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.
Full textBawa, 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.
Full textThe 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.
Webb, Steven Daniel. "Referee-based architectures for massively multiplayer online games." Thesis, Curtin University, 2010. http://hdl.handle.net/20.500.11937/498.
Full textMiller, Mitchell. "Bootstrapping Massively Multiplayer Online Role Playing Games." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2191.
Full textMacGregor, Scott A. "Extension and Validation of an Adult Gaming Addiction Scale." Antioch University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1418231740.
Full textHumphreys, 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.
Full textHumphreys, 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/.
Full textBilir, 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.
Full textCommittee 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.
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.
Full textHumphreys, Alison M. (Sal). "Massively Multiplayer Online Games. Productive players and their disruptions to conventional media practices." Thesis, QUT, 2005.
Find full textRashid, Tariq M. "Integrating distributed interactive simulations with the project Darkstar open-source Massively Multiplayer Online Game (MMOG) middleware." Thesis, Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Sep/09Sep%5FRashid.pdf.
Full textThesis Advisor(s): Brutzman, Don ; McGregor, Don. "September 2009." Description based on title screen as viewed on November 5, 2009. Author(s) subject terms: Distributed Interactive Simulation, Massively Multiplayer Online Game, Simulation Interoperability. Includes bibliographical references (p. 105-114). Also available in print.
Santos, Marcelo Anderson Batista dos. "SIMP2P : uma estratégia P2P de distribuição de texturas em mundos virtuais 3D." reponame:Repositório Institucional da UFABC, 2011.
Find full textŠach, Martin. "Počítačové hry a simulace (se zaměřením na MMOG)." Master's thesis, Vysoká škola ekonomická v Praze, 2009. http://www.nusl.cz/ntk/nusl-10339.
Full textPonsford, Matthew J. "The Mutual Interaction of Online and Offline Identities in Massively Multiplayer Online Communities: A Study of EVE Online Players." Antioch University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1480426506465534.
Full textBezerra, Carlos Eduardo Benevides. "Lidando com recursos escassos e heterogêneos em um sistema geograficamente distribuído atuando como servidor de MMOG." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2009. http://hdl.handle.net/10183/17347.
Full textTraditionally, a central server is used to provide support to MMOGs (massively multiplayer online games), where the number of participants is in the order of tens of thousands. Much work has been done trying to create a fully peer-to-peer model to support this kind of application, in order to minimize the maintenance cost of its infra-structure, but critical questions remain. Examples of the problems relative to peer-to-peer MMOG support systems are: vulnerability to cheating, overload of the upload links of the peers and difficulty to maintain consistency of the simulation among the participants. In this work, it is proposed the utilization of geographically distributed lower-cost nodes, working as a distributed server to the game. The distribution model and some related works are also presented. To address the communication cost imposed to the servers, we specify a novel refinement to the area of interest technique, significantly reducing the necessary bandwidth. Simulations have been made with ns-2, comparing different area of interest algorithms. The results show that our approach achieves the least bandwidth utilization, with a 33.10% maximum traffic reduction and 33.58% average traffic reduction, when compared to other area of interest algorithms. Besides, in a distributed MMOG server architecture, with heterogeneous resources, the server nodes may become easily overloaded by the high demand from the players for state updates. In this work, we also propose a load balancing scheme, which considers the network traffic as the load to balance between the servers, and it has the following main objectives: allocate load on the servers proportionally to the power of each one of them and reduce as much as possible the overhead introduced by the distribution itself. It is is divided in three phases: local selection of servers, balancing and refinement. Four algorithms were proposed: ProGReGA, ProGReGA-KH, ProGReGA-KF and BFBCT. From these, ProGReGA has proved to be the best for overhead reduction and ProGReGA-KF is the most suited for reducing player migrations between servers.
Juve, Kambra R. "The use of massive multiplayer online games to evaluate C4I systems." Thesis, Monterey, California. Naval Postgraduate School, 2004. http://hdl.handle.net/10945/1667.
