Results 261 to 270 of about 9,447,405 (297)
Some of the next articles are maybe not open access.
Exploring Game Leadership and Online Game Community
2009 Conference in Games and Virtual Worlds for Serious Applications, 2009Online 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
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 ...
Mark Griffiths +2 more
openaire +2 more sources
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 ...
Mark Griffiths +2 more
openaire +2 more sources
2011
Online gaming has become a major part of our culture. In order to understand this new media in our society we must examine the motivations for playing these types of games and how that impacts individuals processing of information. This book chapter sets out to examine those motivations and how motivational processing influences in-game content during ...
openaire +2 more sources
Online gaming has become a major part of our culture. In order to understand this new media in our society we must examine the motivations for playing these types of games and how that impacts individuals processing of information. This book chapter sets out to examine those motivations and how motivational processing influences in-game content during ...
openaire +2 more sources
Social Interactions in Online Gaming
International Journal of Game-Based Learning, 2011This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong ...
Mark Griffiths 0001 +6 more
openaire +1 more source
Taxonomy of online game security
The Electronic Library, 2004Presents a classification of known attacks in online games and provide security solutions against them. While previous works just presented attacks and solutions case by case, this paper newly classifies attacks by objectives and methods. Moreover, presents attacks in each of four layers: client, server, network, and environment.
Ki J., Cheon J.H., Kang J.-U., Kim D.
openaire +2 more sources
Online and multiplayer gaming ? An overview
Virtual Reality, 2000This paper gives a broad overview of the technology and market for on-line and multiplayer computer gaming. Some economic considerations and their influence on the choice of technologies are examined. Particular attention is given to the ‘massively-multiplayer’ and ‘persistent world’ type of games, and the special problems that arise in these ...
openaire +2 more sources
Assessment and Certification of Online Games as Online Games of Skill
SSRN Electronic Journal, 2023Bimal Roy, nachiketa chattopadhyay
openaire +1 more source
Responsible Gaming for online Gaming
Gaming Law Review, 2021Seth Palansky +3 more
openaire +1 more source
perCLTV: A General System for Personalized Customer Lifetime Value Prediction in Online Games
ACM Transactions on Information Systems, 2023Runze Wu, Jianrong Tao, Hongke Zhao
exaly

