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1

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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6

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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Azman, Hazita, and Nurul Farhana Dollsaid. "Applying Massively Multiplayer Online Games (MMOGs) in EFL Teaching." Arab World English Journal 9, no. 4 (December 15, 2018): 3–18. http://dx.doi.org/10.24093/awej/vol9no4.1.

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Bergstrom, Kelly. "Temporary Break or Permanent Departure? Rethinking What It Means to Quit EVE Online." Games and Culture 14, no. 3 (April 5, 2017): 276–96. http://dx.doi.org/10.1177/1555412017698872.

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To date, much of the research about massively multiplayer online games (MMOGs) and the people who play them has focused on studies of current players. Comparatively, little is known about why players quit. Rather than assuming MMOG play begins and ends with personal interest, this article uses a leisure studies framework to account for barriers and participation to play. Drawing on survey responses from 133 former EVE Online players, this article demonstrates that quitting is not a strict binary where one moves from playing to not playing. Furthermore, quitting in the context of MMOGs is not always a definitive act as some players will leave and then return to a particular game numerous times. Ultimately, this article argues that the voices of former players are an underattended demographic that can add further insights allowing game scholars to better understand why players gravitate toward particular games and not others.
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Sundén, Jenny. "Inte en babe - Affekt, känsla och sexualitet i World of Warcaft." Tidskrift för genusvetenskap 31, no. 4 (June 13, 2022): 23–43. http://dx.doi.org/10.55870/tgv.v31i4.3595.

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Feminist game studies scholars are still few and far between, and little has been done in the intersection of queer theory and games. Informed by feminist discussions of affect, and of emotion, this article uses an ethnographic study of queer potentials in the MMOG (Massively Multiplayer Online Game) World of Warcraft as its core example. The article develops an understanding of online gaming by investigating embodied experiences, affective investments and circulations within game spaces. Ultimately, it asks what an online game like World of Warcraft puts in motion, and what consequences such stirring may have for ways of thinking – and feeling – games, critically, yet sensitively. How do emotions circulate in and through games? How do corporeal desires and belongings map onto games? Could certain game spaces or moments of play be termed ‘queer’?
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Kim, Young Bin, Kyeongpil Kang, Jaegul Choo, Shin Jin Kang, TaeHyeong Kim, JaeHo Im, Jong-Hyun Kim, and Chang Hun Kim. "Predicting the Currency Market in Online Gaming via Lexicon-Based Analysis on Its Online Forum." Complexity 2017 (2017): 1–10. http://dx.doi.org/10.1155/2017/4152705.

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Transactions involving virtual currencies are becoming increasingly common, including those in online games. In response, predicting the market price of a virtual currency is an important task for all involved, but it has not yet attracted much attention from researchers. This paper presents user opinions from online forums in a massive multiplayer online game (MMOG) setting widely used around the world. We propose a method for predicting the next-day rise and fall of the currency used in an MMOG environment. Based on analysis of online forum users’ opinions, we predict daily fluctuations in the price of a currency used in an MMOG setting. Focusing specifically on the World of Warcraft game, one of the most widely used MMOGs, we demonstrate the feasibility of predicting the fluctuation in value of virtual currencies used in this game community.
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Crenshaw, Nicole, and Bonnie Nardi. "NPCs as Social Mediators in Massively Multiplayer Online Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 11, no. 4 (June 24, 2021): 89–91. http://dx.doi.org/10.1609/aiide.v11i4.12829.

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Previous research demonstrates that social experience is a key motivation for continued play in online games. We argue that there is an untapped potential for NPCs to act as social mediators in online games by stimulating social interaction between players. For example, a social mediator NPC could ask in chat, “How is everyone’s day?” to encourage conversations between players. We suggest two potential applications for social mediator NPCs in online games by examining social experiences in two contemporary massively-multiplayer online role-playing games (MMOs): Guild Wars 2 and World of Warcraft.
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Zhao, Jinjing. "L2 Languaging in a Massively Multiplayer Online Game." International Journal of Computer-Assisted Language Learning and Teaching 6, no. 4 (October 2016): 1–17. http://dx.doi.org/10.4018/ijcallt.2016100101.

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This paper examines L2 learner variations in the context of massively multiplayer online games (MMOGs). MMOGs have gained much attention among CALL researchers because this particular game genre is perceived to promote informal, contextualized interaction in a learner's target language, including interaction with native speakers. However, there is little research on differences between L2 learners in terms of how they engage in language learning and use in the context of gameplay. Drawing on data from questionnaires, interviews, gaming sessions, and gaming journals, this paper argues that affordances of MMOGs must be understood in relation to the learner's history, ability, and preference within the social context of game play; L2 learners engage with various game discourses that align with their preferences of game play and goals of language learning. In closing, the paper discusses procedural challenges in conducting research on MMOGs and similar gaming contexts.
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Barnett, Jane, and Mark Coulson. "Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games." Review of General Psychology 14, no. 2 (June 2010): 167–79. http://dx.doi.org/10.1037/a0019442.

