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1

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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7

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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10

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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Cai, Wei, Victor C. M. Leung, and Long Hu. "A Cloudlet-Assisted Multiplayer Cloud Gaming System." Mobile Networks and Applications 19, no. 2 (2013): 144–52. http://dx.doi.org/10.1007/s11036-013-0485-4.

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12

Molyneux, Logan, Krishnan Vasudevan, and Homero Gil de Zúñiga. "Gaming Social Capital: Exploring Civic Value in Multiplayer Video Games." Journal of Computer-Mediated Communication 20, no. 4 (2015): 381–99. http://dx.doi.org/10.1111/jcc4.12123.

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13

Ng Lee-Luan and Rino Shafierul Azizie Shahrir Raghbir. "Learning English Vocabulary via Computer Gaming." Issues in Language Studies 10, no. 1 (2021): 93–109. http://dx.doi.org/10.33736/ils.2708.2021.

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Due to the COVID-19 pandemic, educators have opted for online discussions and classes in which the teaching and learning sessions occur beyond the classroom environment. As various forms of technology such as gaming can be potentially used as platforms for online teaching and learning, the study aims to investigate the use of vocabulary learning strategies (VLS) in a massively multiplayer online role-playing game (MMORPG) among Malaysian English as a second language (ESL) players. Data were obtained via a 12-hour online game-play recorded sessions of Guild Wars 2 involving four Malaysian ESL p
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Zhao, Meiqi, Jianmin Zheng, and Elvis S. Liu. "Server Allocation for Massively Multiplayer Online Cloud Games Using Evolutionary Optimization." ACM Transactions on Multimedia Computing, Communications, and Applications 17, no. 2 (2021): 1–23. http://dx.doi.org/10.1145/3433027.

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In recent years, Massively Multiplayer Online Games (MMOGs) are becoming popular, partially due to their sophisticated graphics and broad virtual world, and cloud gaming is demanded more than ever especially when entertaining with light and portable devices. This article considers the problem of server allocation for running MMOG on cloud, aiming to reduce the cost on cloud gaming service and meanwhile enhance the quality of service. The problem is formulated into minimizing an objective function involving the cost of server rental, the cost of data transfer and the network latency during the
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Garneli, Varvara, Konstantinos Patiniotis, and Konstantinos Chorianopoulos. "Designing Multiplayer Serious Games with Science Content." Multimodal Technologies and Interaction 5, no. 3 (2021): 8. http://dx.doi.org/10.3390/mti5030008.

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Serious Games (SGs) could be enriched with collaborative learning techniques, an approach that has the potential to increase the players’ gaming and learning experience. However, the design of Multiplayer Serious Games (MSGs) with science content needs to be facilitated with methods and tools that provide coherent designs. This research proposes a methodology that employs the design technique of personas to effectively describe the multiplayer design patterns and the game narrative according to the content of a science school book and, at the same time, balancing the educational and the entert
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Deng, Yunhua, Yusen Li, Ronald Seet, Xueyan Tang, and Wentong Cai. "The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming." IEEE Transactions on Multimedia 20, no. 5 (2018): 1233–45. http://dx.doi.org/10.1109/tmm.2017.2760621.

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17

Paulus, Frank W., Charlotte S. Sander, Monika Nitze, Anne-Rose Kramatschek-Pfahler, Anette Voran, and Alexander von Gontard. "Gaming Disorder and Computer-Mediated Communication in Children and Adolescents with Autism Spectrum Disorder." Zeitschrift für Kinder- und Jugendpsychiatrie und Psychotherapie 48, no. 2 (2020): 113–22. http://dx.doi.org/10.1024/1422-4917/a000674.

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Abstract. Background: This study investigates how children and adolescents with autism spectrum disorder (ASD) make use of computer gaming and computer-mediated communication (CMC) in comparison to their nonautistic peers. Method: Parents filled out a standardized questionnaire on media use, gaming disorder (GD), and CMC. Sixty-two boys with a diagnosis of ASD aged 4 to 17 years (mean = 11.5; SD = 3.2) were compared to 31 healthy control boys (mean = 11.5; SD = 3.7). Results: Children and adolescents with ASD used CMC less frequently than their nonautistic peers but played video games for long
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Kackley, Jeremy, Matthew Gambrell, and Jean Gourd. "I3P: A Protocol for Increasing Reliability and Responsiveness in Massively Multiplayer Games." Journal of Advanced Computational Intelligence and Intelligent Informatics 12, no. 2 (2008): 142–49. http://dx.doi.org/10.20965/jaciii.2008.p0142.