Full textHuman Systems Integration Report
In the past few years, Massive Multiplayer Online Games (MMOG) have gained in popularity in the gaming industry, the public and the Department of Defense. Improvements to computer technology and the increased data transfer rate over networks have caused the potential applications for networked environments to blossom. MMOGs are a product of these improvements, as technological advancements have made it possible for the masses to gain access to virtual environments and participate. The ability to communicate and interact within the virtual environment has the potential to make MMOG technology an ideal tool for evaluating C4I systems. The design and evaluation of C4I systems with MMOGs has the potential to allow for exploration in the areas of warfighter effectiveness, emergent behavior, collective decision making, human systems integration and effective information flow. This thesis strives to illustrate how a C4I system modeled in an MMOG can aid designers in gathering insights on the effectiveness of the system in various combat situations. The insights will be gathered through the interactions of players with the modeled system in the virtual environment. The human interaction with the modeled C4I system provides the ability to capture the effects of the C4I system on the warfighter. The resultant effects of the C4I system on the warfighter directly contribute to the overall combat effectiveness of the deployed military forces. The background of MMOGs and C4I systems, and attributes of MMOGs that are desirable in evaluating C4I systems are introduced and discussed. FORCEnet, a global C4I architecture still in the conceptual phase is then used as an example to illustrate the potential rewards to using MMOGs to evaluate C4I systems.
Lieutenant, United States Navy
Lewis, Michael Scott. "Massively Multiplayer Online Roleplaying Gaming:Motivation to Play, Player Typologies, and Addiction." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461232700.
Full textSeverino, Felipe Lange. "Protegendo a economia virtual de MMOGS através da detecção de cheating." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/72927.
Full textIn the past few years, Massively Multiplayer Online Games (MMOG) grew in both popularity and investment. This growth has been influenced by the evolution of residential connection (faster and cheaper connections). With the demand, some limitations imposed by the client-server architecture becomes more significant. Peer-to-peer architectures aim to solve those problems by distributing the game among several computers. However, those solutions usually lack security, or presents low performance. Among the problems, cheating can be considered the most significant to MMOGs. Cheating can be defined as the action taken by a player when this action is against the rules. This may be aggravated when this action can cause irreversible damage to the virtual economy and, potentially, affect all players in the virtual world. This work’s goal is to restrict the cheating impact using a cellular world division. The proposal is to restrict the cheating in a limited virtual space, preventing the propagation. A state classification is presented, and different cheating detection techniques are presented to each element of this classification. Simulation is used to make the experiments aiming to test the performance and accuracy of the proposal. Results indicate that the proposed solution can efficiently protect the virtual economy, restraining the effects of a cheating occurrence to a small portion of the virtual world.
Weissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.
Full textGilmore, John Sebastian. "A state management and persistency architecture for peer-to-peer massively multi-user virtual environments." Thesis, Stellenbosch : Stellenbosch University, 2013. http://hdl.handle.net/10019.1/80268.
Full textENGLISH ABSTRACT: Recently, there has been significant research focus on Peer-to-Peer (P2P) Massively Multi-user Virtual Environments (MMVEs). A number of architectures have been presented in the literature to implement the P2P approach. One aspect that has not received sufficient attention in these architectures is state management and state persistency in P2P MMVEs. This work presents and simulates a novel state management and persistency architecture, called Pithos. In order to design the architecture, an investigation is performed into state consistency architectures, into which the state management and persistency architecture should fit. A novel generic state consistency model is proposed that encapsulated all state consistency models reviewed. The requirements for state management and persistency architectures, identified during the review of state consistency models, are used to review state management and persistency architectures currently receiving research attention. Identifying some deficiencies present in current designs, such as lack of fairness, responsiveness and scalability, a novel state management and persistency architecture, called Pithos, is designed. Pithos is a reliable, responsive, secure, fair and scalable distributed storage system, ideally suited to P2P MMVEs. Pithos is implemented in Oversim, which runs on the Omnet++ network simulator. An evaluation of Pithos is performed to verify that it satisfies the identified requirements. It is found that the reliability of Pithos depends heavily on object lifetimes. If an object lives longer on average, retrieval requests are more reliable. An investigation is performed into the factors influencing object lifetime. A novel Markov chain model is proposed which allows for the prediction of objects lifetimes in any finite sized network, for a given amount of redundancy, node lifetime characteristics and object repair rate.
