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Showing 1 to 11 of 11 for “"Massively multiplayer online games"”.

  1. Role Recognition in Massively Multiplayer Online Games

    In massively multiplayer online games, players have developed ways to organize themselves into roles so that they can work together to overcome the obstacles encountered in the game. This thesis explores the idea of these socially created roles, describes methods for characterizing roles in video …

    wfu Repository record for Role Recognition in Massively Multiplayer Online Games (opens in a new tab)

  2. A Phenomenological Analysis of Massively Multiplayer Online Games

    … conducts a phenomenological analysis of Massively Multiplayer Online Games (MMOGs) – networked computer applications that thousands of people play simultaneously using avatars to interact with one another and with computer-controlled entities within a game-world typically rendered in 3D. …

    toronto-retro Repository record for A Phenomenological Analysis of Massively Multiplayer Online Games (opens in a new tab)

  3. Dynamic Load Balancing for Massively Multiplayer Online Games

    … years, there has been an important growth of online gaming. Today’s Massively Multiplayer Online Games (MMOGs) can contain millions of synchronous players scattered across the world and participating with each other within a single shared game. Traditional Client/Server architectures of MMOGs …

    liverpool-jm Repository record for Dynamic Load Balancing for Massively Multiplayer Online Games (opens in a new tab)

  4. The presentation of self in Massively Multiplayer Online games

    This thesis examined the presentation of self in Massively Multiplayer Online games, to investigate how players create and maintain versions of self in these environments. Key research questions concerned the motivation for engaging in these behaviours, the impact of such activities on their …

    nott-trent Repository record for The presentation of self in Massively Multiplayer Online games (opens in a new tab)

  5. Customer research, customer-driven design, and business strategy in Massively Multiplayer Online Games

    … how the relationships between the customers of Massively Multiplayer Online Games (MMOGs) shape customer experience, and can be used to diminish customer churn and improve customer life expectancy, two critical drivers for any subscription-based business model. MMOGs are a very complex product, …

    mit Repository record for Customer research, customer-driven design, and business strategy in Massively Multiplayer Online Games (opens in a new tab)

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

    … 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 spaces of …

    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)

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

    … 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 players and the possibility of …

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

  8. Mastery and the mobile future of massively multiplayer games

    … design opportunities do we create when we extend massively multiplayer online games (MMOs) to cell phones? MMOs allow us to create representations of our own increasing mastery, and mobile gives us better access to this mastery and allows us to integrate it more fully into the ways we see …

    mit Repository record for Mastery and the mobile future of massively multiplayer games (opens in a new tab)

  9. Playing Ethnography: A study of emergent behaviour in online games and virtual worlds

    … game design and emergent social behaviour in massively multiplayer online games and virtual worlds. This thesis argues for a legitimisation of the study of ‘communities of play’, alongside communities perceived as more ‘serious’, such as communities of interest or practice. It also identifies …

    arts-london Repository record for Playing Ethnography: A study of emergent behaviour in online games and virtual worlds (opens in a new tab)

  10. Social play in competitive contexts. Exploring community, sociability and sociality through team-based competitive video games, relating activities and spaces

    … and diverse social and communal worlds of MMOs (massively multiplayer online games) and MMORPGs (massively multiplayer online role playing games). Research has delved into the exploration and examination of such spaces and its inhabitants and players and shown the rich socio-cultural virtual …

    abertay Repository record for Social play in competitive contexts. Exploring community, sociability and sociality through team-based competitive video games, relating activities and spaces (opens in a new tab)

  11. Distributed virtual environment scalability and security

    … years. The most widely deployed DVEs are network games such as Quake, Halo, and World of Warcraft (WoW), with millions of users and billions of dollars in annual revenue. Deployed DVEs remain expensive centralized implementations despite significant research outlining ways to distribute DVE …

    cambridge Repository record for Distributed virtual environment scalability and security (opens in a new tab)