Academic literature on the topic 'Massively multiplayer online games (MMOG)'

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Journal articles on the topic "Massively multiplayer online games (MMOG)"

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Ma, Minhua, and Andreas Oikonomou. "Network Architectures and Data Management for Massively Multiplayer Online Games." International Journal of Grid and High Performance Computing 2, no. 4 (October 2010): 40–50. http://dx.doi.org/10.4018/jghpc.2010100104.

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Current-generation Massively Multiplayer Online Games (MMOG), such as World of Warcraft, Eve Online, and Second Life are mainly built on distributed client-server architectures with server allocation based on sharding, static geographical partitioning, dynamic micro-cell scheme, or optimal server for placing a virtual region according to the geographical dispersion of players. This paper reviews various approaches on data replication and region partitioning. Management of areas of interest (field of vision) is discussed, which reduces processing load dramatically by updating players only with those events that occur within their area of interest. This can be managed either through static geographical partitioning on the basis of the assumption that players in one region do not see/interact with players in other regions, or behavioural modelling based on players’ behaviours. The authors investigate data storage and synchronisation methods for MMOG databases, mainly on relational databases. Several attempts of peer to peer (P2P) architectures and protocols for MMOGs are reviewed, and critical issues such as cheat prevention on P2P MMOGs are highlighted.
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Steinkuehler, Constance. "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." E-Learning and Digital Media 4, no. 3 (September 2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.

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The claim that video games are replacing literacy activities that is bandied about in the American mainstream press is based not only on unspecified definitions of both ‘games' and ‘literacy’ but also on a surprising lack of research on what children actually do when they play video games. In this article, the author examines some of the practices that comprise game play in the context of one genre of video games in particular — massively multiplayer online games (MMOGs). Based on data culled from a two-year online cognitive ethnography of the MMOG Lineage (both I and II), the author argues that forms of video game play such as those entailed in MMOGs are not replacing literacy activities but rather are literacy activities. In order to make this argument, the author surveys the literacy practices that MMOGamers routinely participate in, both within the game's virtual world (e.g. social interaction, in-game letters) and beyond (e.g. online game forums, the creation of fan sites and fan fiction). Then, with this argument in place, she attempts to historicize this popular contempt toward electronic ‘pop culture’ media such as video games and suggest a potentially more productive (and accurate) framing of the literacy practices of today's generation of adolescents and young adults.
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Chen, Kaunchin, Jengchung V. Chen, and William H. Ross. "Antecedents of Online Game Dependency." Journal of Database Management 21, no. 2 (April 2010): 69–99. http://dx.doi.org/10.4018/jdm.2010040104.

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Massively Multiplayer Online Game (MMOG) dependency has been widely studied but research results suggest inconclusive antecedent causes. This study proposes and empirically tests three predictive models of MMOG dependency using a survey of online gaming participants. It finds multimedia realism for social interaction serves as an original antecedent factor affecting other mediating factors to cause MMOG dependency. These mediating factors derive from Uses and Gratifications theory and include: (1) participation in a virtual community, (2) diversion from everyday life, and (3) a pleasant aesthetic experience. Of these, participation in a virtual community has a strong positive relationship with MMOG dependency, and aesthetics has a modest negative relationship. Moderator analyses suggest neither gender nor “frequency of game playing” are significant but experience playing online games is a significant moderating factor of MMOG dependency.
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Jabbari, Nasser, and Zohreh R. Eslami. "Second language learning in the context of massively multiplayer online games: A scoping review." ReCALL 31, no. 01 (September 11, 2018): 92–113. http://dx.doi.org/10.1017/s0958344018000058.

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AbstractThis review examines the second language acquisition (SLA) literature with regard to the role of “massively multiplayer online games” (MMOGs) in second language (L2) learning. It focuses on commercially developed off-the-shelf (COTS) MMOGs only (some of them modified for educational purposes such as Reinders’ & Wattana’s work). It surveys the current empirical research to find out which aspects of L2 learning have been investigated, how they were studied, and what the findings suggest in relation to L2 learning opportunities and outcomes within and beyond MMOG contexts. We synthesized the findings of 31 studies reporting empirical evidence about the role of MMOGs in L2 learning. We observed that the empirical research in this area is mainly qualitative and that L2-related motivational and affective factors, L2 vocabulary, and learners’ communicative competence (or discourse management strategies) are the most widely investigated topics. Based on the findings, our paper presents a model that depicts hypothetical interrelationships among (a) MMOG designed settings, (b) the social and affective affordances provided in these settings, (c) L2 learning opportunities, and (d) the L2 learning outcomes achieved. We conclude that MMOGs provide socially supportive and emotionally safe (i.e. low-language-anxiety) environments that afford multiple opportunities for L2 learning and socialization, which, in turn, help L2 learners to enrich their L2 vocabulary repertoire and enhance their communicative competence in the target language.
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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 (June 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 gaming time. A genetic algorithm is developed to solve the minimization problem for processing simultaneous server allocation for the players who log into the system at the same time while many existing players are playing the same game. Extensive experiments based on the player behavior in “World of Warcraft” are conducted to evaluate the proposed method and compare with the state-of-the-art as well. The experimental results show that the method gives a lower cost and a shorter network latency in most of the time.
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Grimes, Sara M. "Saturday Morning Cartoons Go MMOG." Media International Australia 126, no. 1 (February 2008): 120–31. http://dx.doi.org/10.1177/1329878x0812600113.

