Journal articles on the topic 'Massively multiplayer online games (MMOG)'
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Ma, Minhua, and Andreas Oikonomou. "Network Architectures and Data Management for Massively Multiplayer Online Games." International Journal of Grid and High Performance Computing 2, no. 4 (October 2010): 40–50. http://dx.doi.org/10.4018/jghpc.2010100104.
Full textSteinkuehler, 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.
Full textChen, 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.
Full textJabbari, 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.
Full textZhao, 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.
Full textGrimes, Sara M. "Saturday Morning Cartoons Go MMOG." Media International Australia 126, no. 1 (February 2008): 120–31. http://dx.doi.org/10.1177/1329878x0812600113.
Full textBallard, 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.
Full textZyda, 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.
Full textWarner, 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.
Full textTang, 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.
Full textAzman, 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.
Full textBergstrom, 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.
Full textSundén, 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.
Full textKim, 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.
Full textCrenshaw, 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.
Full textZhao, 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.
Full textBarnett, 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.
Full textCompton, 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.
Full textAdam, 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.
Full textBawa, Papia. "Why Games?" International Journal of Game-Based Learning 12, no. 1 (January 2022): 1–12. http://dx.doi.org/10.4018/ijgbl.294011.
Full textAziz, 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.
Full textGavrić, 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.
Full textKasenides, 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.
Full textSinha 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.
Full textKerr, 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.
Full textTsuyoshi, 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.
Full textBainbridge, 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.
Full textZackariasson, 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.
Full textLorentz, 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.
Full textLiu, 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.
Full textConrad, 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.
Full textTuritsyn, 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.
Full textKwok, 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.
Full textSchulzke, Marcus. "Laboring in Cyberspace." International Journal of Technoethics 2, no. 3 (July 2011): 62–73. http://dx.doi.org/10.4018/jte.2011070105.
Full textJati, 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.
Full textJony 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.
Full textO'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.
Full textMysirlaki, 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.
Full textAhmad, 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.
Full textBawa, Papia. "Game On!" International Journal of Game-Based Learning 10, no. 3 (July 2020): 16–46. http://dx.doi.org/10.4018/ijgbl.2020070102.
Full textCostello, 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.
Full textThorne, 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.
Full textRau, 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.
Full textMoritzen, 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.
Full textZad, 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.
Full textГладышев, 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.
Full textAchterbosch, 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.
Full textDarmawan, 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.
Full textTsun-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.
Full textWebber, 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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