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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 39 for “"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

    … 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. Part 1 argues that …

    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. Enabling seamless wide area migration of online games

    Highly interactive network applications such as online games are rapidly growing in popularity and make up a multi-billion dollar industry. However, they remain challenging for game providers to support due to their inherent need for low latency, unpredictability in workloads, the need to support …

    uiuc Repository record for Enabling seamless wide area migration of online games (opens in a new tab)

  5. The presentation of self in Massively Multiplayer Online games

    … 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 offline lives and for those …

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

  6. Kid's Survey Network : teaching data literacy with multiplayer online games

    … Today's youth have grown up accustomed to video games and online social networking as standard elements of life. In contrast, many people of all ages today do not have a good grasp of data literacy. Many people simply do not understand statistics, charts, graphs and other survey data, which are …

    mit Repository record for Kid's Survey Network : teaching data literacy with multiplayer online games (opens in a new tab)

  7. Visual Attention in Dynamic Environments and its Application to Playing Online Games

    … We implement a subset of CPs for playing online video games in real time using only visual input. Two commercial closed-source games - Canabalt and Robot Unicorn Attack - are used for evaluation. Their simple gameplay and minimal controls put the emphasis on reaction speed and attention …

    york Repository record for Visual Attention in Dynamic Environments and its Application to Playing Online Games (opens in a new tab)

  8. Modeling player self-representation in multiplayer online games using social network data

    … and interactions with other players. Multiplayer online games are now often integrated with social networks that provide social contexts in which player-to-player interactions take place, such as conversation and trading of virtual items. Building upon a theoretical framework based in machine …

    mit Repository record for Modeling player self-representation in multiplayer online games using social network data (opens in a new tab)

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

    … 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 six factors that …

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

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

    … 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, with a massive level …

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

  11. Accurate Player Modeling and Cheat-Proof Gameplay in Peer-to-Peer Based Multiplayer Online Games

    … 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 addition, we break down …

    denver Repository record for Accurate Player Modeling and Cheat-Proof Gameplay in Peer-to-Peer Based Multiplayer Online Games (opens in a new tab)

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

    … 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 the MMOG are situated …

    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)

  13. Investigating the Factors That Contribute to In-App Purchases in Online Gaming:The Stimulus-Organism-Response Model

    Advancements in online payment mechanics has revolutionised the monetisation of online games. One such method known as In-App Purchases (IAPs) - small purchases of virtual goods for real world currencies, has become a popular method of increasing the profitability of online games. In-App Purchases …

    cape-town Repository record for Investigating the Factors That Contribute to In-App Purchases in Online Gaming:The Stimulus-Organism-Response Model (opens in a new tab)

  14. Hubungan antara kecanduan game online dengan motivasi belajar pada siswa laki-laki kelas VII SMPN 13 Malang

    … sendiri. Diantaranya berasal dari bermain game online. Bermain game bisa menjadi salah satu faktor yang dapat mempengaruhi motivasi belajar. Siswa yang berada di SMPN 13 malang ini tidak hanya mndapatkan motivasi melalui guru atau bahkan temannya, mereka juga mendapatkan motivasi dengan bermain …

    malang Repository record for Hubungan antara kecanduan game online dengan motivasi belajar pada siswa laki-laki kelas VII SMPN 13 Malang (opens in a new tab)

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

    … 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 using virtual worlds as a …

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

  16. Sprite tracking in two-dimensional video games

    … information from two-dimensional video games. The bulk of existing research is designed to work on real-world images, and thus makes assumptions about the world that do not translate to synthetic, stylized environments. Processing video game footage has promising applications in …

    mit Repository record for Sprite tracking in two-dimensional video games (opens in a new tab)

  17. Design and Measurement of a Real-Time Peer-to-Peer Game

    Currently, multiplayer online games use the client-server architecture which is very resource intensive, expensive, and time consuming. Peer-to-peer protocols are a less resource intensive alternative to the client-server model. We implement a peer-to-peer protocol called NEO in a multiplayer game …

    byu Repository record for Design and Measurement of a Real-Time Peer-to-Peer Game (opens in a new tab)

  18. Mastery and the mobile future of massively multiplayer games

    … 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 ourselves. MMOs motivate …

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

  19. A commodity trusted computing module

    … to mobile agents, peer-to-peer multiplayer online games, and anonymous offline payments.

    mit Repository record for A commodity trusted computing module (opens in a new tab)

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