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Massively multiplayer games (MMOs) are immersive virtual three-dimensional fantasy worlds in which people cooperate and compete with each other, as well as with the computer-generated denizens of that particular game world. Although typically seen as games, their strong social aspect suggests that they are a form of online communication tool, with which players interact to form friendships, create communities, and work together to accomplish a variety of goals. After an introduction to MMOs, this review explores how social aspects of the game imitate the real world in terms of choices that players make when interacting with others. Furthermore, player-to-player interactions are examined in terms of in-game group formation and how efficient communication is imperative for goal achievement. The review also explores how leadership skills learned in-game may be transferred to real-world scenarios. The reasons why people play MMOs are examined in terms of player motivations and how aspects of game play may have both positive and negative consequences for a player's well-being. The latter half of the review describes how MMOs are used as afterschool virtual teaching environments where students can use aspects of game play to learn, for example, leadership qualities. The review concludes with recommendations for using MMOs as virtual laboratories to explore aspects of human behavior.
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Compton, ReBecca. "Gamer Girl Visibility: Networks and Their Gendered Ingroup Behaviours in Massively Multiplayer Online Roleplaying Games." Excursions Journal 8, no. 1 (January 24, 2020): 1–23. http://dx.doi.org/10.20919/exs.8.2018.213.

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‘Why can’t I just be a gamer? Why do I have to be a “female gamer”?’ While a generic term for all gamers may be looming on the horizon, there are still aspects of play which draw clear boundaries between male and female gamers. These boundaries, however, are often illusions. In Massively Multiplayer Online Roleplaying Games (MMOs), several networks exist within the game space, and one such network is that of ‘female character’. For male players to gain a part in this network, many gender-bend, and the gender of the character is what determines their actions not the gender of the players themselves. When men use female avatars, they engage in behaviours which they believe are typical feminine acts, (healing, fighting from a distance, etc.) but these are based on false perceptions about gender roles. Gaining access to this network is one which requires constant performance; however, it is a network which is often inhospitable for real-world women.
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Adam, George, Christos Bouras, Vaggelis Kapoulas, and Andreas Papazois. "Building Community and Collaboration Applications for MMOGs." International Journal of Computer Games Technology 2012 (2012): 1–13. http://dx.doi.org/10.1155/2012/969785.

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Supporting collaborative activities among the online players are one of the major challenges in the area of Massively Multiplayer Online Games (MMOG), since they increase the richness of gaming experience and create more engaged communities. To this direction, our study has focused on the provision of services supporting and enhancing the players' in-game community and collaboration activities. We have designed and implemented innovative tools exploiting a game adaptation technology, namely, the In-game Graphical Insertion Technology (IGIT), which permits the addition of web-based applications without any need from the game developers to modify the game at all, nor from the game players to change their game installation. The developed tools follow a design adapted to the MMOG players' needs and are based on the latest advances on Web 2.0 technology. Their provision is performed through the core element of our system, which is the so-called Community Network Game (CNG) Server. One of the important features provided by the implemented system's underlying framework is the utilization of enhanced Peer-to-Peer (P2P) technology for the distribution of user-generated live video streams. In this paper, we focus on the architecture of the CNG Server as well as on the design and implementation of the online community and collaboration tools.
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Bawa, Papia. "Why Games?" International Journal of Game-Based Learning 12, no. 1 (January 2022): 1–12. http://dx.doi.org/10.4018/ijgbl.294011.

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The Phenomenological study investigated the perceptions of 4 Community College administrators and 2 faculty, who experienced for the first time, the process of curricular modification using Massively Multiplayer Online Games or MMOs in their Business and English programs. Since administrators and faculty are key stakeholders of any initiative for technology integration in curricular modification, the study contributed to filling the gap in the literature regarding such stakeholder perceptions and added new insights regarding easy and affordable ways to successfully and effectively integrate MMOs within the curriculum in Higher Education disciplines.
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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 (April 22, 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 physical health among Malaysian adolescents. This study focuses on Malaysian adolescents of ages 12–18 years old who are addicted to computer games, specifically the MMOG. The methodology used for the study involves focus group discussions (FGD) and extensive literature study. The FGD sessions have involved both medical experts and game experts. The outcome of FGD discussion is recorded and justified with the existing relevant literature from high-impact journals, theses, conferences, books, and reports. This paper provides evidence of five physical health impacts of DA associated with adolescents. The factors of DA, the addiction components existing in MMOG computer games, and the DA health risk assessment are presented in the results section. Based on the study, it is concluded that DA among Malaysian adolescents can cause various impacts on physical health such as obesity, back pain, and neck pain, orthopaedic/joint muscle, eyesight problem, hearing problem, as well as physical inactivity.
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Gavrić, Nikola, and Živko Bojović. "Security Concerns in MMO Games—Analysis of a Potent Application Layer DDoS Threat." Sensors 22, no. 20 (October 14, 2022): 7791. http://dx.doi.org/10.3390/s22207791.

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The application layer in the Internet protocol suite offers a significant degree of freedom regarding the orchestration of distributed denial-of-service attacks due to many different and unstandardized protocols. The primary focus of defending against application-layer distributed denial-of-service attacks has traditionally been Hypertext Transfer Protocols oriented while observing individual users’ actions independently from one another. In this paper, we present and analyze a novel application-layer DDoS attack in massively multiplayer online games that utilize the cooperative efforts of the attackers to deplete the server’s or players’ bandwidth. The attack exploits in-game dependencies between players to cause a massive spike in bandwidth while the attackers’ traffic remains legitimate. We introduce a multiplayer-relations graph to model user behavior on a game server. Additionally, we demonstrate the attack’s devastating capabilities on an emulated World of Warcraft server. Lastly, we discuss flaws of the existing defense mechanisms and possible approaches for the detection of these attacks using graph theory and multiplayer-relations graphs.
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Kasenides, Nicos, and Nearchos Paspallis. "A Systematic Mapping Study of MMOG Backend Architectures." Information 10, no. 9 (August 21, 2019): 264. http://dx.doi.org/10.3390/info10090264.

