He is one of more than 12 million subscribers, according to the wow gold game's creator, Blizzard Entertainment. As a concerned parent, I know all the statistics: doctors claim anywhere from 10% of the population to 40% of wow gold players are addicted to online games, hundreds of millions of dollars are spent on WoW gold every year, and people remain sedentary and glued to a computer for hours on end. However, rather than continuing to begrudge my son's wow gold habit, I decided to learn more about it. Given the strong community aspect of WoW gold and the level of commitment players maintain, I was fascinated by the choreographic aspects of this technologically interactive platform -- outside of the game itself. I wanted to see if there were elements of this structured collaboration that I could apply to an on-going quest to challenge the wow gold to grow and thrive.
Community Engagement: First, you can play the game as a solo player, but you can also join a group and go on raids together, engage in teamwork, and build your collective effectiveness in the game. Also, before new realms are available to the public, they are tested by WoW gold players. This serves the double purpose of exciting people about new aspects of the game, and testing/tweaking this new WoW gold product prior to the official release. Players who participate in the test feel a part of the end result, and players in general come to trust the product because they know (the quality of) people who have tested it.
For a very long time we have focused on "educating audience" about dance -- how to see, experience, and appreciate the art form. This will not work in today's world. Nor would it have worked in the performing arts world that preceded Louis IX's influence. Art came from the people and was easily understood by the people -- it was built for pubic consumption and participation. By actively listening to the needs of our communities we: 1) become trusted resources, 2) use our creative talents to fuse our vision with a collective desire, and 3) make our jobs easier -- because we can spend time on sell-able programs.