Academic literature on the topic 'Cooperative multiplayer computer gaming'

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Journal articles on the topic "Cooperative multiplayer computer gaming"

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Smed, Jouni, Timo Kaukoranta, and Harri Hakonen. "Aspects of networking in multiplayer computer games." Electronic Library 20, no. 2 (2002): 87–97. http://dx.doi.org/10.1108/02640470210424392.

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Distributed, real‐time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research has been done in military simulations, virtual reality systems, and computer supported cooperative working, the suggested solutions diverge from the problems posed by MCGs. With this in mind, this paper provides a concise overview of four aspects affecting networking in MCGs. First, networking resources (bandwidth, latency, and computational power) set the technical boundaries within which the MCG must operate. Second, distribution concepts encompass
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Khan, Faisal Shah, and Simon J. D. Phoenix. "Gaming the quantum." Quantum Information and Computation 13, no. 3&4 (2013): 231–44. http://dx.doi.org/10.26421/qic13.3-4-5.

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In the time since the merger of quantum mechanics and game theory was proposed formally in 1999, the two distinct perspectives apparent in this merger of applying quantum mechanics to game theory, referred to henceforth as the theory of ``quantized games'', and of applying game theory to quantum mechanics, referred to henceforth as ``gaming the quantum'', have become synonymous under the single ill-defined term ``quantum game''. Here, these two perspectives are delineated and a game-theoretically proper description of what makes a multiplayer, non-cooperative game quantum mechanical, is given.
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Cai, Wei, Fangyuan Chi, Xiaofei Wang, and Victor C. M. Leung. "Toward Multiplayer Cooperative Cloud Gaming." IEEE Cloud Computing 5, no. 5 (2018): 70–80. http://dx.doi.org/10.1109/mcc.2018.326105129.

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TSE, EDWARD, SAUL GREENBERG, CHIA SHEN, and CLIFTON FORLINES. "Multimodal multiplayer tabletop gaming." Computers in Entertainment 5, no. 2 (2007): 12. http://dx.doi.org/10.1145/1279540.1279552.

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Cox, T. "Online and multiplayer gaming ? An overview." Virtual Reality 5, no. 4 (2000): 215–22. http://dx.doi.org/10.1007/bf01408520.

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Stone, A. "Wireless makes multiplayer gaming a winner." IEEE Pervasive Computing 2, no. 4 (2003): 5–9. http://dx.doi.org/10.1109/mprv.2003.1251162.

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Lisk, Timothy C., Ugur T. Kaplancali, and Ronald E. Riggio. "Leadership in Multiplayer Online Gaming Environments." Simulation & Gaming 43, no. 1 (2011): 133–49. http://dx.doi.org/10.1177/1046878110391975.

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SONG, RONGGONG, LARRY KORBA, GEORGE YEE, and YING-CHIEH CHEN. "PROTECT VIRTUAL PROPERTY IN ONLINE GAMING SYSTEM." International Journal of Software Engineering and Knowledge Engineering 17, no. 04 (2007): 483–96. http://dx.doi.org/10.1142/s0218194007003367.

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Massively multiplayer role-playing gaming (MMORPG) has become a very popular entertainment in Asia. Along with the success of the massively multiplayer role-playing gaming industry in Asia, online gaming-related crimes have grown at an amazing rate. Most of the criminal cases are related to virtual properties since markets have developed for the virtual properties giving them real world values. There has been little research and resulting technologies for MMORPG virtual property protection. In order to reduce the crimes and protect online gaming systems, one potential solution is protecting th
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Ramakrishna, V., Max Robinson, Kevin Eustice, and Peter Reiher. "An Active Self-Optimizing Multiplayer Gaming Architecture." Cluster Computing 9, no. 2 (2006): 201–15. http://dx.doi.org/10.1007/s10586-006-7564-2.

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Singh, Aameek, and Arup Acharya. "Multiplayer networked gaming with the session initiation protocol." Computer Networks 49, no. 1 (2005): 38–51. http://dx.doi.org/10.1016/j.comnet.2005.04.005.

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Dissertations / Theses on the topic "Cooperative multiplayer computer gaming"

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Davidson, Rick, and n/a. "An examination into the ability of cooperative multiplayer computer games as a means to facilitate group cohesion." University of Canberra. Human & Biomedical Sciences, 2000. http://erl.canberra.edu.au./public/adt-AUC20060704.122645.

