Results 71 to 80 of about 14,148 (222)

Gamification in Stomatherapy: Virtual Game for Pressure Injury Care

open access: yesInternational Journal of Telemedicine and Applications, Volume 2026, Issue 1, 2026.
Introduction Pressure injuries are injuries caused by reduced blood circulation over regular and repetitive periods when applying pressure to a specific area of the body. This incident requires daily prevention and health promotion to prevent its occurrence.
Kamila Mendes Malheiros   +9 more
wiley   +1 more source

A cross-genre study of online gaming: player demographics, motivation for play, and social interactions among players [PDF]

open access: yes, 2012
One key limitation with the contemporary online gaming research literature is that much of the published research has tended to examine only one genre of games (i.e., Massively Multiplayer Online Role Playing Games).
Ghuman, D, Griffiths, MD
core  

Impulsivity in Multiplayer Online Battle Arena gamers: preliminary results on experimental and self-report measures [PDF]

open access: yes, 2016
Background and aims: Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing Games and First-Person Shooter games.
Bickel   +43 more
core   +1 more source

Measuring social dynamics in a massive multiplayer online game [PDF]

open access: yesSocial Networks, 2010
Quantification of human group-behavior has so far defied an empirical, falsifiable approach. This is due to tremendous difficulties in data acquisition of social systems. Massive multiplayer online games (MMOG) provide a fascinating new way of observing hundreds of thousands of simultaneously socially interacting individuals engaged in virtual economic
Michael Szell, Stefan Thurner
openaire   +2 more sources

Gamifying anatomy outreach: An underexplored opportunity

open access: yesAnatomical Sciences Education, Volume 18, Issue 12, Page 1359-1372, December 2025.
Abstract This article explores the underutilized potential of incorporating gamified approaches into anatomy outreach initiatives. While gamification and game‐based learning approaches have been widely adopted in formal educational settings, there is a surprising lack of research on their application for community‐based public engagement with anatomy ...
Mikaela L. Stiver   +3 more
wiley   +1 more source

Insights from Massively Multiplayer Online Role Playing Games to Enhance Gamification in Education [PDF]

open access: yesJournal of Systemics, Cybernetics and Informatics, 2014
This paper presents the results of the study of a cohort of college graduate and undergraduate students who participated in playing a Massively Multiplayer Online Role Playing Game (MMORPG) as a gameplay rich with social interaction as well as ...
Alireza Tavakkoli   +2 more
doaj  

TBLT meets CMC: Using Virtual Worlds (VWs) in the language learning and teaching. An interview with Dr. Randall Sadler

open access: yesBellaterra Journal of Teaching & Learning Language & Literature, 2015
Dr. Randall Sadler is a Professor in the Department of Linguistics, University of Illinois at Urbana-Champaign (USA). The primary focus of Dr. Sadler’s current research is the role of Computer-Mediated Communication and Virtual Worlds (VWs) in the ...
Ha Ram Kim
doaj   +1 more source

The Relationship between Addiction to Massively Multiplayer Online Role-Player Games and the Sleep Quality of Students in Higher Education

open access: yesBisma The Journal of Counseling
Online games addiction creates a desire to continue repeating these activities. Staring at or using a cellphone for too long while playing online games can result in poor sleep quality which will have an impact on a person's physiological and ...
Desy Safitri, K. Diah Ambarwati
doaj   +1 more source

Gesellschaftsraum MMORPG. Eine Studie über die Community in Massively Multiplayer Online Role-Playing Games

open access: yesMedienimpulse, 2014
Mit dem Aufstieg digitaler Netzwerke etablieren sich Onlinespiele-Com­munitys in Online-Games und virtuellen Welten. Es bilden sich Gemeinschaften und soziale Bindungen, die oft nach Niedergang eines Spiels fortbestehen und rund um andere Online-Spiele ...
Karl H. Stingeder
doaj   +1 more source

Load Balancing of Peer-to-Peer MMORPG Systems with Hierarchical Area-of-Interest Management [PDF]

open access: yesInternational Journal of Networked and Distributed Computing (IJNDC), 2015
This paper studies the load balancing problem in distributed systems designed for massively multiplayer online role-playing games (MMORPGs). More concretely, we consider a distributed system of master- worker type in which each worker is associated with ...
Satoshi Fujita
doaj   +1 more source

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