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This paper traces the migration of North American children's television into the realm of massively multiplayer online games (MMOGs), and the issues this raises in terms of the commercialisation of children's (digital) play. Through a content analysis of three television-themed MMOGs targeted to children, Nickelodeon's Nicktropolis, Cartoon Network's Big Fat Awesome House Party and Corus Entertainment's GalaXseeds, I examine how this new development within children's online culture operates in relation to existing industry practices of cross-media integration and promotion. Dominant trends identified in the content analysis are compared with emerging conventions within the MMOG genre, which is generally found to contain numerous opportunities for player creativity and collaboration. Within the cases examined, however, many of these opportunities have been omitted and ultimately replaced by promotional features. I conclude that all three case studies operate primarily as large-scale advergames, promoting transmedia intertextuality and third-party advertiser interests.
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Ballard, Mary Elizabeth, and Kelly Marie Welch. "Virtual Warfare." Games and Culture 12, no. 5 (June 29, 2015): 466–91. http://dx.doi.org/10.1177/1555412015592473.

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The popularity of massively multiplayer online games (MMOGs) has elicited concern that this is a context for cyberbullying. We used an online survey to examine the prevalence and types of cyberbullying in MMOG play and group differences in bullying behavior. Since most MMOGs are violent and research indicates that electronic mediums have high rates of bullying, we predicted that cyberbullying would be common in MMOG play. The participants ( N = 151)—a sample of self-selected MMOG players—frequently reported being cyber-victimized (52%) and engaging in cyberbullying (35%) during MMOG play. Rank was the most common motive for cyberbullying. We found that (a) males perpetrate more cyberbullying in MMOGs than females do; (b) heterosexuals perpetrate bullying at higher rates than lesbian, gay, bisexual, and transgender (LGBT) participants do; (c) female and LGBT participants experienced significantly higher rates of sexually related cyber-victimization; and (d) opponents are bullied more than teammates. Rates of victimization and perpetration overlapped substantially.
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Zyda, Michael, Marc Spraragen, Balki Ranganathan, Bjarni Arnason, and Peter Landwehr. "Designing a Massively Multiplayer Online Game / Research Testbed Featuring AI-Driven NPC Communities." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 6, no. 1 (October 10, 2010): 108–11. http://dx.doi.org/10.1609/aiide.v6i1.12387.

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Massively Multiplayer Online Games (MMOGs), in their aspect as online communities, represent an exciting opportunity for studying social and behavioral models. For that purpose we have developed Cosmopolis, a free MMOG containing several key research-oriented features. First, Cosmopolis consists of an outer game for larger-scale social modeling, as well as a set of subgames suitable for tightly-controlled sandbox-style experiments, all allowing a high level of data logging configuration and control by researchers. Also, Cosmopolis’s world model incorporates configurable, AI-driven non-player character communities, as a means of researching interactions between individuals and societies
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Warner, 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.

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Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games (MMOGs). The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and Disney’s Toontown, focusing on griefing opportunities in each game. We consider ethical questions from the perspectives of players, game companies, and policymakers.
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Tang, Tiffany Y., Cheung Yiu Man, Chu Pok Hang, Lam Shiu Cheuk, Chan Wai Kwong, Yiu Chung Chi, Ho Ka Fai, and Sit Kam. "A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game." International Journal of Computer Games Technology 2008 (2008): 1–8. http://dx.doi.org/10.1155/2008/619108.

