Optimal configuration of active and backup servers for augmented reality cooperative games [PDF]
Interactive applications as online games and mobile devices have become more and more popular in recent years. From their combination, new and interesting cooperative services could be generated.
Bujari, Armir +2 more
core +1 more source
The Value of Virtual Assets – The Role of Game Characters in MMOGs [PDF]
Game character, or avatar, acts as the nexus of virtual assets that the player collects and produces while exploring online game worlds. What is the value of this virtual identity in the online game community? Furthermore, what are the components of play
Manninen, T., Kujanpää, T.
doaj
Service Oriented Paradigm for Massive Multiplayer Online Games [PDF]
In recent times Massive Multiplayer Online Game has appeared as a computer game that enables hundreds of players from all parts of the world to interact in a game world (common platform) at the same time instance. Current architecture used for MMOGs based on the classic tightly coupled distributed system.
openaire +2 more sources
Into the virtual worlds: conceptualizing the consumer‐avatar journey in virtual environments
Abstract As digital representations of human controllers, consumer‐avatars play a pivotal role in enabling immersive consumer experiences in virtual environments. Despite their significance in digital marketing research, the literature on consumer‐avatars is highly fragmented and lacks comprehensive analysis across studies.
Yue Peng, Kirsten Cowan, Joel Lo Ribeiro
wiley +1 more source
From Trend Analysis to Virtual World System Design Requirement Satisfaction Study
Virtual worlds have become global platforms connecting millions of people and containing various technologies. The development of technology, shift of market value, and change of user preference shape the features of virtual worlds.
Cai, Hongming +5 more
core +1 more source
The use of interactive multi-player games to enhance second language acquisition of both Mandarin and English [PDF]
MMORPG have become a popular area of language acquisition research, raising the question of whether games and education can be effectively combined to create a game based on research that has education within its core yet still presents as an engaging ...
Dempster, Euan W., Harbord, Charly
core
Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games [PDF]
In this work we explore cyberbullying and other toxic behavior in team competition online games. Using a dataset of over 10 million player reports on 1.46 million toxic players along with corresponding crowdsourced decisions, we test several hypotheses ...
Blackburn, Jeremy +2 more
core +1 more source
Using massively multiplayer online role playing games (MMORPGs) to support second language learning: Action research in the real and virtual world [PDF]
Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also for education.
Kongmee, Isara +3 more
core
Relationship of Internet gaming disorder with dissociative experience in Italian university students
The purpose of this study was twofold: (a) to investigate the prevalence of Internet gaming disorder (IGD) among Italian university students and (b) to explore the associations between the former and dissociative phenomena.
Concetta De Pasquale +2 more
doaj +1 more source
A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game
Massively multiplayer online games (MMOGs) have been known to create rich and versatile social worlds for thousands of millions of players to participate.
Tiffany Y. Tang +7 more
doaj +1 more source

