Zeitschriftenartikel zum Thema „Online multiplayer games“
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Bainbridge, William Sims. "Online Multiplayer Games." Synthesis Lectures on Information Concepts, Retrieval, and Services 1, no. 1 (2009): 1–113. http://dx.doi.org/10.2200/s00232ed1v01y200912icr013.
Der volle Inhalt der QuelleLober, Andreas, and Timo Conraths. "Cheat software – ‘doping’ in online games." Interactive Entertainment Law Review 2, no. 2 (2019): 78–83. http://dx.doi.org/10.4337/ielr.2019.02.03.
Der volle Inhalt der QuelleWicaksana, Gabe Dimas, Maman Abdurohman, and Aji Gautama Putrada. "Enhancing the quality of experience of Arduino-based multiplayer online game using MQTT server." Jurnal Teknologi dan Sistem Komputer 8, no. 1 (2020): 36–43. http://dx.doi.org/10.14710/jtsiskom.8.1.2020.36-43.
Der volle Inhalt der QuelleSu, Nathan N. "Single and Multiplayer Video Gamers: Looking at Their Experiences and Psychosocial Well-Being During the COVID-19 Pandemic." International Journal of Psychological Studies 13, no. 4 (2021): 51. http://dx.doi.org/10.5539/ijps.v13n4p51.
Der volle Inhalt der QuelleDjamal, Gaouas, Menaceur Khaled, and Amara Abdelhalim. "Verbal violence in online multiplayer games." South Florida Journal of Development 6, no. 5 (2025): e5339. https://doi.org/10.46932/sfjdv6n5-076.
Der volle Inhalt der QuelleAchterbosch, Leigh, Robyn Pierce, and Gregory Simmons. "Massively multiplayer online role-playing games." Computers in Entertainment 5, no. 4 (2008): 1–33. http://dx.doi.org/10.1145/1324198.1324207.
Der volle Inhalt der QuelleAkin, Mustafa Seref. "Communication With the Social Environment in Multiplayer Online Games." International Journal of Game-Based Learning 13, no. 1 (2023): 1–14. http://dx.doi.org/10.4018/ijgbl.330755.
Der volle Inhalt der QuelleAltınbaş, Mehmet Emre, and Perihan Savaş. "Developing English as a Foreign Language Skills Through Multiplayer Online Computer Games." International Journal on E-Learning 19, no. 4 (2020): 313–29. https://doi.org/10.70725/659388eadmyk.
Der volle Inhalt der QuelleSteinkuehler, Constance. "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." E-Learning and Digital Media 4, no. 3 (2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.
Der volle Inhalt der QuelleHatta, Nuraziera Mohd, Ibrahim Ahmad, Mohd Hafiz Zakaria, Heru Astikasari Setya Murti, and Ulka Chandini Pendit. "The Role of Multiplayer Online Educational Games in Enhancing Critical Thinking." IJORER : International Journal of Recent Educational Research 5, no. 6 (2024): 1506–21. https://doi.org/10.46245/ijorer.v5i6.713.
Der volle Inhalt der QuelleBarata, Alexandre, Pedro Santos, and Rui Prada. "AI for Massive Multiplayer Online Strategy Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 7, no. 1 (2011): 110–15. http://dx.doi.org/10.1609/aiide.v7i1.12441.
Der volle Inhalt der QuelleTsun-Yu Hsiao and Shyan-Ming Yuan. "Practical Middleware for Massively Multiplayer Online Games." IEEE Internet Computing 9, no. 5 (2005): 47–54. http://dx.doi.org/10.1109/mic.2005.106.
Der volle Inhalt der QuelleBOSCHERT, SHERRY. "Multiplayer Online Games Can Be Helpful, Hurtful." Internal Medicine News 40, no. 19 (2007): 26. http://dx.doi.org/10.1016/s1097-8690(07)71184-8.