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Massively multiplayer online games (MMOGs) have been known to create rich and versatile social worlds for thousands of millions of players to participate. As such, various game elements and advance technologies such as artificial intelligence have been applied to encourage and facilitate social interactions in these online communities, the key to the success of MMOGs. However, there is a lack of studies addressing the usability of these elements in games. In this paper, we look into interaction patterns and awareness design elements that support the awareness inLastWorldandFairyLand. Experimental results obtained through both in-game experiences and player interviews reveal that not all awareness tools (e.g., an in-game map) have been fully exploited by players. In addition, those players who areawareof these tools are not satisfied with them. Our findings suggest that awareness-oriented tools/channels should be easy to interpret and rich in conveying “knowledge” so as to reduce players-cognitive overload. These findings of this research recommend considerations of early stage MMOG design.
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Dissertations / Theses on the topic "Massively multiplayer online games (MMOG)"

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Bozcan, Selcuk. "A Tool For Network Simulation Of Massively Multiplayer Online Games." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609985/index.pdf.

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Massively multiplayer online games (MMOGs) have become highly popular in the last decade and now attract millions of users from all over the world to play in an evolving virtual world concurrently over the Internet. The high popularity of MMOGs created a rapidly growing market and this highly dynamic market has forced the game developers to step up competitively. However, MMOG development is a challenging and expensive process. In this study, we have developed a network simulation tool which can be used to model and simulate typical MMOGs that have client-server architectures. The main objective is to provide a simulation environment to MMOG developers that could be used to test, analyze and verify various aspects of the MMOG network architecture. We have also implemented a graphical user interface which allows constructing the simulation model visually. We have demonstrated the use of simulation tool by experimental simulations.
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Bawa, Papia. "Game On| Massively Multiplayer Online Games (MMOG) as Tools to Augment Teaching and Learning." Thesis, Purdue University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10681049.

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The study investigated the use of Massively Multiplayer Online Games (MMOG) in English and Business classrooms in Higher Education from the context of learners’ performance outcomes, as well as stakeholders’ (learners, administrators, and faculty) perceptions pertaining to their experiences when using an MMOG based curriculum. The findings strongly suggest that MMOGs helped enhance learner performances in statistically significant ways, and provided valuable insights into elements of interest and concerns of stakeholders about MMOG usage in classrooms. Based on these insights, I designed a practitioners’ guide to assist future scholars interested in this curricular approach. This guide provides innovative tips on show how faculty, administrators and institutions may imbibe this cutting-edge technology in easy and affordable ways within classrooms, while dealing with several concerns such stakeholders may have regarding the use of such games. Given the rise in popularity of game based technology and the existing literature on the value of game based education, coupled with a paucity of studies examining applicability and implementation issues in the context of using MMOGs, I hope that this submission will be a valuable contribution to the literature.

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Webb, Steven Daniel. "Referee-based architectures for massively multiplayer online games." Thesis, Curtin University, 2010. http://hdl.handle.net/20.500.11937/498.

