Results 211 to 220 of about 68,704 (263)
Practical applications of gamification in patient-centered outcomes research and digital health, and its acceptance in clinical trials. [PDF]
Hartford C +5 more
europepmc +1 more source
Brain Structural Covariance Networks in Long-Term First-Person Shooter and Multiplayer Online Battle Arena Players: Cross-Sectional Study. [PDF]
Lin Z, Jiao F, Ma Y, Zhuang J, Liu Y.
europepmc +1 more source
"Bionopoly" as a Gamechanger? Effects of Gamification on Learning Success, Motivation and Activation Among Medical Students in a Biochemistry Course. [PDF]
Stapfer E +3 more
europepmc +1 more source
Cortical Structure Alterations in Young People With Mild Internet Gaming Disorder. [PDF]
Mei B +7 more
europepmc +1 more source
A gamified approach to burn education among Brazilian youth: The "Burn Game" pilot study. [PDF]
Gonçalves FGA +9 more
europepmc +1 more source
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IEEE Security & Privacy Magazine, 2007
Online games have taken the computer world by storm. Gaming has always been (and remains) a prime driver of PC technology, with deep penetration into the consumer market. Online games especially massively multi-player online role-playing games (MMORPGs) suffer from such security problems.
Gary McGraw 0001, Greg Hoglund
openaire +1 more source
Online games have taken the computer world by storm. Gaming has always been (and remains) a prime driver of PC technology, with deep penetration into the consumer market. Online games especially massively multi-player online role-playing games (MMORPGs) suffer from such security problems.
Gary McGraw 0001, Greg Hoglund
openaire +1 more source
IEEE/ACM Transactions on Networking, 2010
Online games are a rapidly growing Internet application. In order to run a successful online game, game companies and game infrastructure providers must properly manage game workloads and content so that they can maximize player satisfaction while minimizing their own costs.
Chris Chambers +4 more
openaire +1 more source
Online games are a rapidly growing Internet application. In order to run a successful online game, game companies and game infrastructure providers must properly manage game workloads and content so that they can maximize player satisfaction while minimizing their own costs.
Chris Chambers +4 more
openaire +1 more source
Online Game Marketplace for Online Game Virtual Item Transaction
2019 8th International Congress on Advanced Applied Informatics (IIAI-AAI), 2019This paper trying to create something new regarding the online game marketplace for producing an integrated marketplace with several combined genre and categories of games. The primary purpose of this research is to develop e-commerce for online games and explain the benefit that people can get from it.
Randy Rachmadi +5 more
openaire +1 more source
Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7, 2009
This paper reports on the preliminary findings of a study examining the nature of rules in the online multiplayer game modification Defense of the Ancients (DotA). It was found that players use numerous truce calls (categorised broadly as fainties, parlay, pax and cheap) to negotiate rules or the maintenance of 'fair play' in a game. The possibility of
openaire +1 more source
This paper reports on the preliminary findings of a study examining the nature of rules in the online multiplayer game modification Defense of the Ancients (DotA). It was found that players use numerous truce calls (categorised broadly as fainties, parlay, pax and cheap) to negotiate rules or the maintenance of 'fair play' in a game. The possibility of
openaire +1 more source