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The advent of utility computing has revolutionized almost every sector of traditional software development. Especially commercial cloud computing services, pioneered by the likes of Amazon, Google and Microsoft, have provided an unprecedented opportunity for the fast and sustainable development of complex distributed systems. Nevertheless, existing models and tools aim primarily for systems where resource usage—by humans and bots alike—is logically and physically quite disperse resulting in a low likelihood of conflicting resource access. However, a number of resource-intensive applications, such as Massively Multiplayer Online Games (MMOGs) and large-scale simulations introduce a requirement for a very large common state with many actors accessing it simultaneously and thus a high likelihood of conflicting resource access. This paper presents a systematic mapping study of the state-of-the-art in software technology aiming explicitly to support the development of MMOGs, a class of large-scale, resource-intensive software systems. By examining the main focus of a diverse set of related publications, we identify a list of criteria that are important for MMOG development. Then, we categorize the selected studies based on the inferred criteria in order to compare their approach, unveil the challenges faced in each of them and reveal research trends that might be present. Finally we attempt to identify research directions which appear promising for enabling the use of standardized technology for this class of systems.
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Sinha Choudhury, Ananya, Wendy Hui, and John Lau. "Using literature-based discovery to develop hypotheses for the moderating effect of massively multiplayer online games." F1000Research 12 (January 13, 2023): 53. http://dx.doi.org/10.12688/f1000research.128841.1.

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Background: Empirical studies have shown that the relationship between psychological flow state and game addiction tends to be weaker in massively multiplayer online (MMO) games compared with non-MMO games. However, a theoretical explanation for the moderating effect of MMO games is lacking in the literature. This paper uses interview data and a method for generating hypotheses, literature-based discovery (LBD), to identify potential moderating factors and develop theories about this relationship. Methods: The proposed method involved text mining 2,829 abstracts to generate a keyword list of potential underlying moderating factors. Interview data from three domain experts confirmed the usefulness of LBD. Instead of arriving at game addiction primarily through flow, the interview data revealed that different cognitive pathways may lead to game addiction in MMO games. Results: Specifically, the identified keywords led to three explanations for the observed moderating effect: (1) social interaction in MMOGs may prevent the progression from flow to game addiction or induce positive peer influence; (2) game performance typically measured using a score- or point-based system in non-MMO games offers an extrinsic motivation that is more in line with flow theory; and (3) intrinsic motivation and escapism may be more important drivers of MMO game addiction. This paper summarizes the domain experts’ views on the usefulness of LBD in theory development. Conclusions: This paper uses literature-based discovery (LBD) to demonstrate how the pathways to game addiction in MMO games differ from non-MMO games. LBD is a method for generating hypotheses seldom used in the social science literature.
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Kerr, Aphra, Stefano De Paoli, and Max Keatinge. "Surveillant Assemblages of Governance in Massively Multiplayer Online Games: A Comparative Analysis." Surveillance & Society 12, no. 3 (June 17, 2014): 320–36. http://dx.doi.org/10.24908/ss.v12i3.4953.

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This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the digital games industry. Informed by media governance studies, Surveillance Studies, and game studies, this paper identifies five elements which form part of the system of governance in MMOGs. These elements are: game code and rules; game policies; company community management practices; player participatory practices; and paratexts. Together these governance elements function as a surveillant assemblage, which relies to varying degrees on lateral and hierarchical forms of surveillance, and the assembly of human and non-human elements. Using qualitative mixed methods we examine and compare how these elements operate in three commercial MMOGs: Eve Online, World of Warcraft and Tibia. While peer and participatory surveillance elements are important, we identified two major trends in the governance of disruptive behaviours by the game companies in our case studies. Firstly, an increasing reliance on automated forms of dataveillance to control and punish game players, and secondly, increasing recourse to contract law and diminishing user privacy rights. Game players found it difficult to appeal the changing terms and conditions and they turned to creating paratexts outside of the game in an attempt to negotiate the boundaries of the surveillant assemblage. In the wider context of self-regulated governance systems these trends highlight the relevance of consumer rights, privacy, and data protection legislation to online games and the usefulness of bringing game studies and Surveillance Studies into dialogue.
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Tsuyoshi, YOSHIHARA, and FUJITA Satoshi. "Towards Fog-Assisted Virtual Reality MMOG with Ultra-Low Latency." International journal of Computer Networks & Communications 12, no. 6 (November 30, 2020): 33–47. http://dx.doi.org/10.5121/ijcnc.2020.12603.

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In this paper, we propose a method to realize a virtual reality MMOG (Massively Multiplayer Online Video Game) with ultra-low latency. The basic idea of the proposed method is to introduce a layer consisting of several fog nodes between clients and cloud server to offload a part of the rendering task which is conducted by the cloud server in conventional cloud games. We examine three techniques to reduce the latency in such a fog-assisted cloud game: 1) To maintain the consistency of the virtual game space, collision detection of virtual objects is conducted by the cloud server in a centralized manner; 2) To reflect subtle changes of the line of sight to the 3D game view, each client is assigned to a fog node and the head motion of the player acquired through HMD (Head-Mounted Display) is directly sent to the corresponding fog node; and 3) To offload a part of the rendering task, we separate the rendering of the background view from that of the foreground view, and migrate the former to other nodes including the cloud server. The performance of the proposed method is evaluated by experiments with an AWS-based prototype system. It is confirmed that the proposed techniques achieve the latency of 32.3 ms, which is 66 % faster than the conventional systems.
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Bainbridge, William Sims. "Massively Multi-Agent Simulations of Religion." Journal of Cognition and Culture 18, no. 5 (November 28, 2018): 565–86. http://dx.doi.org/10.1163/15685373-12340044.

