Results 171 to 180 of about 14,148 (222)
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Player Motivations in Massively Multiplayer Online Games
2014 IEEE 14th International Conference on Advanced Learning Technologies, 2014In this paper we explore the motivations of players for engagement in Massively Multiplayer Online Games (MMOGs). We employ a mixed method research (qualitative and quantitative approach) and identify aspects of MMOGs that motivate players, such as the sociability, the achievement, the challenges, the competition, and elements increasing immersion.
Iro Voulgari +2 more
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Conflict and Communication in Massively-Multiplayer Online Games
2015Massively-multiplayer online games (MMOGs) can serve as a unique laboratory for studying large-scale human behaviors. However, one question that often arises is whether the observed behavior is specific to the game world and its winning conditions. This paper studies the nature of conflict and communication across two game worlds that have different ...
Hajibagheri, Alireza +4 more
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A hybrid architecture for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, 2008Many massively multiplayer online games use client-server architectures that have enormous server-side bandwidth requirements. Peer-to-peer game architectures provide better scaling, but open the game to additional cheating, since players are responsible for distributing events and storing state.
Jared Jardine, Daniel Zappala
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Autonomic operation of massively multiplayer online games in clouds
Proceedings of the 2013 ACM Cloud and Autonomic Computing Conference, 2013To support the variable load of Massively Multiplayer On-line Games (MMOGs) with millions of registered users and thousands of active concurrent players, game operators over-provision a large static infrastructure capable of sustaining the peak load with guaranteed Quality of Service (QoS).
Vlad Nae, Radu Prodan, Alexandru Iosup
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Identity in massively multiplayer online games
Proceedings of the 10th International Conference on Information Integration and Web-based Applications & Services, 2008This research expands on the work of Goffman (1959) in seeking to examine how players of Massively Multiplayer Online games (MMOs) use virtual environments as a mechanism to explore their own offline identity, through the use of multiple characters and gender swapping.
Alex Meredith +2 more
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A Framework for Massively Multiplayer Online Game Content Generation
2016 IEEE 30th International Conference on Advanced Information Networking and Applications (AINA), 2016In this paper we present a framework for the generation of content for massively multiplayer online games (MMO). We study several MMO games in order to understand common properties and present an open framework that aims to ease the development of content for this type of games by reducing developer effort and storage requirements. A consequence is the
Tiago Alves, Jorge Coelho 0001
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Cloud gaming: a green solution to massive multiplayer online games
IEEE Wireless Communications, 2014Advanced video gaming is a computationally intensive application. Sophisticated graphics renderings are employed in computer games to produce realistic scenes and smooth actions. As a result, video gaming often requires powerful hardware that is beyond the capability of many mobile devices or even personal computers.
Chuah, Seong-Ping +2 more
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Modeling Cloud gaming experience for Massively Multiplayer Online Games
2016 13th IEEE Annual Consumer Communications & Networking Conference (CCNC), 2016Massively Multiplayer Online Games (MMOG) keeps attracting a large number of players. To sustain the increasing number of gamers, MMOG infrastructure have switched nowadays to Cloud computing paradigm, which can offer to the game service providers as well as to the end users a scalable and an affordable access to the infrastructure required to support ...
Eya Dhib +3 more
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The Evolution of Interaction Networks in Massively Multiplayer Online Games
Journal of the Association for Information Systems, 2010This article examines the co-evolution of players’ individual performance and their interaction network in a Massively Multiplayer Online Game (MMOG). The objective is to test whether the application of theories from the real world is valid in virtual worlds. While the results indicate that the structural effects and demographic variables active in the
Putzke, Johannes +3 more
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A load balancing scheme for massively multiplayer online games
Multimedia Tools and Applications, 2009In a distributed MMOG (massively multiplayer online game) server architecture, the server nodes may become easily overloaded by the high demand from the players for state updates. Many works propose algorithms to distribute the load on the server nodes, but this load is usually defined as the number of players on each server, what is not an ideal ...
Carlos Eduardo Benevides Bezerra +1 more
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