Results 11 to 20 of about 9,051,906 (296)
Playing Ethnography: A study of emergent behaviour in online games and virtual worlds [PDF]
This study concerns itself with the relationship between game design and emergent social behaviour in massively multiplayer online games and virtual worlds.
Pearce, Celia
core +5 more sources
Penanggulangan Kecanduan Game Online Melalui Pendidikan Karakter Regilius Pada Anak
The purpose of this study was to instill religious characters in children who are addicted to online games in Langkap village, Bringin hamlet, Besuki, Situbondo through 1) Megrib reciting movement 2) Reading shalawat nariya 3) Routine memorization 4) and
Moch Tohet, Sofiya Mauliza
doaj +1 more source
Virtual Gaming as A Contemporary Research Trend for Mental Health Professionals
As technology continues to be a part of our life, online gaming has claimed the hearts of millions of people as a favourite leisure activity. Among them online role-playing game provides people the opportunity to play a desired role, be it a king ...
Anganabha Baruah
doaj +1 more source
A Study on QoE Improvement of Online Games with UDP Multipathization by SDN [PDF]
This paper studies QoE improvement of Online games by applying the UDP/TCP multi-pathization method by SDN. The method can distribute packets for one stream to multiple paths by controlling the network with software with-out any new transport layer ...
Takabayashi Sou, Ito Yoshihiro
doaj +1 more source
PENGARUH GAME ONLINE TERHADAP AKTIVITAS BELAJAR PESERTA DIDIK DI SD
The influence of online games among elementary school children regarding the positive and negative impacts of online games on the learning activities of students in elementary school.
Arif Budhiman, Heru Purnomo
doaj +1 more source
Game—The Online Wood Supply Game [PDF]
This paper describes the Wood Supply Game (WSG), a prize-winning e-learning tool that is freely available for players all over the world. The game effectively helps students and managers realize the challenges in managing demand and supply in wood supply chains, and gain insight into the types of measures required to make these divergent chains ...
Sophie D'Amours +4 more
openaire +2 more sources
Massively-multiplayer online games, or “synthetic worlds,” represent a rapidly-growing industry with far-reaching social, technical, and economic implications. In this position paper, we draw on literature from anthropology, sociology, and film to challenge long-standing misconceptions of “games” and “work” and of “virtuality” and “reality” as dualisms
Ulrike Schultze, Julie Rennecker
openaire +1 more source
Addiction to the Internet and Online Gaming [PDF]
As computer and Internet use become a staple of everyday life, the potential for overuse is introduced, which may lead to addiction. Research on Internet addiction has shown that users can become addicted to it. Addiction to the Internet shares some of the negative aspects of substance addiction and has been shown to lead to consequences such as ...
Brian D. Ng, Peter M. Wiemer-Hastings
openaire +2 more sources
Cyberbullying Victimization : The Risk of Playing Online Games on Adolescents
Online games have become one of the most popular entertainments among adolescents. Instead of being used as a form of entertainment, sometimes online games become a medium of verbal violence or better known as cyberbullying. This study sought to find out
Christina Andrea, Reny Yuliati
doaj +1 more source
A Classification of Scripting Systems for Entertainment and Serious Computer Games [PDF]
The technology base for modern computer games is usually provided by a game engine. Many game engines have built-in dedicated scripting languages that allow the development of complete games that are built using those engines, as well as extensive ...
Anderson, Eike F., Eike Falk Anderson
core +1 more source