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AbstractMassively multiplayer online (MMO) games are not merely electronic communication systems based on computational databases, but also include artificial intelligence that possesses complex, dynamic structure. Each visible action taken by a component of the multi-agent system appears simple, but is supported by vastly more sophisticated invisible processes. A rough outline of the typical hierarchy has four levels: (1) interaction between two individuals, each either human or artificial, (2) conflict between teams of agents who cooperate with fellow team members, (3) enduring social-cultural groups that seek to accomplish shared goals, and (4) large-scale cultural traditions, often separated into virtual geographic regions. In many MMOs, both magic and religion are represented, in ways that harmonize with a social-scientific theory that defines them in terms of specific versus general psychological compensators. This article draws empirical examples from five diverse MMOs: Dark Age of Camelot, Dungeons and Dragons Online, World of Warcraft, A Tale in the Desert and Gods and Heroes.
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Zackariasson, Peter, Nils Wåhlin, and Timothy L. Wilson. "Virtual Identities and Market Segmentation in Marketing in and Through Massively Multiplayer Online Games (MMOGs)." Services Marketing Quarterly 31, no. 3 (June 25, 2010): 275–95. http://dx.doi.org/10.1080/15332969.2010.486689.

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Lorentz, Pascaline, and Jeffrey E. Brand. "Formes de l’autorégulation de la vie sociale des joueurs intensifs de Massively Multiplayer Online Games (MMOGs)." Loisir et Société / Society and Leisure 39, no. 1 (January 2, 2016): 156–71. http://dx.doi.org/10.1080/07053436.2016.1151220.

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Liu, Ming, and Wei Peng. "Cognitive and psychological predictors of the negative outcomes associated with playing MMOGs (massively multiplayer online games)." Computers in Human Behavior 25, no. 6 (November 2009): 1306–11. http://dx.doi.org/10.1016/j.chb.2009.06.002.

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Conrad, Shawn, Jody Clarke-Midura, and Eric Klopfer. "A Framework for Structuring Learning Assessment in a Massively Multiplayer Online Educational Game." International Journal of Game-Based Learning 4, no. 1 (January 2014): 37–59. http://dx.doi.org/10.4018/ijgbl.2014010103.

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Educational games offer an opportunity to engage and inspire students to take interest in science, technology, engineering, and mathematical (STEM) subjects. Unobtrusive learning assessment techniques coupled with machine learning algorithms can be utilized to record students' in-game actions and formulate a model of the students' knowledge without interrupting the students' play. This paper introduces “Experiment Centered Assessment Design” (XCD), a framework for structuring a learning assessment feedback loop. XCD builds on the “Evidence Centered Assessment Design” (ECD) approach, which uses tasks to elicit evidence about students and their learning. XCD defines every task as an experiment in the scientific method, where an experiment maps a test of factors to observable outcomes. This XCD framework was applied to prototype quests in a massively multiplayer online (MMO) educational game. Future work would build upon the XCD framework and use machine learning techniques to provide feedback to students, teachers, and researchers.
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Turitsyn, Dmitry. "Real law of virtual worlds: russian approach to regulating contractual relations between a player and an operator of multiplayer online game." SHS Web of Conferences 106 (2021): 02003. http://dx.doi.org/10.1051/shsconf/202110602003.

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The widespread dissemination of Massively Multiplayer Online (MMO) games causes new problems not only in the technical field, but also in the field of law. A number of countries have successfully implemented provisions in their legislation governing the legal relationship between players and distributors of online games. However, most states have left this question unresolved. Based on the real cases, this article examines the judicial practice of resolving disputes between players and operators of MMO games in the Russian Federation. The author shows a real picture of the current state of contract law governing relations in the field of the gaming industry and the position of courts in this matter. It substantiated the conclusion on the duality of approaches to solving the question of the nature of contractual relations depending on the subject going to court in Russia. It shows the imperfection of Russian civil law in this area.
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Kwok, Nikole Wing Ka, and Angeline Khoo. "Gamers’ Motivations and Problematic Gaming." International Journal of Cyber Behavior, Psychology and Learning 1, no. 3 (July 2011): 34–49. http://dx.doi.org/10.4018/ijcbpl.2011070103.

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This study explores the factors that contribute to problematic gaming among players of Massively Multiplayer Online Role Playing Games (MMOs for short), in particular, the game World of Warcraft. It examines motivations based on the Self Determination Theory (SDT) and motivations based on Yee’s player orientations. A total of 128 gamers participated in the online survey. Results showed that achievement and immersion player orientations are correlated with extrinsic motivation in terms of external, introjected and identified regulations, as well as intrinsic motivation. Social orientation is only correlated with identified regulation and intrinsic motivation. Problematic gaming is also correlated with all types of extrinsic motivation, and intrinsic motivation, as well as with achievement and immersion player orientations but not with social player orientation. Achievement orientation and introjected regulation both positively predicted problematic gaming, while identified regulation negatively predicted it.
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Schulzke, Marcus. "Laboring in Cyberspace." International Journal of Technoethics 2, no. 3 (July 2011): 62–73. http://dx.doi.org/10.4018/jte.2011070105.

