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.
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Showing 1 to 20 of 43 for “"Online Gaming"”.
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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 …
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Measurement and Enhancement of Cloud-based Online Gaming Systems
Cloud gaming refers to the technologies that offload parts of game software from traditional game consoles to powerful and elastic cloud infrastructure. This design effectively shifts the game system requirements as well as the necessary computational workload to remote cloud platforms and thus has …
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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 …
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Outside gaymers: queerness, and race in online gaming culture in South Africa
… what experimentation and expression look like in online worlds with their assumed endless potentiality. I examine how gender is expressed and experimented within virtual gaming spaces that are simultaneously considered "safe" and where cyberviolence against marginalised groups is nonetheless …
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Online Usage Among College Students: A Comparison of Online Gaming and Facebook Users
… patterns of use and perceived consequences of online gaming and Facebook. In Study 1, 38 male and 31 female participants completed measures examining online gaming usage, whereas Study 2 included 24 male and 75 female participants who were asked to complete measures examining Facebook usage. …
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The value chain in the Asian online gaming industry: a case study of Taiwan
… examines the changing nature of the Asian online gaming industry and the position of Taiwan in the regional market. The evidence used was gathered through fieldwork conducted in Taiwan, Beijing and Shanghai from January to October in 2007. Firstly, it explores the situation from the …
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AN EXAMINATION OF SOCIAL ANXIETY, RELATIONSHIP SUPPORT, SELF-ESTEEM, PERSONALITY TRAITS, AND MOTIVATIONS FOR ONLINE GAMING AND INTERNET USAGE
… information seeking, entertainment and online gaming. Participants were 258 undergraduate college students (142 males, 116 females) at a Midwestern University, who identified as predominantly European-American (48.1%) or African-American (37.6%). Students completed self-report …
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Online misogynistic harassment and response rhetoric: A case study of Anita Sarkeesian and her harassers
Online misogynistic harassment has created both a degrading and violent space for many people who have social media profiles. Even though social media platforms have started to update their rules regarding content and engagement expectations, harmful ideologies such as misogyny continue to flourish …
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The Gaming Experience: a Mixed Methods Study on Physiological and Psychological Responses to League of Legends Gameplay
As the world becomes increasingly dependent on online interactions, it is important to understand how such communication affects mental and physical well-being. While some hold that increased online activity increases social distance, others find that online communities can help enable sociability. …
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Spellbound : an activity-based outdoor mobile multiplayer game
… real world but can be logistically difficult. Online gaming allows people to play together despite physical distances and differences in time zones. Players enjoy new experiences in awe-inspiring interactive worlds while effectively inactive. This project is a physically active outdoor social …
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Strategies and Behaviors of Cyber Deviance and Internet Trolling
… trolls may not be deviant in the sense of harsh online crimes, trolls do cause problems within online communities. Jonathan Bishop (2014) and Whitney Phillips (2015) have developed a foundation of internet troll research. Bishop (2014) studied the behaviors of trolls, while Philips (2015) …
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A Virtual View of Occupation: Transactionalism in MMORPGs
<p>To date, most research on massive multiplayer online role-playing games (MMORPGs) has focused on the effects playing MMORPGs has on players’ health and wellness. The virtual environment of MMORPGs has yet to be explored as a space where meaningful occupations occur. This qualitative study …
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Essays On Dynamic Updating Of Consumer Preferences
… and consumption experiences, particularly in online media. Using three unique datasets from different domains, we address specific ways in which firms can use rich information about their customers' behaviors to improve (1) the visual display of products on a webpage in online shopping, (2) …
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Three essays on monetary economics
… emergence of money through the observation of an online gaming economy. The results show that, while most of the observations were identical to Menger's theories, one interesting difference has emerged due to modern day technology and communication tools. Menger suggested that the creation of …
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"Now Imagine You're One of Them": Using Serious Games to Induce Identification with Out-Groups
… out-group, particularly through the use of online games. <em>Spent</em> is an online, point-and-click game that places users in the role of the working poor. <em>Spent</em> was used to test the potential of serious or prosocial games to increase players’ identification with a group of people …
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A dynamic approach to social interaction: Synthetic immersive environments & Spanish pragmatics.
… this study investigates the role that online immersive spaces, specifically, synthetic immersive environments (SIEs), can play in enhancing advanced language learners' pragmatic performance (i.e., their ability to perform requests and apologies in Spanish). SIEs are engineered spaces …
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Social Influence and Willingness to Pay for Online Video Games
… motivate individuals' willingness-to-pay for online content. One factor from the marketing literature which has been argued to affect consumer behavior is social influence. The purpose of this research is to investigate the effect of the three levels of social influence, micro-, meso-, and …
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