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Showing 1 to 10 of 10 for “"MMOG"”.

  1. To Play or Not to Play: Non/Participation in Eve Online

    … (EVE), a massively multiplayer online game (MMOG) known for its difficult learning curve and homogenous community as a case study, I conducted an investigation of who does/does not play this particular game and their stated reasons for playing or not. I argue that while EVE is positioned in …

    york Repository record for To Play or Not to Play: Non/Participation in Eve Online (opens in a new tab)

  2. Discovering the virtual fingerprint: Analyzing embodiment, immersion, and player personality in video games

    … in massively multiplayer video games (MMOGs), in particular how players become immersed in a virtual world. Immersion is a focal point in the gaming experience in which players communicate directly with the digital medium. Scholarship has argued that games have specific immersive …

    emich Repository record for Discovering the virtual fingerprint: Analyzing embodiment, immersion, and player personality in video games (opens in a new tab)

  3. Dynamics in large scale networks

    … in the massively multiplayer online game (MMOG) Planetside 2. We are particularly interested in removal patterns in these networks. Our main finding is that in both of these networks the nodes which are most commonly removed are minor near isolated nodes. We also investigate the process of …

    brock Repository record for Dynamics in large scale networks (opens in a new tab)

  4. The Expression and Constraint of Human Agency Within the Massively Multiplayer Online Games of World of Warcraft and Eve-Online: a Comparative Case Study

    … and nonhuman means by which human agency in MMOGs (Massively Multiplayer Online Games) is governed and negotiated. In this thesis a theoretical framework incorporating three theoretical perspectives is adopted to cope with the composite virtual, technical, and social 'spaces' of MMOGs. The …

    maynooth Repository record for The Expression and Constraint of Human Agency Within the Massively Multiplayer Online Games of World of Warcraft and Eve-Online: a Comparative Case Study (opens in a new tab)

  5. Identificando indicadores de economias virtuais para melhorar aquisição, retenção e monetização : uma aplicação aos MMOGs

    … em um Massive Multiplayer Game (MMOG) comercial que durou dois semestres (no primeiro semestre antes e segundo semestre após a introdução dos indicadores), antes da pandemia do Covid-19. Neste período, foram monitorados 416 mil jogadores, com médias diárias de 8,4 mil jogadores …

    brazil-ufpe Repository record for Identificando indicadores de economias virtuais para melhorar aquisição, retenção e monetização : uma aplicação aos MMOGs (opens in a new tab)

  6. Peer-to-peer interactive 3D media dissemination in networked virtual environments

    … such asMassively Multiplayer Online Games (MMOG), while others implement more of foundational frameworks which are not necessarily applications per se, but form platforms to create applications. The latter type of NVEs is referred to as metaverses. One of the premier examples of the latter …

    nus Repository record for Peer-to-peer interactive 3D media dissemination in networked virtual environments (opens in a new tab)

  7. Gauging Training Effectiveness of Virtual Environment Simulation Based Applications for an Infantry Soldier Training Task

    … and social gaming experience offered by the MMOG (Massively Multiplayer Online Game) and the VWT (Virtual World Technology). Altogether, these classes of games have the potential to teach leadership skills, social acclimation skills, cultural awareness and practice skills, and critical …

    ucf

  8. Social interactions of computer games : an activity framework

    … in a Massively Multi-player Online Game (MMOG). As a conclusion, the framework has expanded conventional game studies by emphasising the socio-cultural context. It provides a different perspective on analysing computer games particularly the social aspects of gaming. Game researchers could …

    city-london Repository record for Social interactions of computer games : an activity framework (opens in a new tab)

  9. Real economics in virtual worlds: a massively multiplayer online game case study: Runescape

    This thesis explores economic aspects of virtual worlds by focusing on a specific massively multiplayer online role-playing game, RuneScape. In particular, it examines the similarities and differences between the virtual economics and real world economics, the economic understanding of RuneScape …

    gatech Repository record for Real economics in virtual worlds: a massively multiplayer online game case study: Runescape (opens in a new tab)