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Network computer games are played amongst players on different hosts across the Internet. Massively Multiplayer Online Games (MMOG) are network games in which thousands of players participate simultaneously in each instance of the virtual world. Current commercial MMOG use a Client/Server (C/S) architecture in which the server simulates and validates the game, and notifies players about the current game state. While C/S is very popular, it has several limitations: (i) C/S has poor scalability as the server is a bandwidth and processing bottleneck; (ii) all updates must be routed through the server, reducing responsiveness; (iii) players with lower client-to-server delay than their opponents have an unfair advantage as they can respond to game events faster; and (iv) the server is a single point of failure.The Mirrored Server (MS) architecture uses multiple mirrored servers connected via a private network. MS achieves better scalability, responsiveness, fairness, and reliability than C/S; however, as updates are still routed through the mirrored servers the problems are not eliminated. P2P network game architectures allow players to exchange updates directly, maximising scalability, responsiveness, and fairness, while removing the single point of failure. However, P2P games are vulnerable to cheating. Several P2P architectures have been proposed to detect and/or prevent game cheating. Nevertheless, they only address a subset of cheating methods. Further, these solutions require costly distributed validation algorithms that increase game delay and bandwidth, and prevent players with high latency from participating.In this thesis we propose a new cheat classification that reflects the levels in which the cheats occur: game, application, protocol, or infrastructure. We also propose three network game architectures: the Referee Anti-Cheat Scheme (RACS), the Mirrored Referee Anti-Cheat Scheme (MRACS), and the Distributed Referee Anti-Cheat Scheme (DRACS); which maximise game scalability, responsiveness, and fairness, while maintaining cheat detection/prevention equal to that in C/S. Each proposed architecture utilises one or more trusted referees to validate the game simulation - similar to the server in C/S - while allowing players to exchange updates directly - similar to peers in P2P.RACS is a hybrid C/S and P2P architecture that improves C/S by using a referee in the server. RACS allows honest players to exchange updates directly between each other, with a copy sent to the referee for validation. By allowing P2P communication RACS has better responsiveness and fairness than C/S. Further, as the referee is not required to forward updates it has better bandwidth and processing scalability. The RACS protocol could be applied to any existing C/S game. Compared to P2P protocols RACS has lower delay, and allows players with high delay to participate. Like in many P2P architectures, RACS divides time into rounds. We have proposed two efficient solutions to find the optimal round length such that the total system delay is minimised.MRACS combines the RACS and MS architectures. A referee is used at each mirror to validate player updates, while allowing players to exchange updates directly. By using multiple mirrored referees the bandwidth required by each referee, and the player-to mirror delays, are reduced; improving the scalability, responsiveness and fairness of RACS, while removing its single point of failure. Direct communication MRACS improves MS in terms of its responsiveness, fairness, and scalability. To maximise responsiveness, we have defined and solved the Client-to-Mirror Assignment (CMA) problem to assign clients to mirrors such that the total delay is minimised, and no mirror is overloaded. We have proposed two sets of efficient solutions: the optimal J-SA/L-SA and the faster heuristic J-Greedy/L-Greedy to solve CMA.DRACS uses referees distributed to player hosts to minimise the publisher / developer infrastructure, and maximise responsiveness and/or fairness. To prevent colluding players cheating DRACS requires every update to be validated by multiple unaffiliated referees, providing cheat detection / prevention equal to that in C/S. We have formally defined the Referee Selection Problem (RSP) to select a set of referees from the untrusted peers such that responsiveness and/or fairness are maximised, while ensuring the probability of the majority of referees colluding is below a pre-defined threshold. We have proposed two efficient algorithms, SRS-1 and SRS-2, to solve the problem.We have evaluated the performances of RACS, MRACS, and DRACS analytically and using simulations. We have shown analytically that RACS, MRACS and DRACS have cheat detection/prevention equivalent to that in C/S. Our analysis shows that RACS has better scalability and responsiveness than C/S; and that MRACS has better scalability and responsiveness than C/S, RACS, and MS. As there is currently no publicly available traces from MMOG we have constructed artificial and realistic inputs. We have used these inputs on all simulations in this thesis to show the benefits of our proposed architectures and algorithms.
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Miller, Mitchell. "Bootstrapping Massively Multiplayer Online Role Playing Games." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2191.

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Massively Multiplayer Online Role Playing Games (MMORPGs) are a prominent genre in today's video game industry with the most popular MMORPGs generating billions of dollars in revenue and attracting millions of players. As they have grown, they have become a major target for both technological research and sociological research. In such research, it is nearly impossible to reach the same player scale from any self-made technology or sociological experiments. This greatly limits the amount of control and topics that can be explored. In an effort to make up a lacking or non-existent player-base for custom-made MMORPG research scenarios A.I. agents, impersonating human players, can be used to "bootstrap" the research scenario to reach the necessary massive number of players that define the game genre. This thesis presents a system that makes its human players and A.I. players indistinguishable while preserving the basic characteristics of a typical MMORPG. To better achieve identical perception of human and A.I. players, our system centers around the collection, sharing, and exchange of information while limiting the means of expression and actions of players. A gameplay scenario built on the Panoptyk engine was constructed to imitate gameplay experienced in major MMORPGs. We conducted a user-study where subjects play through the scenario with a varying number of A.I. players unknown to them. Three versions of the scenario were created to assess how indistinguishable human and A.I. players were and vice versa. We found, across 24 participants, there were 32% correct identifications, 30% incorrect identifications, and 38% answers of "I don't know". This was broken down into 20% correct identifications, 42% incorrect identifications, and 38% answers of "I don't know" for bot characters and 46% correct identifications, 16% incorrect identifications, and 38% answers of ``I don't know'' for human characters.
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MacGregor, Scott A. "Extension and Validation of an Adult Gaming Addiction Scale." Antioch University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1418231740.

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Humphreys, Alison Mary. "Massively Multiplayer Online Games Productive Players and their Disruptions to Conventional Media Practices." Thesis, Queensland University of Technology, 2005. https://eprints.qut.edu.au/16119/1/Alison_Humphreys_Thesis.pdf.