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Developing broadband and internet technologies offers possibilities for new ways of minimizing the server bottleneck in online gaming as well as an increase in response and reliability. We look at a peer-to-peer (P2P) approach to circumnavigate some of the reliance on the central server and propose a protocol designed to increase responsiveness and reliability – which is also useful in meeting the unique requirements of a P2P approach.
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Carradini, Stephen, and Anya Hommadova Lu. "New motivations: Change over time in motivations for mobile gaming." Journal of Gaming & Virtual Worlds 12, no. 3 (2020): 259–85. http://dx.doi.org/10.1386/jgvw_00019_1.

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Many studies of motivations for game play do not consider change in motivations over time. Given the depth of motivations research, this gap seems unusual. In this article, we explore the motivations that players have for beginning, continuing and quitting play in the mobile massively multiplayer online real-time strategy (MMMORTS) gameLords Mobileby reporting on a nineteen-month virtual ethnography. We found that players often download the game due to external motivators such as ads or a reward for playing the game. People often stay playing the game due to game mechanics that strongly encour
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20

Dinaki, Hossein Ebrahimi, Shervin Shirmohammadi, and Mahmoud Reza Hashemi. "Boosted Metaheuristic Algorithms for QoE-Aware Server Selection in Multiplayer Cloud Gaming." IEEE Access 8 (2020): 60468–83. http://dx.doi.org/10.1109/access.2020.2983080.

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21

Braithwaite, Andrea. "WoWing Alone." Games and Culture 13, no. 2 (2015): 119–35. http://dx.doi.org/10.1177/1555412015610246.

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World of Warcraft ( WoW) is one of the most successful and longest running multiplayer online games in gaming. Over time, Blizzard Entertainment’s approach to multiplayer activities in WoW has changed. During the past decade, in-game world events, group matchmaking systems, and phasing technologies have been used to increasingly emphasize individual achievement rather than collaborative effort. The game is shifting away from sociable activities in favor of ones that situate players as powerful, atomized characters. WoW’s governmentality now encourages players to see each other as obstacles to
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22

Shirmohammadi, Shervin, and Mark Claypool. "Guest editorial for special issue on massively multiplayer online gaming systems and applications." Multimedia Tools and Applications 45, no. 1-3 (2009): 1–5. http://dx.doi.org/10.1007/s11042-009-0310-z.

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23

Pavelieva, A. K., and I. O. Lobko. "Gaming Slang in the English Language." Bulletin of Luhansk Taras Shevchenko National University, no. 3 (341) (2021): 67–75. http://dx.doi.org/10.12958/2227-2844-2021-3(341)-67-75.

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The article deals with the peculiarities of gaming slang in the English language. Its goal is to describe gaming slang, to determine the ways of its formation, and to form the bases for the classifications of gaming slang. It also aims to analyze the problem of translating English gaming slang into Ukrainian, as the issue of gaming slang is not well-studied in linguistics. The connections of gaming slang with Internet, computer and more general youth slang are considered, mentioning their interrelations. The linguistic processes that are used in the formation of English gaming slang are determ
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24

Xiao, Peng. "A Virtual Resource Pricing Mechanism Based on Three-Side Gaming Model in Large-Scale Cloud Environments." International Journal of e-Collaboration 16, no. 3 (2020): 17–32. http://dx.doi.org/10.4018/ijec.2020070102.

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Recently, network virtualization technology has become a promising approach to efficiently share physical substrate networks in a cloud. However, finding an appropriate mapping between nodes and links in virtual networks is still a challenging problem. To overcome the demerits of existing price mechanisms, the author presents a game-based pricing model, in which resource configuration and provision among virtual networks is defined as a two-phrase gaming model. In this gaming model, a cooperative gaming model is applied to optimize resource benefits, while a non-cooperative gaming model is use
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25

Du, Yao, Thomas D. Grace, Krithika Jagannath, and Katie Salen-Tekinbas. "Connected Play in Virtual Worlds: Communication and Control Mechanisms in Virtual Worlds for Children and Adolescents." Multimodal Technologies and Interaction 5, no. 5 (2021): 27. http://dx.doi.org/10.3390/mti5050027.

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Technology plays an essential role in shaping youth’s communication and social interactions in online multiplayer games. Due to physical distancing restrictions during the COVID-19 global pandemic, online multiplayer games like Minecraft and Roblox are well-positioned to amplify healthy communication/social connections and mitigate the impact of social isolation. Research so far has been focused on how these gaming environments support youth development from the perspectives of individual stakeholders (e.g., caregivers, educators, designers, and developers). However, features of these games, s
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26

Kongmee, Isara, Rebecca Strachan, Alison Pickard, and Catherine Montgomery. "A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners." International Journal of Virtual and Personal Learning Environments 3, no. 4 (2012): 1–15. http://dx.doi.org/10.4018/jvple.2012100101.

