Results 241 to 250 of about 1,010,837 (288)
Some of the next articles are maybe not open access.

Online Games and Security

IEEE Security & Privacy Magazine, 2007
Online games have taken the computer world by storm. Gaming has always been (and remains) a prime driver of PC technology, with deep penetration into the consumer market. Online games especially massively multi-player online role-playing games (MMORPGs) suffer from such security problems.
Gary McGraw, Greg Hoglund
openaire   +1 more source

Characterizing Online Games

IEEE/ACM Transactions on Networking, 2010
Online games are a rapidly growing Internet application. In order to run a successful online game, game companies and game infrastructure providers must properly manage game workloads and content so that they can maximize player satisfaction while minimizing their own costs.
Chris Chambers   +4 more
openaire   +1 more source

Online Game Marketplace for Online Game Virtual Item Transaction

2019 8th International Congress on Advanced Applied Informatics (IIAI-AAI), 2019
This paper trying to create something new regarding the online game marketplace for producing an integrated marketplace with several combined genre and categories of games. The primary purpose of this research is to develop e-commerce for online games and explain the benefit that people can get from it.
Randy Rachmadi   +5 more
openaire   +1 more source

Truce in online games

Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7, 2009
This paper reports on the preliminary findings of a study examining the nature of rules in the online multiplayer game modification Defense of the Ancients (DotA). It was found that players use numerous truce calls (categorised broadly as fainties, parlay, pax and cheap) to negotiate rules or the maintenance of 'fair play' in a game. The possibility of
openaire   +1 more source

Online gaming applications

Proceedings of the SIGGRAPH 2003 conference on Web graphics in conjunction with the 30th annual conference on Computer graphics and interactive techniques - GRAPH '03, 2003
Browser-based online game development has reached a point where exciting and innovative titles can be produced and distributed to a large audience quickly and easily. With the advent of Macromedia Flash MX, and the penetration of the Flash 5 plug-in, browser-based gaming shows the promise of vast possibilities such as further exploring abandoned ...
openaire   +1 more source

Online Gaming

2006
Despite the rise of computer games as a leisure phenomenon, relatively little research has been conducted in this area. A majority of the research to date has concentrated on adolescent players (Griffiths, 1996, 1997a). Furthermore, most of the research has tended to concentrate on the more negative aspects, such as excessive play and addiction ...
Stefano Ferretti   +2 more
openaire   +2 more sources

Wireless online games

The Electronic Library, 2002
The number of mobile phone users is increasing rapidly and this will provide opportunities for developing additional business in the mobile device market. Wireless online games is one of the rising stars in the market. Nevertheless, the insecurity of data transmission through wireless networks and the low performance of the central processing unit (CPU)
openaire   +1 more source

Online-Gaming

MedienWirtschaft, 2007
Online-Gaming wird immer beliebter. Anfangs als Nischenphänomen für Computer-Kids belächelt, haben sich Online-Spiele inzwischen einen festen Platz im Medienkonsum erobert – weitgehend unabhängig von Alter, Bildung, Einkommen oder Geschlecht. Da Online-Gaming Zeit und insbesondere konzentrierte Aufmerksamkeit bindet, tritt es in Wettbewerb mit ...
Ralf Kaumanns   +2 more
openaire   +1 more source

Online Games

Computers in Entertainment, 2014
Computer-based games have become an important social phenomenon of modern society. Fast-growing online games are becoming the dominant sector in computer-based games. The development of online games involves many disparate disciplines from the technology, entertainment, and behavior sciences.
openaire   +1 more source

Exploring Game Leadership and Online Game Community

2009 Conference in Games and Virtual Worlds for Serious Applications, 2009
Online games have become a major leisure activity in recent years. Players go through a variety of social experiences, building up game communities such as guilds, blood pledges, and other small teams in virtual worlds. Game communities offer similar organizational experiences to those in real life.
YeiBeech Jang, SeoungHo Ryu
openaire   +1 more source

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