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This paper examines property relations in massively multiplayer online games (MMOGs) through the lens of John Locke’s theory of property. It argues that Locke’s understanding of the common must be modified to reflect the differences between the physical world that he dealt with and the virtual world that is now the site of property disputes. Once it is modified, Locke’s theory provides grounds for recognizing player ownership of much of the intellectual material of virtual worlds, the goods players are responsible for creating, and the developer-created goods that players obtain through an exchange of labor or goods representing labor value.
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Jati, Virgian Tengara, Ambar Lukitaningsih, and Nonik Kusuma Ningrum. "Analisis Nilai Sosial, Fungsional, Emosional, Kepuasan, dan Identifikasi Karakter yang Mempengaruhi Intensi Pembelian Barang Virtual pada Game Online." Reslaj : Religion Education Social Laa Roiba Journal 4, no. 4 (February 26, 2022): 1100–1119. http://dx.doi.org/10.47467/reslaj.v4i4.1105.

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This study aims to determine (1) whether sosial value has a positive effect on purchase intention, (2) to determine whether functional value has a positive effect on purchase intention, (3) to determine whether emotional value has a positive effect on purchase intention, (4) to determine whether whether satisfaction has a positive effect on purchase intentions, (5) to find out whether character identification has a positive effect on bell intentions. This type of research includes quantitative descriptive research. The population in this study were all players or users of Massively Multiplayer Sosializer Online Games (MMOSG), Audition Ayodance). The method used in the selection of the sample is purposive sampling method and determine the sample based on the criteria set by the researcher. There were 190 questionnaires distributed which could be processed. The data is then tested for data quality by using the validity test, reliability test. After testing the quality of the data, it is then tested using the classical multiple regression assumption test. The classical assumption test used consisted of normality test, multicollinearity test and heteroscedasticity test. Then the data were analyzed using the coefficient of determination test, partial test (t) and simultaneous test (f). The results of this study indicate that there is a negative and insignificant effect of Sosial Value on Purchase Intention (1) there is a positive and significant influence of Functional Value on Purchase Intention (2) there is a positive influence of Emotional Value on Purchase Intention (3) there is a negative and insignificant effect of Satisfaction on Purchase Intention (4) and there is a positive and significant effect of Character Identification on Purchase Intention (5) the players or users of Massively Multiplayer Sosializer Online Games (MMOSG), Audition Ayodance.
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Jony Oktavian Haryanto, Alberta Honylia Novitasari Sambe,. "The Development of Social Influence and Aesthetic on Purchase Intention." Jurnal Manajemen 25, no. 1 (February 21, 2021): 1. http://dx.doi.org/10.24912/jm.v25i1.700.

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Due to the development of internet nowadays, people utilize it with games and it results in the development of gaming industries that leads to strong existence of virtual economy. However, the development of the gaming industry in Indonesia was indeed a little late compared to other countries. This study generates a new perspective that describes purchase intention on virtual goods in Massively Multiplayer Online Social Games (MMOSG), Audition, in Indonesia. This research is done through a survey by using questionnaire which acquired 200 Audition players as respondents. The data processing used is structural equation modeling. Results of the study show factors that significantly influence purchase intention on virtual goods are social influence and aesthetic in which purchase intention affects actual purchase behavior, while price utility and satisfaction do not influence purchase intention.
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O'Connor, Erin L., Huon Longman, Katherine M. White, and Patricia L. Obst. "Sense of Community, Social Identity and Social Support Among Players of Massively Multiplayer Online Games (MMOGs): A Qualitative Analysis." Journal of Community & Applied Social Psychology 25, no. 6 (January 15, 2015): 459–73. http://dx.doi.org/10.1002/casp.2224.

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Mysirlaki, Sofia, and Fotini Paraskeva. "Emotional intelligence and transformational leadership in virtual teams: lessons from MMOGs." Leadership & Organization Development Journal 41, no. 4 (April 30, 2020): 551–66. http://dx.doi.org/10.1108/lodj-01-2019-0035.

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PurposeAs business is becoming more global, virtual teams are getting increasingly prevalent. The purpose of this paper is to examine virtual team effectiveness by taking a deeper look at the Virtual World Teams (VWTs) of Massively Multiplayer Online Games (MMOGs).Design/methodology/approachThe paper investigates the effects of leaders’ emotional intelligence and transformational leadership on virtual team effectiveness, including three sub-factors of team effectiveness: team performance, viability and team member satisfaction. In addition, the indirect effect of emotional intelligence on team effectiveness via transformational leadership was examined. In total, 500 MMOG players that belonged in virtual world teams participated in the study. Hypotheses were tested through a series of multiple linear regression analyses, and one-way ANOVA tests were used to explore the impact of gender on the key factors of team effectiveness.FindingsThe analysis revealed a significant predictive relationship between perceived leader emotional intelligence and virtual team effectiveness sub-factors, mediated by transformational leadership behavior. Further analysis revealed gender differences in players’ perceptions of their leader emotional intelligence, transformational leadership and virtual team effectiveness.Practical implicationsThis paper adds to the literature by revealing important predictors of virtual team effectiveness. These findings suggest implications for research and practice in the fields of Human Resources (HR), Human Resource Development (HRD) and training programs for e-leaders. The results of the analysis based on gender differences also have theoretical and managerial implications.Originality/valueThe study provides evidence that transformational leadership mediates the relationship between leaders’ emotional intelligence and team effectiveness in a virtual team.
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Ahmad, Muhammad, Brian Keegan, Dmitri Williams, Jaideep Srivastava, and Noshir Contractor. "Trust Amongst Rogues? A Hypergraph Approach for Comparing Clandestine Trust Networks in MMOGs." Proceedings of the International AAAI Conference on Web and Social Media 5, no. 1 (August 3, 2021): 10–17. http://dx.doi.org/10.1609/icwsm.v5i1.14125.