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Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their target second language with global players. Using a mix of ethnography and action research, this study explores the students’ experiences of language learning and performing while playing MMORPGs. The results show that the use of MMORPGs can facilitat
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27

Baek, Youngkyun, and Achraf Touati. "Comparing Collaborative and Cooperative Gameplay for Academic and Gaming Achievements." Journal of Educational Computing Research 57, no. 8 (2019): 2110–40. http://dx.doi.org/10.1177/0735633118825385.

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This article reports an empirical study that explores gender differences in both cooperative and collaborative social gaming in relation to achievements and attitudes. Another aim was to compare students’ game attitudes, feelings toward group work, and achievements in cooperative versus collaborative digital game-based learning environments. One hundred sixty-four, sixth-grade students from five different classrooms at an elementary school in South Korea participated voluntarily in this study. A total of 2 boys and 2 girls were randomly assigned to each group, resulting in 20 groups for each o
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Crabtree, Andy, Steve Benford, Mauricio Capra, et al. "The Cooperative Work of Gaming: Orchestrating a Mobile SMS Game." Computer Supported Cooperative Work (CSCW) 16, no. 1-2 (2007): 167–98. http://dx.doi.org/10.1007/s10606-007-9048-1.

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29

Rubio Ballester, Belén, Sergi Bermúdez i Badia, and Paul F. M. J. Verschure. "Including Social Interaction in Stroke VR-Based Motor Rehabilitation Enhances Performance: A Pilot Study." Presence: Teleoperators and Virtual Environments 21, no. 4 (2012): 490–501. http://dx.doi.org/10.1162/pres_a_00129.

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Social factors and motivation are key factors for recovery in stroke patients (Glass, Matchar, Belyea, & Feussner, 1993). The goal of this study is to enhance accessibility and evaluate the effects of including social interaction in a virtual reality (VR) -based system for stroke rehabilitation. We hypothesize that a multiplayer competitive context will have a positive effect on the involvement of the patients in the therapy and thus on the rehabilitation process. We test this hypothesis using the Rehabilitation Gaming System (RGS), an ICT virtual reality tool for upper extremities motor r
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Fuster, Héctor, Andrés Chamarro, Xavier Carbonell, and Robert J. Vallerand. "Relationship Between Passion and Motivation for Gaming in Players of Massively Multiplayer Online Role-Playing Games." Cyberpsychology, Behavior, and Social Networking 17, no. 5 (2014): 292–97. http://dx.doi.org/10.1089/cyber.2013.0349.

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Grimes, Sara M. "Penguins, Hype, and MMOGs for Kids: A Critical Reexamination of the 2008 “Boom” in Children’s Virtual Worlds Development." Games and Culture 13, no. 6 (2016): 624–44. http://dx.doi.org/10.1177/1555412016638755.

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According to various media and academic sources, the virtual worlds landscape underwent a profound transformation in 2008, with the arrival of numerous new titles designed and targeted specifically to young children. Although a growing body of research has explored some of the titles involved in this shift, little remains known of its overall scope and contents. This article provides a mapping of the initial “boom” in children’s virtual worlds development and identifies a number of significant patterns within the ensuing children’s virtual worlds landscape. The argument is made that while the
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Fernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.

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Summary Background: There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective: The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods: Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has b
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33

Cockburn, Alistair. "The end of software engineering and the start of economic-cooperative gaming." Computer Science and Information Systems 1, no. 1 (2004): 1–32. http://dx.doi.org/10.2298/csis0401001c.

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"Software engineering" was introduced as a model for the field of software development in 1968. This paper, reconsidering that model in the light of four decades of experience, finds it lacking in its ability to explain project success and failures, predict important issues in running projects and help practitioners formulate effective strategies on the fly. An alternative underlying model for software development is presented: Software development as a series of resource-limited, goal-directed cooperative games of invention and communication. The primary goal of each game is the production an
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Alharthi, Sultan A., George E. Raptis, Christina Katsini, Igor Dolgov, Lennart E. Nacke, and Z. O. Toups. "Investigating the Effects of Individual Cognitive Styles on Collaborative Gameplay." ACM Transactions on Computer-Human Interaction 28, no. 4 (2021): 1–49. http://dx.doi.org/10.1145/3445792.

