Results 271 to 280 of about 3,267,996 (315)
Some of the next articles are maybe not open access.
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 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
Analysing the acceptation of online games in mobile devices: An application of UTAUT2
Journal of Retailing and Consumer Services, 2019The aim of this paper is to analyse the acceptance of online games, based on the unified theory of acceptance and use of technology 2 (UTAUT 2). The data analysed correspond to a sample of online players through mobile devices in Spain.
P. Ramírez-Correa +3 more
semanticscholar +1 more source
Online Game Marketplace for Online Game Virtual Item Transaction
2019 8th International Congress on Advanced Applied Informatics (IIAI-AAI), 2019This 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
Journal of Network and Computer Applications, 2019
Massively Multiplayer Online Games (MMOGs) applications are a class of computationally intensive client-server multi-tier applications with real-time quality of service (QoS) requirements.
Mostafa Ghobaei-Arani +2 more
semanticscholar +1 more source
Massively Multiplayer Online Games (MMOGs) applications are a class of computationally intensive client-server multi-tier applications with real-time quality of service (QoS) requirements.
Mostafa Ghobaei-Arani +2 more
semanticscholar +1 more source
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
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
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
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
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
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
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
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
A study of motivation and team member selection in online games
Asia Pacific Journal of Marketing and Logistics, 2019Purpose The purpose of this paper is to investigate impact of playing motivation on team member selection (TMS) in online games specifically related to Massively Multiplayer Online Role-playing Game environment.
Tianyang Lou, Yuning Zu, Lingxia Zhu
semanticscholar +1 more source
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-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