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This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form, disrupt practices associated with more conventional media. These intensely social games exploit the interactivity and networks afforded by new media technologies in ways that generate new challenges for the organisation, control and regulation of media. The involvement of players in constituting these games - through their production of game-play, derivative works and strong social networks that drive the profitability of the games - disrupts some of the key foundations that underlie other publication media. MMOGs represent a new and hybrid form of media - part publication and part service. As such they sit within a number of sometimes contradictory organising and regulatory regimes. This thesis examines the negotiations and struggles for control between players, developers and publishers as issues of ownership, governance and access arise out of the new configurations. Using an ethnographic approach to gather information and insights into the practices of players, developers and publishers, this project identifies the characteristics of the distributed production network in this experiential medium. It explores structural components of successful interactive applications and analyses how the advent of player agency and the shift in authorship has meant a shift in control of the text and the relations that surround it. The integration of social networks into the textual environment, and into the business model of the media publishers has meant commerce has become entwined with affect in a new way in this medium. Publishers have moved into the role of both property managers, of the intellectual property associated with the game content, and community managers. Intellectual property management is usually associated with the reproduction and distribution of finished media products, and this sits uneasily with the performative and mutable form of this medium. Service provision consists of maintaining the game world environment, community management, providing access for players to other players and to the content generated both by the developers and the other players. Content in an MMOG is identified in this project as both the 'tangible' assets of code and artwork, rules and text, and the 'intangible' or immaterial assets of affective networks. Players are no longer just consumers of media, or even just active interpreters of media. They are co-producing the media as it is developed. This thesis frames that productiveness as unpaid labour, in an attempt to denaturalise the dominant discourse which casts players as consumers. The regulation of this medium is contentious. Conventional forms of media regulation - such as copyright, or content regulation regimes are inadequate for regulating the hybrid service/publication medium. This thesis explores how the use of contracts as the mechanism which constitutes the formal relations between players, publishers and developers creates challenges to some of the regimes of juridical and political rights held by citizens more generally. This thesis examines the productive practices of players and how the discourses of intellectual property and the discourses of the consumer are mobilised to erase the significance of those productive contributions. It also shows, using a Foucauldian analysis of the power negotiations, that players employ many counter-strategies to circumvent the more formal legal structures of the publishers. The dialogic relationship between players, developers and publishers is shown to mobilise various discursive constructions of the role of each. The outcome of these ongoing negotiations may well shape future interactive applications and the extent to which their innovative capacities will be available for all stakeholders to develop.
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Humphreys, Alison Mary. "Massively Multiplayer Online Games Productive Players and their Disruptions to Conventional Media Practices." Queensland University of Technology, 2005. http://eprints.qut.edu.au/16119/.

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This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form, disrupt practices associated with more conventional media. These intensely social games exploit the interactivity and networks afforded by new media technologies in ways that generate new challenges for the organisation, control and regulation of media. The involvement of players in constituting these games - through their production of game-play, derivative works and strong social networks that drive the profitability of the games - disrupts some of the key foundations that underlie other publication media. MMOGs represent a new and hybrid form of media - part publication and part service. As such they sit within a number of sometimes contradictory organising and regulatory regimes. This thesis examines the negotiations and struggles for control between players, developers and publishers as issues of ownership, governance and access arise out of the new configurations. Using an ethnographic approach to gather information and insights into the practices of players, developers and publishers, this project identifies the characteristics of the distributed production network in this experiential medium. It explores structural components of successful interactive applications and analyses how the advent of player agency and the shift in authorship has meant a shift in control of the text and the relations that surround it. The integration of social networks into the textual environment, and into the business model of the media publishers has meant commerce has become entwined with affect in a new way in this medium. Publishers have moved into the role of both property managers, of the intellectual property associated with the game content, and community managers. Intellectual property management is usually associated with the reproduction and distribution of finished media products, and this sits uneasily with the performative and mutable form of this medium. Service provision consists of maintaining the game world environment, community management, providing access for players to other players and to the content generated both by the developers and the other players. Content in an MMOG is identified in this project as both the 'tangible' assets of code and artwork, rules and text, and the 'intangible' or immaterial assets of affective networks. Players are no longer just consumers of media, or even just active interpreters of media. They are co-producing the media as it is developed. This thesis frames that productiveness as unpaid labour, in an attempt to denaturalise the dominant discourse which casts players as consumers. The regulation of this medium is contentious. Conventional forms of media regulation - such as copyright, or content regulation regimes are inadequate for regulating the hybrid service/publication medium. This thesis explores how the use of contracts as the mechanism which constitutes the formal relations between players, publishers and developers creates challenges to some of the regimes of juridical and political rights held by citizens more generally. This thesis examines the productive practices of players and how the discourses of intellectual property and the discourses of the consumer are mobilised to erase the significance of those productive contributions. It also shows, using a Foucauldian analysis of the power negotiations, that players employ many counter-strategies to circumvent the more formal legal structures of the publishers. The dialogic relationship between players, developers and publishers is shown to mobilise various discursive constructions of the role of each. The outcome of these ongoing negotiations may well shape future interactive applications and the extent to which their innovative capacities will be available for all stakeholders to develop.
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Bilir, Tanla E. "Real economics in virtual worlds a massively multiplayer online game case study: Runescape /." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31657.