AFRIKAANSE OPSOMMING: Onlangs is daar ’n beduidende navorsingsfokus op Eweknie Massiewe Multi-gebruiker Virtuele Omgewings (MMVOs). ’n Aantal argitekture is in die literatuur beskikbaar wat die eweknie benadering voorstel. Een aspek wat nie voldoende aandag ontvang in hierdie argitekture nie is toestandsbestuur en toestandsvolharding in eweknie MMVOs. Hierdie werk ontwerp en simuleer ’n nuwe toestandsbestuur- en toestandsvolhardingargitektuur genaamd Pithos. Ten einde die argitektuur te ontwerp is ’n ondersoek uitgevoer in toestandskonsekwentheidargitekture, waarin die toestandsbestuur- en toestandsvolhardingargitektuur moet pas. ’n Nuwe generiese toestandskonsekwentheidargitektuur word voorgestel wat alle hersiene toestandskonsekwentheid argitekture vervat. Die vereistes vir die toestandsbestuur- en toestandsvolhardingargitekture, geidentifiseer tydens die hersiening van die toestandskonsekwentheidargitekture, word gebruik om toestandsbestuuren toestandsvolhardingargitekture te hersien wat tans navorsingsaandag geniet. Identifisering van sekere leemtes teenwoordig in die huidige ontwerpe, soos ’n gebrek aan regverdigheid, responsiwiteit en skaleerbaarheid, lei tot die ontwerp van ’n nuwe toestandsbestuur- en toestandsvolhardingargitektuur wat Pithos genoem word. Pithos is ’n betroubare, responsiewe, veilige, regverdige en skaleerbare verspreide stoorstelsel, ideaal geskik is vir eweknie MMVOs. Pithos word geïmplementeer in Oversim, wat loop op die Omnet++ netwerk simulator. ’n Evaluering van Pithos word uitgevoer om te verifieer dat dit voldoen aan die geïdentifiseerde behoeftes. Daar is gevind dat die betroubaarheid van Pithos afhang van die objek leeftyd. As ’n objek gemiddeld langer leef, dan is herwinning versoeke meer betroubaar. ’n Ondersoek word uitgevoer na die faktore wat die objek leeftyd beïnvloed. ’n Nuwe Markov ketting model word voorgestel wat voorsiening maak vir die voorspelling van objek leeftye in eindige grootte netwerke, vir gegewe hoeveelhede van oortolligheid, nodus leeftyd eienskappe en objek herstelkoers.
Hawker, Michael. "Subgames in massively multiplayer online games." Thesis, McGill University, 2008. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=21992.
Full textLa popularité des jeux massivement multi-joueurs en ligne ( MMOGs ) a grandement augmenté avec l'arrivée du jeu World of Warcraft, qui est joué par des millions de personnes à travers le monde. Cependant, ce type d'application nécessite des infrastructures extensibles pour accommoder des milliers de joueurs, tout en offrant une expérience de jeu consistante. Ceci représente un grand obstacle que plusieurs compagnies doivent affronter, mais qui est surmonté par peu. Cette thèse aborde les problèmes reliés à la croissance du nombre de joueurs simultanés, tout en discutant comment maintenir un environnement distribué multi- serveurs ( DMSE ) consistant. La notion de sous-jeux ( un jeu qui se déroule l'intérieur d'un autre jeu ) a été utilisée pour mieux étudier le problème. En tant qu'unités de jeu plus petits et flexibles, les sous-jeux facilitent la croissance, mais augmentent les problèmes de concurrence puisque leur bon fonctionnement nécessite des actions modulaires dans un environnement distribué. Ces défis sont adressés par un nouveau protocole transactionnel et un cadre d'applications d'actions qui font abstraction et règlent les problèmes de consistance, tout en offrant une infrastructure qui permet une certaine croissance. Une solution, où les mécanismes de jeux et de sous-jeux sont adaptés en conséquence, illustre les techniques proposées dans cette thèse. Ces techniques permettent une plus grande croissance pour les jeux MMOGs dans un DMSE, tout en fournissant des outils de sous-jeux qui permettent l'étude des défis de consistance et de croissance.