Der volle Inhalt der QuelleBOSCHERT, SHERRY. "Multiplayer Online Games Can Be Helpful, Hurtful." Skin & Allergy News 38, no. 11 (2007): 50. http://dx.doi.org/10.1016/s0037-6337(07)70892-6.
Der volle Inhalt der QuelleHornbeck, Ryan G. "Explaining Time Spent in Multiplayer Online Games." Games and Culture 11, no. 5 (2016): 489–509. http://dx.doi.org/10.1177/1555412015570112.
Der volle Inhalt der QuelleWebber, Nick. "Law, culture and massively multiplayer online games." International Review of Law, Computers & Technology 28, no. 1 (2014): 45–59. http://dx.doi.org/10.1080/13600869.2013.869919.
Der volle Inhalt der QuelleHolt, Nicholas A., and Douglas A. Kleiber. "The Sirens' Song of Multiplayer Online Games." Children, Youth and Environments 19, no. 1 (2009): 223–44. http://dx.doi.org/10.1353/cye.2009.0042.
Der volle Inhalt der QuelleLiu, Changtong. "Analysis of Mobile MOBAs Design Based on Maslow's Hierarchy of Needs Analysis Theory." Communications in Humanities Research 38, no. 1 (2024): 185–90. http://dx.doi.org/10.54254/2753-7064/38/20240144.
Der volle Inhalt der QuelleChang, Ya-Ping, Dong-Hong Zhu, and Ho Simon Wang. "The Influence of Service Quality on Gamer Loyalty in Massively Multiplayer Online Role-Playing Games." Social Behavior and Personality: an international journal 39, no. 10 (2011): 1297–302. http://dx.doi.org/10.2224/sbp.2011.39.10.1297.
Der volle Inhalt der QuellePrathama, Gede Humaswara, Ni Made Ary Esta Dewi Wirastuti, and Yoga Divayana. "Analisa Penggunaan WebRTC dan Websocket pada Real Time Multiplayer Online Game Tradisional Ceki." Majalah Ilmiah Teknologi Elektro 18, no. 1 (2019): 47. http://dx.doi.org/10.24843/mite.2019.v18i01.p07.
Der volle Inhalt der QuelleHaris, Darius Andana, Viny Christiani Mawardi, and Davin Pratama. "Developing Multiplayer Online Game “KNIGHT FANTASY ONLINE”." Journal of Games, Game Art, and Gamification 5, no. 1 (2021): 1–8. http://dx.doi.org/10.21512/jggag.v5i1.7469.
Der volle Inhalt der QuelleCrenshaw, Nicole, and Bonnie Nardi. "NPCs as Social Mediators in Massively Multiplayer Online Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 11, no. 4 (2021): 89–91. http://dx.doi.org/10.1609/aiide.v11i4.12829.
Der volle Inhalt der QuelleHughes, Chelsea M., Brandon J. Griffin, and Everett L. Worthington. "A measure of social behavior in team-based, multiplayer online games: The Sociality in Multiplayer Online Games (SMOG) scale." Computers in Human Behavior 69 (April 2017): 386–95. http://dx.doi.org/10.1016/j.chb.2016.12.043.
Der volle Inhalt der QuelleBadrinarayanan, Vishag A., Jeremy J. Sierra, and Kinnon M. Martin. "A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs)." Journal of Business Research 68, no. 5 (2015): 1045–52. http://dx.doi.org/10.1016/j.jbusres.2014.10.006.
Der volle Inhalt der QuelleMarinova, T. Y., and O. V. Zaretskaya. "Social Psychological Aspects of Addiction to Massively Multiplayer Online Role-Playing Games." Social Psychology and Society 6, no. 3 (2015): 109–19. http://dx.doi.org/10.17759/sps.2015060308.
Der volle Inhalt der QuelleSun, Xinai. "Gender Studies in Massively Multiplayer Online Role-Playing Games: A Literature Review." Lecture Notes in Education Psychology and Public Media 29, no. 1 (2023): 134–40. http://dx.doi.org/10.54254/2753-7048/29/20231429.