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From an organisational perspective, the potential benefits of enhancing workplace cohesion are many, amongst which an increase in employee performance would be the most tangible and possibly the most desirable. The primary aim of the present research was to explore the capacity to increase levels of cohesion, and therefore facilitate team building, through the use of cooperative multiplayer computer gaming (CMCG). Study 1, involving 26 male and 23 female university students, required participants to play two, twenty minute, games of the commercially available computer game QUAKE(tm) as teams o
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Printzell, Dan. "Testing scalability of cloud gaming for multiplayer game." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16760.

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Background. The rendering of games takes a lot of processing power and requires expensivehardware to be able to perform this task in a real-time with an acceptableframe-rate. Games often also require an anti-cheat system that require extrapower to be able to always verify that the game has not been modified. With the help ofgame streaming these disadvantages could be removed from the clients. Objectives. The objective of this thesis is to create a game streaming server and client tosee if a game streaming server could scale with the amount of coresit has access to. Methods. The research questi
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Gaffney, Bradley R. "Cooperative learning in educational gaming." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85420.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (page 59).<br>This thesis analyzes Herbo Hunt, an educational game that aims to teach variables to students. By assigning unknown point values to creatures that must be caught in groups, we subtly encourage students to solve mental equations to achieve their goals. In addition to the formal study, the creation of the game itself utilized intelligent and flexible design techniques. Two main focuse
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Ashton, Martin. "Measuring cooperative behavior in contemporary multiplayer games." Thesis, McGill University, 2012. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=110546.

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Social aspects of multiplayer games are well known as contributors to game success, with online friendships and socialization expected to expand and strengthen a player-base. Understanding the nature of social behavior and determining the impact of cooperation on gameplay is thus important to game design. In this work, we make use of data exposed through in-game and web-based API's of two contemporary multiplayer games, World of Warcraft and Halo: Reach. We use this data to investigate the extent of cooperation among players and the effect on individual player behavior. We moreover show how th
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Jones, Jason M. "Games for training leveraging commercial off the shelf multiplayer gaming software for infantry squad collective training." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/2047.

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Combat arms units (both Marine and Army) often do not have enough people, time and resources to properly train collective tasks at the squad level. Resources are often retained by higher headquarters due to tight deployment schedules, land restrictions, logistics constraints and a myriad of other reasons. Due to the current operational demands of combat arms brigades and regiments, the reality of limited resources is often a contributing factor in poor performance at the squad level. Leaders at all levels will need to look for innovative ways to sustain training levels at the small unit level.
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Van, Coppenhagen Christian. "Exploring the thoughts and thinking strategies used by gamers during multiplayer gameplay in different genres of popular computer games." Diss., Pretoria : [s.n.], 2006. http://upetd.up.ac.za/thesis/available/etd-11192007-160735.

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Hulterström, Kristina. "Witches, Warlocks and Traffic Encounters : Designing the interaction for an ad hoc gaming experience." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2059.

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<p>This thesis explores the problems and possibilities concerning the interaction between players physically located in different cars during temporary meetings in a gaming situation. The thesis is part of a study set out to investigate how traffic encounters can be used as a resource in a mobile, multiplayer game intended as entertainment for children travelling in the backseat of cars. The multiplayer capabilities are realised by using wireless networks in ad hoc peer- to-peer mode, GPS positioning and a digital compass. </p><p>Designing the interaction for an ad hoc, mobile multiplayer expe
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Maguluri, Naga Sai Nikhil. "Multi-Class Classification of Textual Data: Detection and Mitigation of Cheating in Massively Multiplayer Online Role Playing Games." Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1494248022049882.

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Eibl, Maximilian, and Marc Ritter. "Workshopband der Mensch & Computer 2011." Technische Universität Chemnitz, 2011. https://monarch.qucosa.de/id/qucosa%3A19535.

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Die seit 2001 stattfindende Konferenz Mensch & Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch & Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus. Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch & Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Mensch & Comput
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Chaboissier, Jonathan. "Interactions simultanées de plusieurs utilisateurs avec une table interactive." Phd thesis, Université Paris Sud - Paris XI, 2011. http://tel.archives-ouvertes.fr/tel-00672516.