White, Dustin. "Role recognition in massively multiplayer online games." Winston-Salem, NC : Wake Forest University, 2009. http://dspace.zsr.wfu.edu/jspui/handle/10339/43154.
Full textTitle from electronic thesis title page. Thesis advisor: William H. Turkett Jr. Vita. Includes bibliographical references (p. 61-62).
Veron, Maxime Pierre Andre. "Scalable services for massively multiplayer online games." Thesis, Paris 6, 2015. http://www.theses.fr/2015PA066212/document.
Full textMassively Multi-player Online Games (MMOGs) aim at gathering an infinite number of players within the same virtual universe. Yet all existing MMOGs rely on centralized client/server architectures which impose a limit on the maximum number of players (avatars) and resources that can coexist in any given virtual universe. This thesis aims at proposing solutions to improve the scalability of MMOGs. To address the wide variety of their concerns, MMOGs rely on independent services such as virtual world hosting, avatar storage, matchmaking, cheat detection, and game design. This thesis explores two services that are crucial to all MMOG variants: matchmaking and cheat detection. Both services are known bottlenecks, and yet current implementations remain centralized. This thesis also shows that it is possible to design a peer to peer refereeing service on top of a reputation system. The resulting service remains highly efficient on a large scale, both in terms of performance and in terms of cheat prevention. Since refereeing is somewhat similar to failure detection, this thesis extends the proposed approach to monitor failures. The resulting failure detection service scales with the number of monitored nodes and tolerates jitter
Zhang, Kaiwen. "Persistent transaction models for massively multiplayer online games." Thesis, McGill University, 2010. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=95121.
Full textLes jeux en ligne massivement multijoueur (MMOGs) peuvent être considérés comme des applications base de données. Les joueurs initient des actions de façon concurrentielle pour modifier l'état du jeu. Puisque l'état du monde est le plus grand atout des MMOGs, il est extrêmement important d'assurer sa consistance. D'un autre côté, la caractéristique essentielle de ces jeux est leur capacité de supporter plusieurs milliers de clients simultanément, et donc l'habileté de gérer une charge grandissante. Cette thèse propose une solution qui est fondée sur des sémantiques et architectures typiques aux jeux pour concevoir des modèles de transaction extensibles à la charge pour la gestion des actions tout en maintenant les niveaux requis de consistance. Ces modèles varient dans leurs niveaux d'isolation et d'atomicité et offrent donc des garanties de consistance variées qui sont adaptées à des actions d'importance et de complexité différente. Des protocoles de gestion des actions optimisés sont alors conçus selon ces modèles. Nous présentons aussi une architecture pour la gestion de persistance des données qui est intégrée aux modèles de transaction mentionnés ci-dessus. Nous montrons comment les garanties de consistance de chaque modèle sont maintenues par la structure persistante. Des actions concrètes sont alors mises en oeuvre et conçues selon les divers modèles de transaction avec persistance. Nous évaluons et comparons la performance de chacune des implémentations et discutons du compromis entre la performance et la consistance.
Abdulazeez, S. "Dynamic load balancing for massively multiplayer online games." Thesis, Liverpool John Moores University, 2018. http://researchonline.ljmu.ac.uk/7864/.