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Gold farming and real money trade refer to a set of illicit practices in massively multiplayer online games (MMOGs) whereby players accumulate virtual resources to sell for “real world” money. Prior work has examined trade relationships formed by gold farmers but not the trust relationships which exist between members of these organizations. We adopt a hypergraph approach to model the multi-modal relationships of gold farmers granting other players permission to use and modify objects they own. We argue these permissions reflect underlying trust relationships which can be analyzed using network analysis methods. We compare farmers’ trust networks to the trust networks of both unidentified farmers and typical players. Our results demonstrate that gold farmers’ networks are different from trust networks of normal players whereby farmers trust highly-central non-farmer players but not each other. These findings have implications for augmenting detection methods and re-evaluating theories of clandestine behavior.
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Bawa, Papia. "Game On!" International Journal of Game-Based Learning 10, no. 3 (July 2020): 16–46. http://dx.doi.org/10.4018/ijgbl.2020070102.

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Today, there is growing interest in digital game-based learning (DGBL) due to the increase in the variety of educational and commercial games available. Literature indicates that video games in general have entertaining, motivational, and educational benefits. Despite this, there is a lack of research comparing game types to assess their value for learning. Typically, DGBL approach may include a variety of game types, like those designed for educational purposes such as digital education games (DEGs), as well as those created for entertainment and commercial reasons, such as massively multiplayer online games (MMOs). Digital games do possess a significantly high capacity to keep users engaged, which is a potential that can be used to motivate learners to interact more deeply with their learning environments, and consequently enhance their performances. This study supports the hypothesis that both DEGs and MMOs can be instrumental in improving engagement and learning versus traditional teaching methods. The article shares the results of the mixed methods study that examined the use of one DEG and four MMOs in undergraduate courses within a community college. The results suggest that learner performance and engagement are enhanced when using DGBL for both types of games, versus the traditional teaching methods. Additionally, practitioner and future research implications are also discussed.
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Costello, Robert, and Murray Lambert. "Pokémon GO as a Cognitive and Societal Development Tool for Personalised Learning." International Journal of End-User Computing and Development 8, no. 1 (January 2019): 1–30. http://dx.doi.org/10.4018/ijeucd.2019010101.

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The present research develops and tests a theoretical gamification model (GM) that explores the use of mobile learning (ML) and massively multiplayer online (MMO) games to strengthen group prospection of teams and improve retention. The GM used Pokémon GO to enable higher education students to engage in activities and challenges with a view to observe the impacts on health and wellbeing through collection of quantitative and qualitative data. The data that was collected involved a sample set (N = 50) of participants within the general educational sector. The model constructs were measured throughout the first academic semester, from September 2018 to February 2019. There is significant evidence to show that the use of ML in the classroom is beneficial depending on the influences from and engagement with participants. The contributions from these findings should provide the basics for further research into different studies involving MMOs and ML or gamification studies.
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Thorne, Steven L., Ingrid Fischer, and Xiaofei Lu. "The semiotic ecology and linguistic complexity of an online game world." ReCALL 24, no. 3 (September 2012): 279–301. http://dx.doi.org/10.1017/s0958344012000158.

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AbstractMultiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO)World of Warcraft(WoW), with specific attention to its qualities as a setting for second language (L2) use and development. This empirical study seeks to answer the following question: What is the nature of the linguistic ecology thatWoWplayers are exposed to? Many studies have described the developmental opportunities presented by commercially available gaming environments (e.g., Gee, 2003, 2007), their value as sites of literacy development (e.g., Squire, 2008a; Steinkuehler, 2008), and their potential as venues for second language (L2) use and learning (e.g., Peterson, 2010; Thorne, Black, & Sykes, 2009; Thorne & Fischer, 2012; Zheng, Young, Wagner & Brewer, 2009). There are, however, numerous outstanding questions regarding the quality and complexity of the linguistic environments associated with online commercially available games. This primarily descriptive research addresses this issue and aims to finely characterize the linguistic complexity of game-presented texts (or ‘quest texts’) as well as player generated game-external informational and strategy websites that form the expansive semiotic ecology ofWoWgame play. Questionnaires and interviews with Dutch and American gamers helped to identify a variety of widely used game-external websites. This information then informed the selection of texts that were analyzed for their linguistic complexity. By analysing the linguistic complexity of the texts that players regularly engage with, this study aims to empirically assess the resources and limitations of a representative and widely played MMO as an environment for L2 development.
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Rau, Franco. "‹Portale›, die zum Nachdenken anregen. Einblicke in eine Interfaceanalyse des Augmented Reality Spiels Ingress." Tagungsband: Bildung gemeinsam verändern: Diskussionsbeiträge und Impulse aus Forschung und Praxis 28, Bildung gemeinsam verändern (February 25, 2017): 7–18. http://dx.doi.org/10.21240/mpaed/28/2017.02.21.x.

