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Online game playing of youth in China, especially their problematic online gaming (POG), has become one of the social issues that affects large numbers of people and their families. However, studies about the impact of player’s motivation on problematic playing are sparse and lack systematic approaches.
Chaoguang Wang +3 more
wiley +1 more source
Background. Recombinant T‐cell receptor ligand 1000 (RTL1000) is a single‐chain protein construct containing the outer two domains of HLA‐DR2 linked to myelin‐oligodendrocyte‐glycoprotein‐ (MOG‐) 35–55 peptide. Analogues of RTL1000 induce T‐cell tolerance, reverse clinical and histological disease, and promote repair in experimental autoimmune ...
Vijayshree Yadav +13 more
wiley +1 more source
Teens, Video Games, and Civics [PDF]
Analyzes survey findings on trends in teenagers' video gaming, the social context, the role of parents and monitoring, and the link between specific gaming experiences and civic activities.
Alexandra Rankin Macgill +4 more
core
Surveillant assemblages of governance in massively multiplayer online games:a comparative analysis [PDF]
This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the digital games industry. Informed by media governance studies, Surveillance Studies, and game studies, this paper identifies five elements which form part ...
De Paoli, Stefano +2 more
core +3 more sources
The Lawless Frontier of Deep Space: Code as Law in EVE Online [PDF]
This article explores the concepts of player agency with respect to governance and regulation of online games. It considers the unique example of the Council of Stellar Management in EVE Online, and explores the multifaceted role performed by players ...
de Zwart, Melissa, Humphreys, Sal
core +3 more sources
Predicting virtual goods purchases in Vietnam’s MMOGs with a TAM-PERVAL model using PLS-SEM and ANN
This study investigates the factors influencing virtual goods purchase intention among Vietnamese Massively Multiplayer Online Game (MMOG) players by integrating the Technology Acceptance Model (TAM) and PERVAL framework.
T. V. Vu, Y. T. H. Nguyen, P. V. Nguyen
doaj +1 more source
A monument to the player: Preserving a landscape of socio-cultural capital in the transitional MMORPG [PDF]
This is the pre-print version of the Article. The official published version can be accessed from the links below - Copyright @ 2012 Taylor & Francis LtdMassively multiplayer online role-playing games (MMORPGs) produce dynamic socio-ludic worlds that ...
Bartle R. +18 more
core +1 more source
Cloud for Gaming refers to the use of cloud computing technologies to build large-scale gaming infrastructures, with the goal of improving scalability and responsiveness, improve the user's experience and enable new business models.Comment: Encyclopedia ...
C Diot +8 more
core +1 more source
How women organize social networks different from men [PDF]
Superpositions of social networks, such as communication, friendship, or trade networks, are called multiplex networks, forming the structural backbone of human societies.
Szell, M., Thurner, S.
core +2 more sources
Analyzing Player Networks in Destiny [PDF]
Destiny is a hybrid online shooter sharing features with Massively Multi-Player Online Games and first-person shooters and is the to date the most expensive digital game produced.
Anders Drachen +42 more
core +1 more source

