Results 31 to 40 of about 10,428 (215)

Not all the bots are created equal:the Ordering Turing Test for the labelling of bots in MMORPGs [PDF]

open access: yes, 2017
This article contributes to the research on bots in Social Media. It takes as its starting point an emerging perspective which proposes that we should abandon the investigation of the Turing Test and the functional aspects of bots in favor of studying ...
Becker H.   +7 more
core   +2 more sources

Convergencias narrativas entre videojuegos y animación: análisis del anime Log Horizon y cómo los MMORPG nutren el subgénero isekai

open access: yesCon A de Animación
En la última década, la animación comercial japonesa se ha visto marcada por el ascenso y éxito del isekai. Un subgénero anime cuya característica principal es transportar a sus protagonistas a mundos alternativos.
Francisco Miguel Ojeda García   +1 more
doaj   +1 more source

The MMORPG the merrier [PDF]

open access: yesJournal of Intellectual Property Law & Practice, 2006
Conducting an online search in late March 2006, an internet user who keyed in the curious word ‘MMORPG’ would have received more than 22 million hits. This confirms the growing suspicion that MMORPGs are a phenomenon that is of increasing social, cultural, and economic significance and that, therefore, they will soon be creating fresh problems for ...
openaire   +1 more source

GTFO!! - Posicionamento como estratégia de interação na comunicação MMORPG

open access: yesComunicação e Sociedade, 2015
OMG! Lol n00b :)! Quando os jogadores, sobretudo de MMORPG (Massively Multiplayer Online Role-Playing Games, i.e. jogos de interpretação online em massa para múltiplos jogadores) como o World of Warcraft®, falam entre si, adaptam a linguagem às suas ...
Birgit Swoboda
doaj   +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

Personality Type and Motivation to Play MMO Games

open access: yesJournal of Scholarly Engagement, 2021
Massively Multiplayer Online Role-Playing Games (MMORPGs) consist of many qualities which relate to the World Health Organization’s decision to identify Video Game Disorder as a defined mental health condition.
Daniel Kaufmann
doaj   +1 more source

Investing in Game‐Based Informal Digital Learning of English (IDLE): A Chinese‐Speaking Gaming Community

open access: yesInternational Journal of Applied Linguistics, Volume 36, Issue 2, Page 1371-1387, May 2026.
ABSTRACT As a rapidly evolving sub‐field of computer‐assisted language learning, informal digital learning of English (IDLE) has become a significant catalyst for linguistic, affective, and pedagogical development among English as a second language (L2) learners.
Yue Zhang
wiley   +1 more source

MMORPGs and Their Effect on Players [PDF]

open access: yes, 2017
The purpose of this essay is to explore the popularity and effects of video games in the MMORPG genre. Games and play have been a part of human culture for an exceptionally long time, and in the recent decades video games have a become a large medium to ...
Manocha, Udit
core   +1 more source

Online-offline activities and game-playing behaviors of avatars in a massive multiplayer online role-playing game

open access: yes, 2009
Massive multiplayer online role-playing games (MMORPGs) are very popular in China, which provides a potential platform for scientific research. We study the online-offline activities of avatars in an MMORPG to understand their game-playing behavior.
Jiang, Zhi-Qiang   +2 more
core   +1 more source

Beyond Self‐Reports: The Role of Passion and Behavioural Indicators in Social Gaming

open access: yesJournal of Community &Applied Social Psychology, Volume 36, Issue 2, March/April 2026.
ABSTRACT While prior research on social video game play has emphasised the potential value of objective behavioural indicators, few studies have actually incorporated them. This study addresses this gap by combining survey data with large‐scale behavioural metrics.
Andreas Winklbauer   +3 more
wiley   +1 more source

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