Der volle Inhalt der QuelleLinares, Manuela, M. Dolores Gallego, and Salvador Bueno. "Proposing a TAM-SDT-Based Model to Examine the User Acceptance of Massively Multiplayer Online Games." International Journal of Environmental Research and Public Health 18, no. 7 (2021): 3687. http://dx.doi.org/10.3390/ijerph18073687.
Der volle Inhalt der QuelleChildress, Marcus D., and Ray Braswell. "Using Massively Multiplayer Online Role‐Playing Games for Online Learning." Distance Education 27, no. 2 (2006): 187–96. http://dx.doi.org/10.1080/01587910600789522.
Der volle Inhalt der QuelleSurahman, Edy, Lukman Lukman, and Muh Nur Hidayat Nurdin. "Neuroticism dan kecanduan pada game multiplayer online battle arena." Cognicia 10, no. 2 (2022): 126–31. http://dx.doi.org/10.22219/cognicia.v10i2.22424.
Der volle Inhalt der QuelleHuang, Chailong, and Stefan D. Bruda. "Improved balance in multiplayer online battle arena games." Acta Universitatis Sapientiae, Informatica 12, no. 2 (2020): 183–204. http://dx.doi.org/10.2478/ausi-2020-0011.
Der volle Inhalt der QuelleTAKADA, Keisuke. "Ethnography of Massively Multiplayer Online Role-playing Games." Japanese Sociological Review 69, no. 4 (2019): 434–52. http://dx.doi.org/10.4057/jsr.69.434.
Der volle Inhalt der QuelleMartin, Crystle, and Constance Steinkuehler. "Collective Information Literacy in Massively Multiplayer Online Games." E-Learning and Digital Media 7, no. 4 (2010): 355–65. http://dx.doi.org/10.2304/elea.2010.7.4.355.
Der volle Inhalt der QuelleArslan, Farrukh. "Service Oriented Paradigm for Massive Multiplayer Online Games." International Journal of Soft Computing and Software Engineering 2, no. 5 (2012): 35–47. http://dx.doi.org/10.7321/jscse.v2.n5.4.
Der volle Inhalt der QuelleWarner, Dorothy E., and Mike Raiter. "Social Context in Massively-Multiplayer Online Games (MMOGs):." International Review of Information Ethics 4 (December 1, 2005): 46–52. http://dx.doi.org/10.29173/irie172.
Der volle Inhalt der QuelleAnderson, Bodi. "Massive Multiplayer Online Role Playing Games and Interaction." International Journal of Virtual and Personal Learning Environments 5, no. 2 (2014): 28–39. http://dx.doi.org/10.4018/ijvple.2014040103.
Der volle Inhalt der QuelleArmitage, Grenville, and Philip Branch. "Distribution of first person shooter online multiplayer games." International Journal of Advanced Media and Communication 1, no. 1 (2005): 59. http://dx.doi.org/10.1504/ijamc.2005.007723.
Der volle Inhalt der Quellelosup, Alexandru, Ruud van de Bovenkamp, Siqi Shen, Adele Lu Jia, and Fernando Kuipers. "Analyzing Implicit Social Networks in Multiplayer Online Games." IEEE Internet Computing 18, no. 3 (2014): 36–44. http://dx.doi.org/10.1109/mic.2014.19.
Der volle Inhalt der QuelleNae, Vlad, Alexandru Iosup, and Radu Prodan. "Dynamic Resource Provisioning in Massively Multiplayer Online Games." IEEE Transactions on Parallel and Distributed Systems 22, no. 3 (2011): 380–95. http://dx.doi.org/10.1109/tpds.2010.82.