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In multiplayer collaborative games, players need to coordinate their actions and synchronize their efforts effectively to succeed as a team; thus, individual differences can impact teamwork and gameplay. This article investigates the effects of cognitive styles on teams engaged in collaborative gaming activities. Fifty-four individuals took part in a mixed-methods user study; they were classified as field-dependent (FD) or independent (FI) based on a field-dependent–independent (FD-I) cognitive-style-elicitation instrument. Three groups of teams were formed, based on the cognitive style of eac
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Aziz, Norshakirah, Md Jan Nordin, Said Jadid Abdulkadir, and Muhammad Muhaimin M. Salih. "Digital Addiction: Systematic Review of Computer Game Addiction Impact on Adolescent Physical Health." Electronics 10, no. 9 (2021): 996. http://dx.doi.org/10.3390/electronics10090996.

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The advancement of technology has enabled powerful microprocessors to render high-quality graphics for computer gaming. Despite being intended for leisure purposes, several components of the games alongside the gamer’s environmental factors have resulted in digital addiction (DA) towards computer games such as massively multiplayer online games (MMOG). Excessive gaming among adolescents has various negative impacts on an individual. However, only a few researchers have addressed the impact of DA on physical health. Thus, the primary objective of this research is to study the impact of DA on ph
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36

Dolgov, Igor, William J. Graves, Matthew R. Nearents, Jeremy D. Schwark, and C. Brooks Volkman. "Effects of cooperative gaming and avatar customization on subsequent spontaneous helping behavior." Computers in Human Behavior 33 (April 2014): 49–55. http://dx.doi.org/10.1016/j.chb.2013.12.028.

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Lim, Sohye, and Jong-Eun Roselyn Lee. "When Playing Together Feels Different: Effects of Task Types and Social Contexts on Physiological Arousal in Multiplayer Online Gaming Contexts." CyberPsychology & Behavior 12, no. 1 (2009): 59–61. http://dx.doi.org/10.1089/cpb.2008.0054.

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Gao, Yongqiang, Lin Wang, and Jiantao Zhou. "Cost-Efficient and Quality of Experience-Aware Provisioning of Virtual Machines for Multiplayer Cloud Gaming in Geographically Distributed Data Centers." IEEE Access 7 (2019): 142574–85. http://dx.doi.org/10.1109/access.2019.2944405.

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Mancini, Tiziana, Chiara Imperato, and Federica Sibilla. "Does avatar's character and emotional bond expose to gaming addiction? Two studies on virtual self-discrepancy, avatar identification and gaming addiction in massively multiplayer online role-playing game players." Computers in Human Behavior 92 (March 2019): 297–305. http://dx.doi.org/10.1016/j.chb.2018.11.007.

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Pinkwart, Niels, and Hannes Olivier. "Cooperative virtual worlds—a viable eCollaboration pathway or merely a gaming trend?" Electronic Markets 19, no. 4 (2009): 233–36. http://dx.doi.org/10.1007/s12525-009-0022-2.

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Wallner, Guenter. "Automatic generation of battle maps from replay data." Information Visualization 17, no. 3 (2017): 239–56. http://dx.doi.org/10.1177/1473871617713338.

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With the advent of online gaming, access to in-game data has become increasingly important for players as it provides great opportunities for them to reflect and improve upon their gameplay or to compare their performance with others. Some of the currently most popular games focus on strategy and tactics, requiring players to skillfully position and maneuver units in order to achieve victory in battle. However, current visualizations for retrospective analysis of battles and that are targeted toward players are mainly limited to heatmaps and hence are not well suited for conveying the flow of
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Thawonmas, Ruck. "Special Issue on Intelligence Techniques in Computer Games and Simulations." Journal of Advanced Computational Intelligence and Intelligent Informatics 12, no. 2 (2008): 105. http://dx.doi.org/10.20965/jaciii.2008.p0105.

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This issue presents eight research papers focusing on different aspects of intelligence techniques and their applications in computer games and simulations. They are extended papers from those accepted and presented at the International Symposium on Intelligence Techniques in Computer Games and Simulations that was held in Shiga, Japan on March 1-2, 2007. The issue starts with a paper entitled gUsing Automatic Calibration with Microscopic Traffic Simulation,h which focuses on the use of a genetic algorithm for searching parameter spaces of a microscopic traffic simulation. The second paper,
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Kim, Hye-Young, and Jinsul Kim. "A load balancing scheme for gaming server applying reinforcement learning in IoT." Computer Science and Information Systems 17, no. 3 (2020): 891–906. http://dx.doi.org/10.2298/csis190917026k.