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Augmented Reality Spiele wie ‹Ingress› und ‹PokémonGo› stellen aktuell neue mediale Phänomene dar. Eine zentrale Differenz zu klassischen Massively Multiplayer Online Games (MMOs) ist die Verzahnung von virtuellen und realen Objekten als konstitutive Spielelemente. In Anknüpfung an die Perspektive, digitale Spiele als Kultur- und Bildungsräume zu verstehen, widmet sich der Beitrag der Frage, inwiefern das Ingress-Spielen die Perspektive von Spieler/innen auf den öffentlichen Raum verändern kann. In erster Annäherung an diese Fragestellung wird auf Basis einer Interfaceanalyse gezeigt, wie ‹Portale› – virtueller Repräsentationen realer Objekte im Spiel – potenziell Irritationen und Differenz­erfahrungen ermöglichen. Diese können zum Ausgangspunkt weiterführender Reflexionen werden. Dafür werden exemplarisch ‹Portale› diskutiert, die (1.) weiterführende Informationen zu realen Objekte bieten, die (2.) Momentaufnahmen nicht mehr existierender kultureller Objekte darstellen und die (3.) reale Objekte in ironischer Weise präsentieren.
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Moritzen, Karina. "Opening Up Virtual Mosh Pits." Journal of Sound and Music in Games 3, no. 2-3 (2022): 115–40. http://dx.doi.org/10.1525/jsmg.2022.3.2-3.115.

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This article investigates the sociabilities that surround in-game concerts and music scenes in the massively multiplayer online games Fortnite and Minecraft. Drawing on ludomusicology and cultural studies, it will rethink the virtual music scene concept to better incorporate the technical, economical, aesthetic, and social aspects that affect how relationships are developed inside MMOs among members for whom music and games play a primordial role in their personal life-worlds. Focusing on Travis Scott’s Astronomical performance in Fortnite sponsored by the video game and music industries, as well as the independent music festivals in Minecraft organized by volunteer-run virtual events producer Open Pit, allows for comparisons that are valuable in highlighting the characteristics that define a virtual music scene and differentiate it from an in-game concert. In order to conduct such a task, this essay will analyze Scott’s Astronomical performance currently hosted on YouTube while also considering statements made by the rapper in his 2019 Netflix documentary Travis Scott: Look Mom, I Can Fly and magazine interviews with the rapper and the team responsible for this event. In order to understand Open Pit’s festivals, several interviews with its members available online, as well as excursions undertaken by journalists to these events, will be investigated, providing an immersive account of what attending an Open Pit music festival can feel like from their perspectives. In the end, the article argues that as much as Scott’s performance changed what can be expected of in-game concerts by joining game and music aesthetics, Open Pit’s periodic events and their connection to the hyperpop music genre are a better representation of the virtual music scene concept developed in this article.
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Zad, Damon Daylamani, Marios C. Angelides, and Harry Agius. "Personalise your massively multiplayer online game (MMOG) with Artemis." Multimedia Systems 18, no. 1 (July 8, 2011): 69–94. http://dx.doi.org/10.1007/s00530-011-0237-x.

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Гладышев, Владимир Иванович, Екатерина Галимулловна Миляева, and Регина Владимировна Пеннер. "A PERSON ON THE WEB: LONELINESS AND COMMUNICATION." ΠΡΑΞΗMΑ. Journal of Visual Semiotics, no. 4(34) (December 8, 2022): 63–81. http://dx.doi.org/10.23951/2312-7899-2022-4-63-81.

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Технико-технологические трансформации внешнего мира (интенсивное развитие устройств мобильной связи, высокоскоростных коммуникационных технологий) оказывают значительное влияние на существование человека. При помощи технологий человек создал для себя альтернативную природе цифровую реальность, общение в которой дополняет непосредственное общение в мире реальном. Пандемия COVID-19 резко изменила привычный образ жизни людей в глобальном мире и сократила возможности для непосредственного общения. Обострилась проблема одиночества и возможностей его компенсации. В условиях пандемии изменился статус сетевого общения: из дополняющего оно стало основным, а в некоторых случаях и единственным вариантом общения. В статье анализируются возможности компенсаторного общения в сети, посредством которого восполняются коммуникативные потребности человека, ограниченные в условиях пандемии. Представлен антиномический подход к общению как одновременно единению и обособлению. Общение понимается как необходимое условие полноценного человеческого существования. Представлена идея компенсаторного общения, того варианта общения, который дает человеку возможность преодолеть одиночество, способствует формированию новых социальных навыков, развитию личности. Новые средства коммуникации способствуют реализации компенсаторного общения в сети. Онлайн-коммуникация, опосредованная техническими средствами, позволяет преодолеть расстояние, политические, языковые и культурные границы. Примером сетевого общения является общение геймеров в массовой многопользовательской онлайн-игре (ММО) EVE Online. Пользователи онлайн-игр создают свои миры, вселенные. Эти онлайн-вселенные виртуальные, не ирреальные; они позволяют трансформировать характер привычного времяпровождения геймера (декомпенсация и аддикция) в «полигон» для развития социальных навыков, гармонизирующих бытие человека в мире офлайн. Аудитория EVE Online – геймеры, которые подключаются к игре в поисках реального общения, с целью преодоления «пандемии» одиночества. Совместная онлайн-деятельность геймеров становится поводом для общения в форме прямой компенсации, восполняющей дефицит общения с другими в своеобразном «кружке по интересам». Переживание экзистенциального опыта запускает процесс деанонимизации геймера. Результатом общения геймеров на примере EVE Online становятся партнерские, дружеские отношения, выходящие за пределы виртуального мира ММО. The COVID-19 pandemic has shown that the problem of human loneliness in the modern world is more relevant than ever. Restrictions on movement and quarantines have become an obstacle to direct communication. The threat of infection has become a factor in the spread of the “loneliness pandemic”. Communication between people through high-speed communication technologies has become the most appropriate way to maintain working and other relations. The status of online communication has changed. Online communication has become a complementary one. Through the development of high-speed communications, a person has created virtual reality, which has become an alternative to a natural one. Online communication is virtual communication, not surreal. Online communication allows a person to compensate for the negative consequences of their loneliness in conditions of limitation or impossibility of offline communications. The authors of the article analyze the possibilities of compensatory communication in the online format. The essence of compensatory communication lies in the fact that it allows a person to overcome loneliness, form new social skills, and realize opportunities for self-development. The philosophical view of communication is revealed based on the antinomic approach. The antinomic approach presents communication as unity and separation at the same time. The authors argue that communication is a prerequisite for a full-fledged human being. Online communications allow communication to overcome various restrictions, such as border closures, isolation, quarantine. An important type of online communication is the communication of gamers in the virtual universes of massively multiplayer online games (MMOs). EVE Online is an example of such a game. Gamers engage in real interaction in the virtual world of the game. The virtual worlds of games become proving grounds for the development and preservation of social skills. EVE Online’s audience is people who came to the virtual world for real communication. Joint gaming activities compensate for the communication gap between gamers. They have a joint existential experience, so communication of interests transforms into overcompensation. Establishing trusting relationships contributes to gamers’ de-anonymization. Partnerships and friendships that started online go beyond the virtual world of the game into the real world. The authors of the article conclude that loneliness can be overcome to a large extent with the help of online communications, provided that such communications are authentic.
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Achterbosch, Leigh, Robyn Pierce, and Gregory Simmons. "Massively multiplayer online role-playing games." Computers in Entertainment 5, no. 4 (March 2008): 1–33. http://dx.doi.org/10.1145/1324198.1324207.

