Results 171 to 180 of about 10,428 (215)
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Detection of Auto Programs for MMORPGs

2005
Auto-playing programs are often used on behalf of human players in a MMORPG(Massively Multi-player Online Role Playing Game). By playing automatically and continuously, it helps to speed up the game character’s level-up process. However, the auto-playing programs, either software or hardware, do harm to games servers in various ways including abuse of ...
Hyungil Kim, Sungwoo Hong, Juntae Kim
openaire   +1 more source

MMORPGs

2015
This work aims to make the case for recognising the contributions of users to MMORPGs and Virtual Worlds. These environments are software entities which are protected in England and Wales by copyright. These online environments require input from numerous sources, including users, in order to retain their user base. Users therefore interact, create and
openaire   +2 more sources

On the impacts of human interactions in MMORPG traffic

Multimedia Tools and Applications, 2009
Game traffic depends on two main factors, the game protocol and the gamers' behavior. Based on a few popular real-time multiplayer games this paper investigates the latter factor showing how a set of typical game phases--e.g., player movement, changes in the environment--impacts traffic on different observation levels.
Géza Szabó   +2 more
openaire   +1 more source

Avatar Customization and Emotions in MMORPGs

2008
This paper looks at how avatar customization details affect players' emotions in MMORPGs, which aspects they prefer in the environment of creating an avatar.
Shunan Chung, Jim Jiunde Lee
openaire   +1 more source

A long-term study of a popular MMORPG

Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games, 2007
Over the last decade, Massively Multi-player On-line Role Playing Games (MMORPGs), have become big business. In typical MMORPGs, players pay a monthly subscription to the game publisher who hosts the game and provides periodic content updates. To be successful, game publishers must characterize their player population so that they can provision ...
Wu-chang Feng   +2 more
openaire   +1 more source

Cheat detection for MMORPG on P2P environments

Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games - NetGames '06, 2006
In this paper, we propose a new method for detecting cheat in P2P-based MMORPG. We suppose a typical P2P-based event delivery architecture where the entire game space is divided into subareas and a responsible node (selected from player terminals) delivers each event happened in the sub-area to player nodes there every predetermined time interval ...
Takato Izaiku   +5 more
openaire   +1 more source

Enabling collaborative learning with an educational MMORPG

2011 IEEE International Games Innovation Conference (IGIC), 2011
In order to provide interesting theoretical education of software engineering, this paper presents a collaborative learning environment on the base of a multiplayer online game platform. A matching mechanism is designed to facilitate the collaboration among students with complementary knowledge.
Chengzhi Liu, Bian Wu
openaire   +1 more source

Regulation of Violence in MMORPG

2012
This chapter looks at the MMORPG market, the impact of prolonged exposure to violent game content on children and reviews the current regulatory measures in Singapore. Complementary strategies, apart from legislation and censorship, empower all stakeholders to manage the risks while promoting the growth of the digital game industry in Singapore are ...
Lim Poh Heng, Lu Dong Wen, Tan Huc Huey
openaire   +1 more source

Training Teamwork Skills Using MMORPGs

2012 IEEE Fourth International Conference On Digital Game And Intelligent Toy Enhanced Learning, 2012
Many researchers speculated that Massively Multiplayer Online Role-Playing Games (MMORPGs) could create a problem-based learning environment for students to learn teamwork skills. In this study, a highly interactive MMORPG, World of War craft (WoW) was adopted and one-group pretest posttest experiment was designed to answer two questions: (a) Do ...
Dai-Yi Wang, Ying-An Chen
openaire   +1 more source

On the challenge and design of transport protocols for MMORPGs

Multimedia Tools and Applications, 2009
Although MMORPGs are becoming increasingly popular as well as a highly profitable Internet business, there is still a fundamental design question: Which transport protocol should be used--TCP, UDP, or some other protocol? In this paper, we first evaluate whether TCP is suitable for MMORPGs, and then propose some novel transport strategies for this ...
Chen-Chi Wu   +4 more
openaire   +1 more source

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