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A lot of data generated on the game server causes overtime in IoT environment. Recently, both researchers and developers have developed great interests in load balancing schemes in gaming servers. The existing literature have proposed algorithms that distribute loads in servers by mostly concentrating on load balancing and cooperative offloading in Internt of Things (IoT) environment. The dynamic load balancing algorithms have applied a technique of calculating the workload of the network and dynamically allocating the workload according to the network situation, taking into account the capaci
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Bytheway, Julie. "In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games." International Journal of Computer-Assisted Language Learning and Teaching 4, no. 4 (2014): 1–13. http://dx.doi.org/10.4018/ijcallt.2014100101.

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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 collec
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Carrión Candel, Elena, Mercedes Pérez Agustín, and Elena Giménez De Ory. "ICT and gamification experiences with CLIL methodology as innovative resources for the development of competencies in compulsory secondary education." Digital Education Review, no. 39 (June 30, 2021): 238–56. http://dx.doi.org/10.1344/der.2021.39.238-256.

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Due to the lack of research in the field of music through CLIL and ICT in Secondary Education in Spain, we propose to merge this subject with an innovative methodology. The general objective is to present a different approach to students in order to increase their motivation for the subject. The specific objectives are to teach music in English by integrating content, cognition and vocabulary through communication and the use of new technologies. This approach makes the design and implementation didactic, audiovisual and multimedia. Cuadernia: digital notebook composed of flash files, videos a
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Cattan, Grégoire, Anton Andreev, and Etienne Visinoni. "Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: An Update." Computers 9, no. 4 (2020): 92. http://dx.doi.org/10.3390/computers9040092.

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The integration of a P300-based brain–computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and limitations engendered by the stimulation needed by the BCI. The main restriction is still the low transfer rate that can be achieved by current BCI technology, preventing movement while using VR. The goal of this paper is to review current limitations and to provide application creators with design recommendations to overcome them, thus significantly reducing the developmen
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Kordyaka, Bastian, Katharina Jahn, and Bjoern Niehaves. "Towards a unified theory of toxic behavior in video games." Internet Research 30, no. 4 (2020): 1081–102. http://dx.doi.org/10.1108/intr-08-2019-0343.

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PurposeToxic behavior in multiplayer video games diminishes the potential revenue of gaming companies by spreading a bad mood, negatively affecting game play, and subsequently leading to the churn of players. However, research investigating why toxic behavior occurs is still scarce. To address this issue, this study disjunctively tests three different theoretical approaches (social cognitive theory, theory of planned behavior, and online disinhibition effect) to explain toxic behavior and propose a unified theory of toxic behavior.Design/methodology/approachIn total, 320 respondents participat
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48

Takeda, K., S. J. Newman, J. Kenny, and M. Zyskowski. "Convergence: Commodity flight simulation and the future." Aeronautical Journal 112, no. 1136 (2008): 599–607. http://dx.doi.org/10.1017/s0001924000002566.

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Abstract The development of commodity flight simulation, in the form of PC game technology, continues to advance at a rapid pace. Indeed, the software industry is now being driven primarily by the requirements of gaming, digital media, and other entertainment applications. This has largely been due to the commoditisation of computer hardware, which is apparent when considering recent trends in central processing unit and graphics processor development. The flight simulation industry has benefited from this trend of hardware commoditisation, and will continue to do so for the foreseeable future
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Hayashi, Nahoko, and Toshio Yamagishi. "Selective Play: Choosing Partners in an Uncertain World." Personality and Social Psychology Review 2, no. 4 (1998): 276–89. http://dx.doi.org/10.1207/s15327957pspr0204_4.

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The theoretical implications of introducing the “selective play” paradigm to experimental gaming research are discussed. In the traditional “forced play” environment, players are locked in a particular relationship and do not have options of leaving the current relationship and joining another. In the selective play environment players are given the options of leaving the current relationship andforming a new relationship. A previous computer tournament of prisoner's dilemma network (Hayashi, 1993) showed that out-for-tat (OFT) strategy performed very well in the selective play environment. OF
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50

Salam, Abdus, Anwar Hossain, and Shahidur Rahman. "The Effect of using Teams Games Tournaments (TGT) Cooperative Technique for Learning Mathematics in secondary schools of Bangladesh." Journal of Research in Mathematics Education 4, no. 3 (2015): 271. http://dx.doi.org/10.17583/redimat.2015.1519.

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<p align="center"><strong>Abstract</strong></p><p> </p><p>Games-based learning has captured the interest of educationalists and industrialists who seek to reveal the characteristics of computer games as they are perceived by some to be a potentially effective approach for teaching and learning. Despite this interest in using games-based learning, there is a dearth of studies context of gaming and education in third world countries. This study investigated the effects of game playing on performance and attitudes of students towards mathematics of Grade
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