Global ETD Search
Search theses and dissertations gathered from participating repositories worldwide. Every result links back to the library that holds it. No account is needed.
Results
Showing 1 to 16 of 16 for “"Massively multiplayer online role-playing games"”.
-
Bootstrapping Massively Multiplayer Online Role Playing Games
<p>Massively Multiplayer Online Role Playing Games (MMORPGs) are a prominent genre in today's video game industry with the most popular MMORPGs generating billions of dollars in revenue and attracting millions of players. As they have grown, they have become a major target for both technological …
-
Experiences of Playing Massively Multiplayer Online Role-Playing Games: A Phenomenological Exploration
… analysis of the experience of being engaged in a massively multiplayer online role-playing game (MMORPG). These games have become increasingly popular over the past decade and have earned the reputation of being highly engrossing or even addicting. In this study, five long-term players were …
-
Development of English as a Second Language in the Context of Massively Multiplayer Online Role-playing Games
… the affordances of commercially developed massively multiplayer online (role-playing) games (MMOGs) for second language (L2) development. It comprises three self-contained but related studies. The first study, as a scoping review, synthesized 32 empirical papers, which investigated …
-
A gender-bending jelenség vizsgálata a nemi sztereotípiák és a nemi identitás függvényében
Az MMORPG-k (Massively Multiplayer Online Role-Playing Games), azaz a sokszereplős online szerepjátékok széleskörű elterjedtségének köszönhetően számos sztereotipikus nézet alakult ki a játékosokkal kapcsolatban, melyek egy része a felhasználók neméhez köthető. Az ilyen típusú játékokban azonban …
-
Exploring problematic online gaming: A qualitative approach
<p>Online gaming, specifically Massively Multiplayer Online Role-Playing Games (MMORPGs), has become a very popular pastime and often is the subject of scrutiny in the literature regarding problematic play. This study aimed to develop a better understanding of problematic online gaming by …
-
Playing Pirates: The Construction of Shared Fantasy and Identity Performance in theRenaissance Festival Subculture
… science fiction fandom and conventions, massively-multiplayer online role playing games (MMORPGs), live action role playing (LARP), historical reenactment societies, and even other festival settings in which an alternate, non-normative identity is expressed. The participatory element of …
-
Gamemania: What Makes A Virtual Existence So Seductive?
… to have the highest addiction potential - online video games. Massively multiplayer online role playing games (MMORPGs), such as World of Warcraft, have been described by users and popular press as "heroinware" and "maddeningly addictive." This study investigates the drivers behind the …
-
Accurate Player Modeling and Cheat-Proof Gameplay in Peer-to-Peer Based Multiplayer Online Games
… and models of the virtual populations in popular Massively Multiplayer Online Role-Playing Games (MMORPGs). Our results show that, amongst several MMORPGs with very different play styles, the patterns of behaviors are consistent and can be described using a common set of models.</p> <p>In …
-
Problem video game playing, self esteem and social skills: an online study
… relationships between problem video game playing, self-esteem and social skills in an adult sample. Via the internet, 621 (560 male) primarily Australian participants completed three scales: the Rosenberg Self-Esteem Scale, the multidimensional Social Skills Inventory and Problem Video …
-
Online gaming and addiction: a psychosocial investigation using mixed methods
Online virtual worlds known as Massively Multiplayer Online Role-Playing Games (MMORPGs) have gained increased popularity over the last decade. MMORPGs provide a sophisticated environment that enables complete immersion within the virtual world to the extent that it may become an alternative …
-
Game Appropriation: Where does the gamer fit?
The socio-technological transformation of digital games means that they are no longer single-player, co-located game experiences but instead are multiplayer socially-oriented ones (e.g. World of Warcraft). This change underpins the central concern of this thesis, to understand game appropriation …
-
PREDICTORS AND CORRELATES OF VIDEOGAME ENGAGEMENT AND VIDEOGAME ADDICTION
Since the late 1960s, videogames have become a staple of American culture. Currently, Massively Multiplayer Online Role-Playing Games (MMORPGs), which allow players to operate in a fantasy world through an avatar or character of their choice, are among the most popular videogames. Even though …
-
The cognitive, physiological and behavioural indicators of excessive and regular video gaming
… found in addiction, in gamers of the popular massively multiplayer online-role playing games (MMORPGs). The results indicated a clear attentional bias in excessive MMORPG gamers but not in highly engaged or non-MMORPG gamers, consistent with previous research investigating attentional bias in …
-
The cognitive, physiological and behavioural indicators of excessive and regular video gaming
… found in addiction, in gamers of the popular massively multiplayer online-role playing games (MMORPGs). The results indicated a clear attentional bias in excessive MMORPG gamers but not in highly engaged or non-MMORPG gamers, consistent with previous research investigating attentional bias in …
-
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 …