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Thesis (M. S.)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.
Committee Chair: Pearce, Celia; Committee Member: Burnett, Rebecca; Committee Member: Do, Ellen Yi-Luen; Committee Member: Knoespel, Kenneth. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Zhang, Christina Yan. "The use of massively multiplayer online games to augment early-stage design process in construction." Thesis, Loughborough University, 2012. https://dspace.lboro.ac.uk/2134/9924.

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Traditional 2-D contour models, Physical Models, Computer-Aided Architectural Design (CAD), Virtual Reality models, Google SketchUp, and Building Information Modelling (BIM) have all greatly enhanced the design process by enabling designers to visualise buildings and the space within them prior to their construction. A recent development is Massively Multiplayer Online Games (MMOG) such as Second Life (SL). These offer users the opportunity to interact with other participants in real time, and so offer an excellent opportunity to experience the environment, layout and form of virtual buildings. However, the effectiveness of such applications to some extent depends upon how realistic the interactions of those using virtual spaces are in relation to interactions within the real world. This research examines the potential of this technology for enhancing and informing the early stage building design process. Initially, the tools currently used by architects at early stages of the RIBA Plan of Work were evaluated through interviewing architects. Then, the advantages of using MMOG over current tools at early-stage design were evaluated through interviews in SL. A virtual model was developed to examine how realistic the visualisation and interaction between end-users in an MMOG was. This was used to propose and validate guidance to incorporating MMOG into the early stages of the RIBA Plan of Work. It revealed that the virtual model created, the validated guidance and a successful example combining 2D sketches, Google SketchUp and MMOG at early-stage design can be used to guide architects to manage the complex decision making process in a simple, easy, cost-effective way, while effectively engaging both professional and non-professional stakeholders.
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Humphreys, Alison M. (Sal). "Massively Multiplayer Online Games. Productive players and their disruptions to conventional media practices." Thesis, QUT, 2005.

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Summary This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form, disrupt practices associated with more conventional media. These intensely social games exploit the interactivity and networks afforded by new media technologies in ways that generate new challenges for the organisation, control and regulation of media. The involvement of players in constituting these games – through their production of game-play, derivative works and strong social networks that drive the profitability of the games – disrupts some of the key foundations that underlie other publication media. MMOGs represent a new and hybrid form of media – part publication and part service. As such they sit within a number of sometimes contradictory organising and regulatory regimes. This thesis examines the negotiations and struggles for control between players, developers and publishers as issues of ownership, governance and access arise out of the new configurations. Using an ethnographic approach to gather information and insights into the practices of players, developers and publishers, this project identifies the characteristics of the distributed production network in this experiential medium. It explores structural components of successful interactive applications and analyses how the advent of player agency and the shift in authorship has meant a shift in control of the text and the relations that surround it. The integration of social networks into the textual environment, and into the business model of the media publishers has meant commerce has become entwined with affect in a new way in this medium. Publishers have moved into the role of both property managers, of the intellectual property associated with the game content, and community managers. Intellectual property management is usually associated with the reproduction and distribution of finished media products, and this sits uneasily with the performative and mutable form of this medium. Service provision consists of maintaining the game world environment, community management, providing access for players to other players and to the content generated both by the developers and the other players. Content in an MMOG is identified in this project as both the ‘tangible’ assets of code and artwork, rules and text, and the ‘intangible’ or immaterial assets of affective networks. Players are no longer just consumers of media, or even just active interpreters of media. They are co-producing the media as it is developed. This thesis frames that productiveness as unpaid labour, in an attempt to denaturalise the dominant discourse which casts players as consumers. The regulation of this medium is contentious. Conventional forms of media regulation – such as copyright, or content regulation regimes are inadequate for regulating the hybrid service/publication medium. This thesis explores how the use of contracts as the mechanism which constitutes the formal relations between players, publishers and developers creates challenges to some of the regimes of juridical and political rights held by citizens more generally. This thesis examines the productive practices of players and how the discourses of intellectual property and the discourses of the consumer are mobilised to erase the significance of those productive contributions. It also shows, using a Foucauldian analysis of the power negotiations, that players employ many counter-strategies to circumvent the more formal legal structures of the publishers. The dialogic relationship between players, developers and publishers is shown to mobilise various discursive constructions of the role of each. The outcome of these ongoing negotiations may well shape future interactive applications and the extent to which their innovative capacities will be available for all stakeholders to develop.
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Books on the topic "Massively multiplayer online games (MMOG)"

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Wizards and warriors: Massively multiplayer online game creation. Boston, MA, USA: Course Technology, 2012.

