Results 281 to 290 of about 3,267,996 (315)
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Second language learning in the context of massively multiplayer online games: A scoping review
ReCALL, 2018This review examines the second language acquisition (SLA) literature with regard to the role of “massively multiplayer online games” (MMOGs) in second language (L2) learning.
Nasser Jabbari, Zohreh R. Eslami
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Motivation is a game: Massively multiplayer online games as agents of motivation in higher education
Comput. Educ., 2018Stakeholders in the education arena are seeking effective and affordable ways to integrate technology in curriculum. One technology integration approach that has received attention is using commercial digital games as technological tools in the ...
Papia Bawa, S. Watson, W. Watson
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The determinants of network effects: Evidence from online games business ecosystems
Technological forecasting & social change, 2018This paper explores the determinants of network effects of the two-sided online games market. We have used the Massively Multiplayer Online Role-Playing Games (MMORPG) industry as the empirical context to explore these network effect determinants.
K. Rong, Qun Ren, Xianwei Shi
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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.
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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.
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perCLTV: A General System for Personalized Customer Lifetime Value Prediction in Online Games
ACM Trans. Inf. Syst., 2023Shiwei Zhao +6 more
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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
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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
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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.
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For it is in giving that we receive: Investigating gamers' gifting behaviour in online games
International Journal of Information Management, 2021Shavneet Sharma +2 more
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Analysis of revisitations in online games
Entertainment Computing, 2011This paper analyzes revisitations in online games focusing on two types of revisitations: game revisitations and area revisitations. A player revisits a game and areas therein with purposes. For game revisitations, we conduct a large-scale analysis using Shen Zhou Online access log collected for nearly 6 years consisting of 50,000 characters and have ...
Ruck Thawonmas +3 more
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