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Darmawan, Bangkit, and Ratna Permata Sari. "THE POWER RELATION IN ONLINE GAME DOTA 2." Book Chapters of The 1st Jakarta International Conference on Social Sciences and Humanities (JICoSSH) 1 (January 25, 2019): 20–32. http://dx.doi.org/10.33822/jicossh.v1i1.3.

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The number of online gaming enthusiasts nowadays makes the emergence of competition between each game online, one of which is an online game DotA 2. DotA 2 game that requires strategy and teamwork to achieve victory makes it interesting to study, especially in the online game DotA 2 also has a point barometer of ability or player’s skill, namely, MMR (Matchmaking Ratio). In this study, researchers used ethnographic methods to virtualized data collection by observation participation. The results of this study are the communication process is happening in the virtual community online game DOTA 2 through several stages of a communicator encoding to create a message that will be delivered verbally and non-verbally. After the message is sent then, decoding is done by the communicant which will produce an effects and feedback of the communication process with each other every competent player to be dominant communicator who is ultimately determined and agreed upon by the members of the team. Furthermore, become communicators dominant, a player must have high MMR points that seemed to have a greater ability or skilful. However, it is not entirely a barometer of a communicant. There is a privilege to be a benchmark of trusted players or the communicant to the communicator dominant other than points outside the MMR itself, related to the personal attitude which affect other player, such as have a good communication skills and player’s ability in the match. This lead to a power against the dominant communicator and the power is exactly what is called as the charismatic authority. REFERENCES Boellstorff, Tom. 2008. Coming of Age in Second Life : An Anthropologist Explores the Virtual Human. New Jersey. Princenton University Press. Creswell, J. W. (2010). Research Design: Pendekatan Kualitatif, Kuantitatif, dan Mixed. Yogyakarta: PT Pustaka Pelajar Firat, Mehmet. 2011. Virtual Ethnography Research on Second Life Virtual Communities.Eskisehir Turkey: Anadolu University Departement of Distance Education. Helmut K. Anhier dan Stefan Toepler. 2010. International Encyclopedia of Civil Society. USA: George Mason Universty. Hine, C. 2000. Virtual Ethnography. London: SAGE Publications, Ltd Kadir, Abdul. Prinsip – prinsip Dasar Rasionalisasi Birokrasi Max Weber Pada OrganisasiPerangkat Daerah Kota Kendari Provinsi Sulawesi Tenggara. Staf Pengajar Universitas Haluoleo Kendari. 2015 Ranoh, Ayub. Kepemimpinan Karismatik. Jakarta: BPK Gunung Mulia 1999 Rangkuti Freddy. 2009. Strategi Promosi yang Kreatif dan Analisis Kasus IMC. Jakarta: PT Gramedia Pustaka Utama Warner, Dorothy E. Dan Mike Raiter. 2005. Social Context in Massively-Multiplayer Online Games (MMOGs): Ethical Question in Shared Space. International Review of Information Ehics Volume 4. Wu Song, Felicia. 2009. Virtual communities: Bowling alone, online together. New york: Peter Lang Publishing Williams, Dana. Max Weber: Traditional, Legal – Rational, and Charismatic Authority. Sociological Theory 3850:560. The University of Akron, Ohio. 2003
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Tsun-Yu Hsiao and Shyan-Ming Yuan. "Practical Middleware for Massively Multiplayer Online Games." IEEE Internet Computing 9, no. 5 (September 2005): 47–54. http://dx.doi.org/10.1109/mic.2005.106.

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Webber, Nick. "Law, culture and massively multiplayer online games." International Review of Law, Computers & Technology 28, no. 1 (January 2, 2014): 45–59. http://dx.doi.org/10.1080/13600869.2013.869919.

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