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Les travaux de cette thèse en informatique s'inscrivent dans le domaine de l'interaction homme-machine (IHM). Le sujet de ce mémoire concerne l'utilisation d'une nouvelle forme d'ordinateur appelée table interactive. Il s'agit d'une table dont le plateau est à la fois un écran et une surface de détection multi-tactile. Les tables interactives ouvrent de nouveaux usages de l'informatique en permettant des applications multi-utilisateurs en coprésence. Les utilisateurs d'une même table interactive ont naturellement envie d'interagir simultanément sur la surface partagée. Cette simultanéité est t
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Books on the topic "Cooperative multiplayer computer gaming"

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Multiplayer gaming and engine coding for the Torque Game Engine. A K Peters, Ltd., 2008.

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Dille, Ed. The online gaming starter kit: Reviews, how-tos & hot tips for all major multiplayer games. Ventana Communications Group, 1997.

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Book chapters on the topic "Cooperative multiplayer computer gaming"

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Wohn, Donghee Yvette, Rabindra Ratan, and Leticia Cherchiglia. "Gender and Genre Differences in Multiplayer Gaming Motivations." In Lecture Notes in Computer Science. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50164-8_16.

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Cruz, Inês, Carlos Moreira, Mannes Poel, Hugo Ferreira, and Anton Nijholt. "Kessel Run - A Cooperative Multiplayer SSVEP BCI Game." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-73062-2_6.

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Strömberg, Hanna, Jaana Leikas, Riku Suomela, Veikko Ikonen, and Juhani Heinilä. "Multiplayer Gaming with Mobile Phones – Enhancing User Experience with a Public Screen." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11590323_19.

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Argenton, Luca, Marisa Muzio, Esther J. Shek, and Fabrizia Mantovani. "Multiplayer Serious Games and User Experience: A Comparison Between Paper-Based and Digital Gaming Experience." In Lecture Notes in Computer Science. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-22960-7_6.

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Mast, Danića, and Sanne de Vries. "Cooperative Tetris: The Influence of Social Exertion Gaming on Game Experience and Social Presence." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-49616-0_11.

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Zhao, Jinjing. "L2 Languaging in a Massively Multiplayer Online Game." In Computer-Assisted Language Learning. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7663-1.ch040.

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This paper examines L2 learner variations in the context of massively multiplayer online games (MMOGs). MMOGs have gained much attention among CALL researchers because this particular game genre is perceived to promote informal, contextualized interaction in a learner's target language, including interaction with native speakers. However, there is little research on differences between L2 learners in terms of how they engage in language learning and use in the context of gameplay. Drawing on data from questionnaires, interviews, gaming sessions, and gaming journals, this paper argues that affordances of MMOGs must be understood in relation to the learner's history, ability, and preference within the social context of game play; L2 learners engage with various game discourses that align with their preferences of game play and goals of language learning. In closing, the paper discusses procedural challenges in conducting research on MMOGs and similar gaming contexts.
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"Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." In The Design and Use of Simulation Computer Games in Education. Brill | Sense, 2007. http://dx.doi.org/10.1163/9789087903121_012.

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Bowers, Clint, Peter A. Smith, and Jan Cannon-Bowers. "Social Psychology and Massively Multiplayer Online Learning Games." In Handbook of Research on Effective Electronic Gaming in Education. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-808-6.ch040.

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The use of computer games and especially online games for educational purposes is growing in popularity. In this chapter we attempt to summarize findings from the area of social psychology as a basis to form propositions, guidelines, and research questions that will help develop effective multiplayer environments for learning. We are particularly interested in how to foster collaborative learning in multiplayer environments by exploiting the naturally occurring structures and features of popular massively multiplayer games. Where possible, we offer examples of how these features can be used to support learning and highlight areas in need of future research.
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Jacobs, Melinda. "Playing “Nice”." In Computer-Mediated Communication across Cultures. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-60960-833-0.ch003.

