ a b Walbridge, Michael (2008-06-12). "Analysis: Defense of the Ancients - An Underground Revolution"Gamasutra. Diakses pada 23 Juni 2008.
  9. ^ Icefrog. "DotA Changelog v6.39"getdota.com. Diakses pada 4 Maret 2008.
  10. ^ Stanley, Lau (2006-08-27). "DOTA Loading Screen Wallpaper". Diakses pada 19 Februari 2007.
  11. ^ Icefrog. "DotA Changelog v6.36"getdota.com. Diakses pada 4 September 2007.
  12. ^ "DotA Allstars 6.36 Change Log"elliottback.com. 25 Oktober 2006. Diakses pada 9 Agustus 2007.
  13. ^ Staff (2004-09-01). "WarCraft Maps Go Mod"Computer Gaming World. Diakses pada 12 Agustus 2007.
  14. ^ O'Connor, Frank; Smith, Luke; et al. The Official Bungie Podcast (MP3). Washington: Bungie. Diakses pada 2008-02-27.
  15. ^ Staff (2005). "Blizzcon '05 Tournaments". Blizzard. Diakses pada 5 Agustus 2007.
  16. ^ "About WCG Asian Championships". World Cyber Games. 5 Agustus 2006. Diakses pada 19 Februari 2007.
  17. ^ GamesSync (2008-01-09). "Singapore DotA 2007 report".GamesSync.com. Diakses pada 29 Februari 2008.
  18. ^ "CyberEvolution - Warcraft 3: Defense of the Ancients - Series 1"cevolved.com. Diakses pada 19 Februari 2007.
  19. ^ Banks, James (2008-01-06). "ESWC Gamelist"SK Gaming. Diakses pada 2 Januari 2008.
  20. ^ Saylor, Robby (2008-02-14). "Rwar and Slahser on Current Issues"GotFrag. Diakses pada 6 Maret 2008.
  21. ^ a b Nair, Neha (2008-01-18). "ESWC interview, why DotA?".GotFrag. Diakses pada 7 Maret 2008.
  22. ^ a b Nair, Neha (2007-10-30). "Why Defense of the Ancients? (Pg. 2)"GotFrag. Diakses pada 1 November 2007.
  23. ^ Lim, Marco. "Hey Now, You're an All-Star... Pg. 3"Starcade: Philstar.com's Official Gaming Site. Diakses pada 1 Maret 2007.
  24. ^ "Basshunter - Vi sitter i Ventrilo och spelar DotA".norweigancharts.com. Diakses pada 7 Agustus 2007.
  25. ^ "Bass hunter - Vi sitter i Ventrilo och spelar DotA".finnishcharts.com. Diakses pada 7 Agustus 2007.
  26. ^ Mielke, James (July 2007). "Will Work for Vespene Gas; Ten minutes with StarCraft II lead producer Chris Sigaty". Games for Windows (8).
  27. ^ Purchese, Rob (2008-03-04). "GPG "fairly certain" Demigod will make 08"Eurogamer. Diakses pada 5 Maret 2008.
  28. ^ Paul, Ure (2008-03-04). "Demigod First Look"ActionTrip. Diakses pada 12 Maret 2008.