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Chew, Matthew. Policy implications of massively multiplayer online games for Hong Kong. Hong Kong: Hong Kong Institute of Asia-Pacific Studies, Chinese University of Hong Kong, 2006.

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Woodcock, Jamie, and Karen Gregory. How to Conduct Ethnographies of Massively Multiplayer Online Role-Playing Games. 1 Oliver’s Yard, 55 City Road, London EC1Y 1SP United Kingdom: SAGE Publications, Ltd., 2022. http://dx.doi.org/10.4135/9781529610109.

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Status: The game. [Place of publication not identified]: CreateSpace, 2014.

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Bartle, Richard A. A. MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-multiplayer Online Role-playing Games. Apress, 2015.

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MMOs from the Outside In: The Massively-Multiplayer Online Role-Playing Games of Psychology, Law, Government, and Real Life. Apress, 2015.

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Bartle, Richard A. MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-Multiplayer Online Role-playing Games. Apress, Incorporated, 2015.

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Lego Universe Massively Multiplayer Online Game Official Strategy Guide. Prima Games, 2010.

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Kelly, Richard V. Massively Multiplayer Online Role-Playing Games: The People, the Addiction and the Playing Experience. McFarland & Company, 2004.

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Jin, Dal Yong. Digital Hallyu 2.0: Transnationalization of Local Digital Games. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252039973.003.0007.

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This chapter maps out the growth of locally based digital games. In the twenty-first century, the New Korean Wave has been expanding with the rapid growth of digital culture, in particular with online gaming. The rapid growth of the Korean digital game industry, including online gaming, and its export into the Western market have raised a fundamental question of whether digital culture has changed the nature of the Korean Wave, from a regionally focused intracultural flow to include a Western-focused contraflow. The chapter attempts to discuss the ways in which local online games, in particular massively multiplayer online role-playing games (MMORPGs), have advanced contraflow. In addition, it discusses a changing trend in the digital game sector, which has been occurring due to both the increasing role of China's game industries and the emergence of mobile gaming in the smartphone era. It also maps out the process by which Korean online games are appropriated for Western game users in a form of “glocalization”in both content and structure. Finally, the chapter articulates whether this new trend can diminish an asymmetrical cultural flow between the West and the East.
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Book chapters on the topic "Massively multiplayer online games (MMOG)"

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Cowley, Benjamin Ultan, Darryl Charles, Gerit Pfuhl, and Anna-Mari Rusanen. "Artificial Intelligence in Education as a Rawlsian Massively Multiplayer Game: A Thought Experiment on AI Ethics." In AI in Learning: Designing the Future, 297–316. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-09687-7_18.

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AbstractIn this chapter, we reflect on the deployment of artificial intelligence (AI) as a pedagogical and educational instrument and the challenges that arise to ensure transparency and fairness to staff and students . We describe a thought experiment: ‘simulation of AI in education as a massively multiplayer social online game’ (AIEd-MMOG). Here, all actors (humans, institutions, AI agents and algorithms) are required to conform to the definition of a player. Models of player behaviour that ‘understand’ the game space provide an application programming interface for typical algorithms, e.g. deep learning neural nets or reinforcement learning agents, to interact with humans and the game space. The definition of ‘player’ is a role designed to maximise protection and benefit for human players during interaction with AI. The concept of benefit maximisation is formally defined as a Rawlsian justice game, played within the AIEd-MMOG to facilitate transparency and trust of the algorithms involved, without requiring algorithm-specific technical solutions to, e.g. ‘peek inside the black box’. Our thought experiment for an AIEd-MMOG simulation suggests solutions for the well-known challenges of explainable AI and distributive justice.
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Saeed, Aamir, Rasmus Løvenstein Olsen, and Jens Myrup Pedersen. "Improvement in Load Balancing Decision for Massively Multiplayer Online Game (MMOG) Servers Using Markov Chains." In Advances in Computer Communications and Networks From Green, Mobile, Pervasive Networking to Big Data Computing, 585–602. New York: River Publishers, 2022. http://dx.doi.org/10.1201/9781003337096-26.

