Results 51 to 60 of about 14,148 (222)

Taxation of Virtual Assets [PDF]

open access: yes, 2008
The development of vast social networks through Massively Multiplayer Online Role-Playing Games has created in-game communities in which virtual assets have real-world values. The question has thus arisen whether such virtual assets are legal subjects of
Wisniewski, Scott
core   +1 more source

Learning in virtual worlds : Using communities of practice to explain how people learn from play [PDF]

open access: yes, 2009
Although there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically what and how people learn from these environments. This paper addresses this issue by exploring
Carr   +11 more
core   +3 more sources

Associations between attention deficit hyperactivity and internet gaming disorder symptoms: Is there consistency across types of symptoms, gender and countries?

open access: yesAddictive Behaviors Reports, 2019
Background: Videogame addiction has been suggested as a tentative disorder in 2013 by the American Psychiatric Association (APA) and was recently officially recognized as a mental health disorder by the World Health Organization (WHO).
Vasilis Stavropoulos   +6 more
doaj   +1 more source

Waiting for a Release: The Expectation in Virtual Gaming Communities

open access: yesJournal of Consumer Behaviour, Volume 25, Issue 2, Page 534-560, March 2026.
ABSTRACT This study examines how virtual gaming communities influence and maintain player expectations before, during, and after a game's release. A mixed‐methods study was conducted, comprising a netnography followed by an experiment. First, a netnographic study was conducted over 12 months, tracking communities to understand player behavior and ...
Lucas Lopes Ferreira de Souza   +4 more
wiley   +1 more source

Metacognition and Self-Scaffolding in MMORPGs: Case Study of an Adolescent Male Gamer [PDF]

open access: yes, 2015
The genre of massively multiplayer online role-playing games has become increasingly popular with adolescent males. While researchers have studied the social aspect of online role-playing games, there is little known about the metacognitive and self ...
Monem, Ruba
core   +1 more source

Videojugadores del League of Legends : el papel de la pasión en el uso abusivo y en el rendimiento [PDF]

open access: yes, 2016
Los juegos Massively Multiplayer Online Role Playing Games (MMORPG) han suscitado preocupación por su potencial adictivo. Los Multiplayer Online Battle Arena (MOBA) son un nuevo género poco estudiado, pero que goza de gran popularidad, en el que prima el
Bertran Martí, Enric   +1 more
core   +2 more sources

Massively multiplayer online games and social capital: A systematic literature review

open access: yesSocial Sciences and Humanities Open
Video gaming has historically been regarded as a pastime with addictive potential and has subsequently been the subject of public scrutiny, in media and academia.
Gilles R. Scheifer, Robin Samuel
doaj   +1 more source

Relational Bleeding, Bending, and Diffraction: Brazilian Transnational Children's Transgressive Digital Play on Roblox

open access: yesChildren &Society, Volume 40, Issue 2, Page 381-390, March 2026.
ABSTRACT This article draws from a one‐year connective ethnographic study that examined Brazilian transnational children's composing practices on a digital gaming platform named Roblox. Building upon research on digital childhoods, transnational childhoods, and play, the authors thought with concepts of relational bleeding, bending, and diffraction to ...
Mariana Lima Becker, Alex Corbitt
wiley   +1 more source

Massively multiplayer online roleplay games for learning [PDF]

open access: yes, 2008
This chapter explores whether massively multiplayer online role-play games (MMORPGs) can be usedeffectively to support learning and training communities.
de Freitas, Sara, Griffiths, M.
core  

More Than Just a Game: How Intrinsic Motivation and Artificial Intelligence‐Enhanced Trading Shape Consumer Well‐Being in Virtual Markets

open access: yesPsychology &Marketing, Volume 43, Issue 2, Page 401-430, February 2026.
ABSTRACT This study aims to enhance our understanding of the factors that predict well‐being in video gaming, a rapidly growing form of entertainment and social engagement. Using self‐determination theory (SDT), the research explores the behaviors of gamer consumers. Data were collected through an online questionnaire.
George Bogdan Drăgan   +4 more
wiley   +1 more source

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