Der volle Inhalt der QuelleJiang, Jehn-Ruey, Jih-Wei Wu, Chi-Wen Fan, and Jie-Yi Wu. "Immersive voice communication for massively multiplayer online games." Peer-to-Peer Networking and Applications 9, no. 1 (2014): 54–66. http://dx.doi.org/10.1007/s12083-014-0312-0.
Der volle Inhalt der QuelleWu, Hankang. "Deep learning in multiplayer online battle arena games." Applied and Computational Engineering 38, no. 1 (2024): 80–85. http://dx.doi.org/10.54254/2755-2721/38/20230533.
Der volle Inhalt der QuelleAbrudan, Mirela, Andreea Voina, and Andreea Lăpuşte. "Computer role-playing games: player motivations, preferences, and behavior." Studia Universitatis Babeș-Bolyai Ephemerides 66, no. 2 (2021): 5–32. http://dx.doi.org/10.24193/subbeph.2021.2.01.
Der volle Inhalt der QuelleRamadhan, Thareq Abel, Komang Candra Brata, and Mahardeka Tri Ananata. "Pengembangan Gim Online Multiplayer Matematika 24 Berbasis Web." Jurnal Teknologi Informasi dan Ilmu Komputer 11, no. 2 (2024): 385–92. http://dx.doi.org/10.25126/jtiik.20241127810.
Der volle Inhalt der QuelleSari, Eka Permata, Mochamad Nadif Nasruloh, Ikfi Dhani Liono, and Munawir Ramadhan. "Pendekatan Islamic Studies terhadap Koin dan Harta Virtual Game PES 2021 Multiplayer Konami." Alhamra Jurnal Studi Islam 3, no. 2 (2022): 115. http://dx.doi.org/10.30595/ajsi.v3i2.13403.
Der volle Inhalt der QuelleSari, Nur Indah Komala, Muh Nur Hidayat Nurdin, and Tri Sulastri. "The Relationship Between Game Online Addiction and The Tendency for Verbal Agressiveness in Multiplayer Online Battle Arena." ARRUS Journal of Social Sciences and Humanities 3, no. 5 (2023): 685–94. http://dx.doi.org/10.35877/soshum2128.
Der volle Inhalt der QuelleKaragiorgas, Dimitrios N., and Shari Niemann. "Gamification and Game-Based Learning." Journal of Educational Technology Systems 45, no. 4 (2017): 499–519. http://dx.doi.org/10.1177/0047239516665105.
Der volle Inhalt der QuelleSubramaniam, Mythily, Boon Yiang Chua, Edimansyah Abdin, et al. "Prevalence and Correlates of Internet Gaming Problem among Internet Users: Results from an Internet Survey." Annals of the Academy of Medicine, Singapore 45, no. 5 (2016): 174–83. http://dx.doi.org/10.47102/annals-acadmedsg.v45n5p174.
Der volle Inhalt der QuelleCompton, ReBecca. "Gamer Girl Visibility: Networks and Their Gendered Ingroup Behaviours in Massively Multiplayer Online Roleplaying Games." Excursions Journal 8, no. 1 (2020): 1–23. http://dx.doi.org/10.20919/exs.8.2018.213.
Der volle Inhalt der QuelleMurphy, Derek L. "Documenting Pocket Universes: New Approaches to Preserving Online Games." Preservation, Digital Technology & Culture 44, no. 4 (2015): 179–85. http://dx.doi.org/10.1515/pdtc-2015-0021.
Der volle Inhalt der QuelleSparrow, Lucy A., Ren Galwey, Dahlia Jovic, Taylor Hardwick, and Mahli-Ann Butt. "Towards Ethical AI Moderation in Multiplayer Games." Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (2024): 1–30. http://dx.doi.org/10.1145/3677109.
Der volle Inhalt der QuelleMirowski, Alexander, and Brian P. Harper. "Elements of Infrastructure Demand in Multiplayer Video Games." Media and Communication 7, no. 4 (2019): 237–46. http://dx.doi.org/10.17645/mac.v7i4.2337.
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