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Voulgari, Iro, and Demetrios G. Sampson. "Massive Open Online Courses (MOOCs) and Massively Multiplayer Online Games (MMOGs): Synergies and Lessons to Be Learned." In Digital Systems for Open Access to Formal and Informal Learning, 41–56. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-02264-2_4.

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Hui, Wendy, and Wai Kwong Lau. "Research in Progress: Explaining the Moderating Effect of Massively Multiplayer Online (MMO) Games on the Relationship Between Flow and Game Addiction Using Literature-Based Discovery (LBD)." In Lecture Notes in Computer Science, 20–29. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-60470-7_3.

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Zhang, Kaiwen. "Transactions in Massively Multiplayer Online Games." In Encyclopedia of Big Data Technologies, 1–7. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-63962-8_184-1.

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Zhang, Kaiwen. "Transactions in Massively Multiplayer Online Games." In Encyclopedia of Big Data Technologies, 1712–18. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-77525-8_184.

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Zhang, Kaiwen. "Transactions in Massively Multiplayer Online Games." In Encyclopedia of Big Data Technologies, 1–7. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-319-63962-8_184-2.

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Aranda, Gustavo, Tomas Trescak, Marc Esteva, Inmaculada Rodriguez, and Carlos Carrascosa. "Massively Multiplayer Online Games Developed with Agents." In Transactions on Edutainment VII, 129–38. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-29050-3_12.

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Cardona-Rivera, Rogelio E., Kiran Lakkaraju, Jonathan H. Whetzel, and Jeremy R. Bernstein. "Large-Scale Conflicts in Massively Multiplayer Online Games." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 40–51. Cham: Springer International Publishing, 2013. http://dx.doi.org/10.1007/978-3-319-03473-7_4.

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Lee, Jina, and Kiran Lakkaraju. "Predicting Social Ties in Massively Multiplayer Online Games." In Social Computing, Behavioral-Cultural Modeling and Prediction, 95–102. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-05579-4_12.

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Conference papers on the topic "Massively multiplayer online games (MMOG)"

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Tay, V. "Massively multiplayer online game (MMOG) - a proposed approach for military application." In 2005 International Conference on Cyberworlds (CW'05). IEEE, 2005. http://dx.doi.org/10.1109/cw.2005.61.

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Arslan, Farrukh. "Towards Service Oriented Architecture (SOA) for Massive Multiplayer Online Games (MMOG)." In 2012 UKSim 14th International Conference on Computer Modelling and Simulation (UKSim). IEEE, 2012. http://dx.doi.org/10.1109/uksim.2012.82.

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Ma, Lijun, Zhiyan Feng, Jingqiang Feng, and Lan Wang. "Research on the Factors Affecting Player Stickiness in Massively Multiplayer Online Game (MMOG)." In 2019 16th International Conference on Service Systems and Service Management (ICSSSM). IEEE, 2019. http://dx.doi.org/10.1109/icsssm.2019.8887677.

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Voulgari, Iro, and Demetrios G. Sampson. "Applying Lessons Learnt from Massively Multiplayer Online Games (MMOGs) to Massive Open Online Courses (MOOCs)." In 2014 IEEE 14th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2014. http://dx.doi.org/10.1109/icalt.2014.14.

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Mehrabi, Meghdad, and Vivian Hsueh-Hua Chen. "Interactivity in massively multiplayer online games." In the 7th International Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1971630.1971656.

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Zhang, Kaiwen, Bettina Kemme, and Alexandre Denault. "Persistence in massively multiplayer online games." In the 7th ACM SIGCOMM Workshop. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1517494.1517505.

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Meredith, Alex, Mark Griffiths, and Monica Whitty. "Identity in massively multiplayer online games." In the 10th International Conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1497308.1497406.

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Steinkuehler, Constance. "Massively multiplayer online games & education." In the 8th iternational conference. Morristown, NJ, USA: Association for Computational Linguistics, 2007. http://dx.doi.org/10.3115/1599600.1599726.

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Nae, Vlad, Lukas Kopfle, Radu Prodan, and Alexandru Iosup. "Massively Multiplayer Online Games on unreliable resources." In 2012 11th Annual Workshop on Network and Systems Support for Games (NetGames). IEEE, 2012. http://dx.doi.org/10.1109/netgames.2012.6404020.

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Voulgari, Iro, Vassilis Komis, and Demetrios G. Sampson. "Player Motivations in Massively Multiplayer Online Games." In 2014 IEEE 14th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2014. http://dx.doi.org/10.1109/icalt.2014.75.

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