Results 61 to 70 of about 14,148 (222)
How Strangers Fall in Love in Games: Affective Infrastructures and Platformed Intimacy in China
In the platformized era, digital games have become key arenas for romantic connection, yet their role in shaping intimacy between strangers remains underexplored. This study examines how such relationships are initiated, developed, and evaluated in Honor
Meng Wang
doaj +1 more source
Cet article élabore une nouvelle structure pour permettre d’étudier les jeux (games) comme des lieux de rationalisation sociale, en appliquant la théorie critique de la technologie de Feenberg.
Sara M. Grimes, Andrew Feenberg
doaj +1 more source
Trouble in Watopia: Negotiating Community Wellbeing and Cheating in Zwift eSports Cycling
This article examines Zwift (2015), a massively multiplayer online game that uses an indoor trainer to connect one’s bicycle to a virtual world. Using the trainer’s various sensors, the game translates speed, cadence, and power data into the movement of
Sarah Thorne
doaj +1 more source
Mom, Dad It’s Only a Game! Perceived Gambling and Gaming Behaviors among Adolescents and Young Adults: an Exploratory Study [PDF]
Gambling and gaming are increasingly popular activities among adolescents. Although gambling is illegal in Portugal for youth under the age of 18 years, gambling opportunities are growing, mainly due to similarity between gambling and other technology ...
Alexandre, J, Calado, F, Griffiths, MD
core +2 more sources
An evaluation of checkpoint recovery for massively multiplayer online games [PDF]
Massively multiplayer online games (MMOs) have emerged as an exciting new class of applications for database technology. MMOs simulate long-lived, interactive virtual worlds, which proceed by applying updates in frames or ticks, typically at 30 or 60 Hz.
Marcos Antonio Vaz Salles +6 more
openaire +1 more source
ABSTRACT Historically videogames were simplistic, offering only a few ways to play a game, with limited chances to interact with others unless they were sitting next to you. This simplicity led videogame research to often use a simple approach of measuring how one variable affected another.
Patrick J. Ewell
wiley +1 more source
Analysis of context dependence in social interaction networks of a massively multiplayer online role-playing game. [PDF]
Rapid advances in modern computing and information technology have enabled millions of people to interact online via various social network and gaming services.
Seokshin Son +5 more
doaj +1 more source
In-game Social Interaction and Gaming Disorder: A Perspective From Online Social Capital
Background and Aims: Social interaction in the online games has been found to predict gaming disorder, but little research has examined the mechanism of this association.
Shupeng Heng +3 more
doaj +1 more source
The phenomenon of online gaming, particularly its effects, has been the subject of numerous scholarly studies. League of Legends (LoL) is a game that has attracted a lot of attention due to its widespread appeal and impact on players and is a leading example of the multiplayer online battle arena (MOBA) genre.
Mirko Duradoni +12 more
wiley +1 more source
Fictional videogames as framing devices
In this paper, I argue that the use of fictional Massively Multiplayer Online games (MMOs) as framing devices serves as a reflexive narrative tool that suggests an understanding of MMOs as spaces with their own internal rules of communication. To do this,
Julián Gutiérrez Carrera
doaj +1 more source

