Results 261 to 270 of about 9,051,906 (296)
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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 ...
Mark Griffiths   +2 more
openaire   +2 more sources

Online Gaming

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

Social Interactions in Online Gaming

International Journal of Game-Based Learning, 2011
This 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, 2004
Presents 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, 2000
This 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, 2023
Bimal Roy, nachiketa chattopadhyay
openaire   +1 more source

Responsible Gaming for online Gaming

Gaming Law Review, 2021
Seth 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, 2023
Runze Wu, Jianrong Tao, Hongke Zhao
exaly  

Online Gaming

2021
Mark Grabowski, Eric P. Robinson
openaire   +1 more source

An end-game for cancer†

Ca-A Cancer Journal for Clinicians, 2000
J R Seffrin, John R Seffrin
exaly  

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