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Within the Internet, a range of international and multicultural communities abound, especially within the context of interactive online games known as Massively Multiplayer Online Role-Playing Games (MMORPGs). The clashing of cultures in one particular MMORPG, Omerta, has caused many problems within the related online community. These conflicts have led to online instances of culturalism – discrimination based upon cultural-mindset – within this international online community (Jacobs, 2009). This chapter examines the following questions: Do players in international online gaming environments have the right to discriminate based on cultural attitudes and perceptions, or should a player’s right to not be discriminated against dominate in such international contexts? And how can multiculturalism be successfully managed in international online spaces?
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Bytheway, Julie. "In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games." In Computer-Assisted Language Learning. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7663-1.ch058.

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Millions of language learners use commercial off-the-shelf computer games as informal learning contexts. Massively multiplayer online role-playing games (MMORPGs) are rich meaningful vocabulary learning contexts with in-game cultures that encourage creativity, decrease anxiety, force interaction, demand cooperative and autonomous learning, increase motivation, and reward curiosity. This case-study of World of Warcraft® players examined how the in-game culture affected participants' use of vocabulary learning strategies. Using research processes inherent in Grounded Theory, rich data was collected from extant MMORPG texts and observations of, interviews with, and elicited texts from a criterion sample of six ESL experienced gamers. Through constant comparative analysis, patterns and strategies emerged. Gu's (2005) model of vocabulary learning strategies in contexts was adapted to suit digital game contexts. The results highlight the need to value how the MMORPG culture affects language learners' vocabulary learning strategies and argue for study into autonomous language learning in commercial off-the-shelf digital games.
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Conference papers on the topic "Cooperative multiplayer computer gaming"

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Cai, Wei, and Victor C. M. Leung. "Multiplayer cloud gaming system with cooperative video sharing." In 2012 IEEE 4th International Conference on Cloud Computing Technology and Science (CloudCom). IEEE, 2012. http://dx.doi.org/10.1109/cloudcom.2012.6427515.

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Zibin, Yoav. "JuryAPI: Secure Client-Side-Only Multiplayer Gaming API." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_073.

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Hasan, Shiblee Imtiaz. "Multiplayer gaming for low-end mobile phones: Gaming between basic mobile phones, handheld devices and computer platforms." In 2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference (ICE-GIC 2010). IEEE, 2010. http://dx.doi.org/10.1109/icegic.2010.5716902.

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Shores, Kenneth B., Yilin He, Kristina L. Swanenburg, Robert Kraut, and John Riedl. "The identification of deviance and its impact on retention in a multiplayer game." In CSCW'14: Computer Supported Cooperative Work. ACM, 2014. http://dx.doi.org/10.1145/2531602.2531724.

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Vella, Kellie, Christopher James Koren, and Daniel Johnson. "The Impact of Agency and Familiarity in Cooperative Multiplayer Games." In CHI PLAY '17: The annual symposium on Computer-Human Interaction in Play. ACM, 2017. http://dx.doi.org/10.1145/3116595.3116622.

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Alharthi, Sultan A., George E. Raptis, Christina Katsini, Igor Dolgov, Lennart E. Nacke, and Zachary O. Toups. "Toward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games." In CSCW '18: Computer Supported Cooperative Work and Social Computing. ACM, 2018. http://dx.doi.org/10.1145/3272973.3274047.

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Pandey, Hari Mohan, and Abhishek Jain. "Human Cognitive Features to Define Correlation Between Depression and Internet Gaming Disorder." In 2021 IEEE 24th International Conference on Computer Supported Cooperative Work in Design (CSCWD). IEEE, 2021. http://dx.doi.org/10.1109/cscwd49262.2021.9437639.

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Pandey, Hari Mohan, and Abhishek Jain. "Human Cognition to Analyze Alcohol Use Disorder and Correlation with Internet Gaming Disorder." In 2021 IEEE 24th International Conference on Computer Supported Cooperative Work in Design (CSCWD). IEEE, 2021. http://dx.doi.org/10.1109/cscwd49262.2021.9437842.

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Gao, Yongqiang, Wenhui Guo, and Chenyang Zhou. "Quality of Service Aware Cost Optimization for Online Gaming Services in IaaS Clouds." In 2021 IEEE 24th International Conference on Computer Supported Cooperative Work in Design (CSCWD). IEEE, 2021. http://dx.doi.org/10.1109/cscwd49262.2021.9437698.

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