Full textWolfe, Amanda. "Massively Multiplayer Online Gamers: Motivations and Risks." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/cps_diss/74.
Full textKhan, Nadeem. "A distributed server architecture for massively multiplayer online games /." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=101150.
Full textMeredith, A. D. "The presentation of self in Massively Multiplayer Online games." Thesis, Nottingham Trent University, 2014. http://irep.ntu.ac.uk/id/eprint/240/.
Full textHusárik, Braňko. "Nastavení virtuální ekonomiky uvnitř MMOG." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-76034.
Full textMcFarlane, Roger D. P. "Network software architectures for real-time massively multiplayer online games." Thesis, McGill University, 2004. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=18200.
Full textUn jeu en ligne massivement multi joueurs en temps réel est un jeu vidéo ou d'ordinateur géré en réseau dans lequel des dizaines à des centaines de milliers de consommateurs peuvent interagir entre eux en temps réel dans un environnement partagé, et ce même s’ils sont répartis dans des régions géographiques très distantes. Les analyses de l’industrie du jeu démontrent que l'utilisation et la pénétration de marché du jeu en ligne se développeront de manière significative au cours des cinq à dix prochaines années. Ceci explique que les développeurs de jeu et les compagnies de divertissement cherchent à offrir à un marché grand public des jeux en ligne basés sur un abonnement. Cependant, les risques, les coûts et la complexité impliqués dans le développement et l'opération d’un service de jeu en ligne sont élevés, dû en partie au manque de modèles bien établis et compris pour l'architecture de logiciels de réseau de tels produits. Cette thèse explore la littérature et la recherche concernant la simulation militaire distribuée, les environnements académiques virtuels gérés en réseau, et le jeu en ligne commercial à la recherche de modèles pour les architectures de logiciels de réseau qui sont applicables aux jeux en ligne massivement multi joueurs. C'est l'espoir de l'auteur de contribuer à cette pollinisation d’idées en fournissant un examen complet des techniques et des approches utilisés dans la conception et l'implémentation de systèmes répartis à grande échelle ayant des propriétés semblables à celles que l’on retrouve dans les systèmes de jeu en ligne massivement multi joueurs. De cette façon, peut-être, le coût, la complexité et le risque impliqués dans la réalisation d’un service de jeu en ligne massivement multi joueur pourront être réduits. fr
Vowles, Amy. "The psychology of Massively Multiplayer Online Role-Playing Games (MMORPG's)." Thesis, University of Birmingham, 2012. http://etheses.bham.ac.uk//id/eprint/6875/.
Full textMansikkamäki, E. (Eetu). "Meaningful real-life relationships in massively multiplayer online roleplaying games." Master's thesis, University of Oulu, 2014. http://urn.fi/URN:NBN:fi:oulu-201412022038.
Full textBergstrand, Isak, and Sund Viktoria Fritzon. "The Game Changer : MMO-spels inverkan på elevers färdigheter i engelska som andraspråk." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Språk-, litteratur- och mediedidaktik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-29895.
Full textGoodman, Joshua. "A hybrid design for cheat detection in massively multiplayer online games." Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=32384.
