Results 61 to 70 of about 10,428 (215)

A monument to the player: Preserving a landscape of socio-cultural capital in the transitional MMORPG [PDF]

open access: yes, 2012
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

Automated Game Testing With Online Search Agent and Model Construction, a Study

open access: yesSoftware Testing, Verification and Reliability, Volume 35, Issue 2, March 2025.
This is a study showing that intelligent agents can be used to do efficient automated testing of computer games. ABSTRACT Modern computer games have become very complex, so they can benefit from automated testing. However, their huge and fine grained interaction space makes them very challenging for automated testing algorithms.
Samira Shirzadehhajimahmood   +5 more
wiley   +1 more source

Contagion of Cheating Behaviors in Online Social Networks

open access: yesIEEE Access, 2018
Human behaviors are known to spread through social contact. The diffusion process on social networks has also been leveraged to understand the spread of undesirable contagion.
Jiyoung Woo   +3 more
doaj   +1 more source

A Qualitative Analysis of Online Gaming: [PDF]

open access: yes, 2014
The popularity of Massively Multi-Player Online Role-Playing Games (MMORPGs) has risen dramatically over the last decade. Some gamers spend many hours a day in these virtual environments interacting with others gamers, completing quests, and forming ...
I.Brown   +3 more
core   +1 more source

Psychological Ownership of Avatars in the Metaverse: Its Key Antecedents and Outcomes

open access: yesJournal of Consumer Behaviour, Volume 24, Issue 1, Page 332-346, January 2025.
ABSTRACT This study developed and tested a model exploring the antecedents and outcomes of psychological ownership of avatars in the metaverse, considering the moderating role of virtual currency acquisition methods. Using data from 252 ZEPETO users and Partial Least Square‐Structural Equation Modeling (PLS‐SEM), the study found that the ability to ...
Jinsu Park, Hye‐Young Kim
wiley   +1 more source

Statistical properties of online avatar numbers in a massive multiplayer online role-playing game

open access: yes, 2009
Massive multiplayer online role-playing games (MMORPGs) are very popular in past few years. The profit of an MMORPG company is proportional to how many users registered, and the instant number of online avatars is a key factor to assess how popular an ...
Gu, Gao-Feng   +4 more
core   +1 more source

Gender swapping and socialising in cyberspace: an exploratory study [PDF]

open access: yes, 2008
Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. Given the relative lack of research in the area, the main aims of the study were to examine (a) the impact of ...
Griffiths, MD, Hussain, Z
core   +1 more source

Social Identity Framework and Gender‐Based Harassment in Digital Gaming Spaces: A Scoping Review

open access: yesHuman Behavior and Emerging Technologies, Volume 2025, Issue 1, 2025.
Online harassment in digital gaming spaces has been a prevalent issue since the inception of gaming culture. Thus, this scoping review is aimed at understanding the gamer identity through the lens of the social identity framework and how these factors potentially contribute to the perpetration of gender‐based harassment.
Oluwademilade A. Adefope   +2 more
wiley   +1 more source

Taxation of Virtual Assets [PDF]

open access: yes, 2008
The development of vast social networks through Massively Multiplayer Online Role-Playing Games has created in-game communities in which virtual assets have real-world values. The question has thus arisen whether such virtual assets are legal subjects of
Wisniewski, Scott
core   +1 more source

Breaking the stereotype: the case of online gaming [PDF]

open access: yes, 2003
Despite the rise of computer games as a leisure phenomenon, there has been relatively little research into this area. Furthermore, almost all of the research to date has concentrated on arcade or console games.
Chappell, D, Davies, MNO, Griffiths, MD
core   +1 more source

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