Full textLes jeux en ligne massivement multi-joueur (MMOG) sont un genre de jeu devenu extrêmement populaire, avec des millions d'abonnés. Pour éviter les situations de tricherie, les concepteurs de jeux favorisent le modèle réseau client/serveur (C/S) parce qu'il garantie que l'autorité sur l'état du jeu est conservée par le fournisseur du jeu. Cependant, l'évolution de tel modèle est limité. Malgré leur lacune au niveau de la sécurité, les modèles pair-à-pair (P2P) sont une alternative intéressante. Nous proposons un modèle de réseau hybride, l'IRS, qui se spécialise dans la détection des cas de tricherie. Ce modèle exploite les aspects positifs des deux types de modèle réseau (C/S et P2P), tout en proposant un compromis raisonnable entre la sécurité et l'efficacité. Dans le modèle IRS, un serveur centralisé possède l'autorité absolue sur l'état du jeu, tout en assurant la gestion des communications pair-à-pair et la surveillance du comportement des participants. En permettant aux participants d'exécuter des messages pour d'autres participants, la charge d'exécution sur le serveur est réduite. Les cas de tricherie peuvent être découverts et éliminés à l'aide d'audits intermittentes qui comparent les résultats d'exécution d'un même message par deux participants. Des simulations du modèle hybride proposé ont été effectuées dans un environnement jeu visant à reproduire des situations de jeux réelles. Les résultats démontrent le modèle expulse les participants malveillants très rapidement du jeu avec des impacts minimaux aux autres participants, tout en conservant les avantages d'extensibilité des modèles distribués. Puisq
Triebel, Tonio [Verfasser], and Wolfgang [Akademischer Betreuer] Effelsberg. "Netzwerkdienste für Massively Multiplayer Online Games / Tonio Triebel. Betreuer: Wolfgang Effelsberg." Mannheim : Universitätsbibliothek Mannheim, 2014. http://d-nb.info/106000657X/34.
Full textBopp, Stacey-Lee. "A phenomenological study of problematic internet use with massively multiplayer online games." Thesis, Nelson Mandela University, 2017. http://hdl.handle.net/10948/13757.
Full textChan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.
Full textRatti, Saurabh. "A distributed location-aware routing architecture for P2P massively multiplayer online games." Thesis, University of Ottawa (Canada), 2010. http://hdl.handle.net/10393/28524.
Full textDiao, Ziqiang [Verfasser]. "Cloud-based support for Massively Multiplayer Online Role-Playing Games / Ziqiang Diao." Magdeburg : Universitätsbibliothek, 2017. http://d-nb.info/112872653X/34.
Full textCecin, Fábio Reis. "Peer-to-peer and cheat-resistant support for massively multiplayer online games." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2015. http://hdl.handle.net/10183/131877.
Full textTypically, games classified as ‘massively multiplayer online games’ (MMOGs) are competitive, real-time, large-scale interactive simulations of graphical virtual worlds. Currently, most (if not all) commercial MMOGs are implemented as centralized services, where hundreds or even thousands of ‘server’ machines, maintained by the game service provider, are responsible for running almost all of the virtual world simulation. This incurs a significant equipment and communication cost for the game providers. Several works attempt to reduce the cost of hosting a MMOG by proposing more decentralized, peer-to-peer models for distributing the simulation among client (player-owned PCs with consumer-grade broadband) and server (provider-owned) machines, with some going as far as eliminating the need for provider-owned machines altogether. Decentralizing a MMOG, however, creates security issues, as the simulation is now delegated to untrusted client nodes which gain opportunities to cheat the game rules, as the rules are now executed by them. There are several types of cheats, but we show in this thesis that a case can be made for considering state cheating and denial-of-service attacks as the most significant threats for peer-to-peer MMOGs. In light of this, we propose FreeMMG 2, a new MMOG decentralization model based on the division of the virtual world into cells that are maintained individually by separate groups of volunteer peers that are running a non-interactive, daemon simulation process. Each peer of a cell contains a full replica of the cell state and synchronizes both conservatively and optimistically with every other peers (replicas) of the cell, while at the same time receiving game commands and disseminating game updates to actual player machines. Due to its cell replication and random peer selection, we show that FreeMMG 2 is resistant to state cheating. And, due to the use of one secret back-up peer for every primary replica peer of the cell, we show that denial-of-service attacks don’t significantly increase the odds of either state cheating or cell state loss happening. Through network simulation we verify that FreeMMG 2 is scalable and bandwidth-efficient, showing that a replication-based approach to peer-to-peer MMOG support, considering peers with realistic Internet connectivity (no IP multicast and consumer-grade broadband), is a viable one.
Strong, S. A. "Gamer-generated language and the localisation of Massively Multiplayer Online Role-Playing Games." Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10046921/.
Full textAndrivet, Sébastien. "Customer research, customer-driven design, and business strategy in Massively Multiplayer Online Games." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39531.
Full textThis thesis is a part of an exploration of how the relationships between the customers of Massively Multiplayer Online Games (MMOGs) shape customer experience, and can be used to diminish customer churn and improve customer life expectancy, two critical drivers for any subscription-based business model. MMOGs are a very complex product, with a massive level of interaction within the customer base - in fact those interactions constitute a significant part of the appeal. Thus, MMOGs combine aspects of particularly tough online community management, online customer service, and game design/content creation. To be successful, all of those elements need a fine understanding of the customer, their needs and their virtual 'life' and relationships within the game world. This thesis explores the usefulness of detailed, sophisticated interview to gain a fine understanding of customer needs and of the tools necessary to organize communication with, and among, customers. From this knowledge, it projects examples of strategic thrusts necessary to achieve or maintain leadership within this recent, but very powerful and lucrative, business model.
by Sébastien Andrivet.
M.B.A.
Kogan, Ilya. "An Analysis of Cheat Prevention in Peer-to-Peer Massively Multiplayer Online Games." Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1276273302.
Full textLoh, Benjamin Y. "Massively Multiplayer Online Role Playing Games (MMORPGs) in Malaysia: The Global-Local Nexus." Ohio University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1375663397.
Full textLee, Wai Yu. "Understanding problematic use of massively multiplayer online games: instrument development and theoretical model testing." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/186.
Full textFan, Lu. "Solving key design issues for massively multiplayer online games on peer-to-peer architectures." Thesis, Heriot-Watt University, 2009. http://hdl.handle.net/10399/2270.
Full textParsons, Jeffrey Michael. "An examination of massively multiplayer online role-playing games as a facilitator of internet addiction." Diss., University of Iowa, 2005. http://ir.uiowa.edu/etd/98.
Full textDiaz, Leanna Marie. "Usage of Emotes and Emoticons in a Massively Multiplayer Online Role-Playing Game." University of Toledo / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1533228651012048.
Full textMallon, David Timothy. "Bringing community to the holodeck : interactive narrative and the massively multiplayer online role-playing game." Thesis, Georgia Institute of Technology, 2001. http://hdl.handle.net/1853/19687.
Full textCruz, Daniel Viana Abs da. "Juventude e jogos digitais : envolvimento e relações sociais através dos Massively Multiplayer Online Role-Play Games." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/70055.
Full textThis research aims study the youth involvement and yours social relationships across the Massively Multiplayer Online Role-Play Games. Therefore, we conducted three studies, one qualitative and two quantitative. The first study was conducted with 20 students from public and private schools in the metropolitan area of Porto Alegre and aimed to describe how is the construction and development of young players avatars for interaction in MMORPGs. Semi-structured interviews were conducted and later analyzed with content analysis. The results of this study reveal 7 subcategories approaching the avatars construction, grouped in 3 major categories: Image, Function and Motivation. The second study was conducted in four stages and aimed to develop scales to measure the involvement and social relations in MMORPGs. The first step was the construction of sentences based on literature and the theoretical models of Calleja (2007) and Hinde (1997). The second stage was the use of three judges, experts in the area. The third step was a pilot study to review the sentences with five teenagers MMORPG players. The fourth step included analysis of internal consistency and factorial structure of the scales with a total sample of 467 young people online MMORPG players, aged between 12 and 30 years, from different regions of the country. The third study involved the same sample of the second study had and the objective of describing a profile of users of MMORPG; describe how young users experience social relationships they established with other youth in the MMORPG users, and to investigate whether the characteristics of involvement and social relations of the participants are related. Descriptive and inferential statistical analyzes were performed. The results indicated a final model of relations between young people, their avatars, the involvement in the game and their social relations in the game.