Academic literature on the topic 'Massively Multiplayer Online Role Playing Games. education'

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Journal articles on the topic "Massively Multiplayer Online Role Playing Games. education"

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Karagiorgas, Dimitrios N., and Shari Niemann. "Gamification and Game-Based Learning." Journal of Educational Technology Systems 45, no. 4 (2017): 499–519. http://dx.doi.org/10.1177/0047239516665105.

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In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and serious games. While both methods are used to educate, serious games are meant to provide training and practice without entertaining. Whereas, gamification uses game-like features such as points and similar to serious games are not meant to entertain
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Anderson, Bodi. "Massive Multiplayer Online Role Playing Games and Interaction." International Journal of Virtual and Personal Learning Environments 5, no. 2 (2014): 28–39. http://dx.doi.org/10.4018/ijvple.2014040103.

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This current study examines the need for operational definitions of the concept of interaction in distance education studies. It is proposed that a discourse analysis of linguistic features conversation noted as being representative of interaction can be used to operationalize interaction in synchronous CMC. This study goes on compare two different registers: an internet chat register, and a Massive Multiplayer Online Role Playing Game register to explore the theoretical claim that such virtual world environments have higher levels of interaction. Overall findings exhibit that MMORPGs have hig
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Kongmee, Isara, Rebecca Strachan, Alison Pickard, and Catherine Montgomery. "A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners." International Journal of Virtual and Personal Learning Environments 3, no. 4 (2012): 1–15. http://dx.doi.org/10.4018/jvple.2012100101.

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Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their target second language with global players. Using a mix of ethnography and action research, this study explores the students’ experiences of language learning and performing while playing MMORPGs. The results show that the use of MMORPGs can facilitat
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Danka, István. "Motivation by gamification: Adapting motivational tools of massively multiplayer online role-playing games (MMORPGs) for peer-to-peer assessment in connectivist massive open online courses (cMOOCs)." International Review of Education 66, no. 1 (2020): 75–92. http://dx.doi.org/10.1007/s11159-020-09821-6.

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Malliarakis, Christos, Maya Satratzemi, and Stelios Xinogalos. "Optimization of server performance in the CMX educational MMORPG for computer programming." Computer Science and Information Systems 11, no. 4 (2014): 1537–53. http://dx.doi.org/10.2298/csis131220078m.

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A new generation of computer games has taken over during the last few years, called Massive Multiplayer Online Role Playing Games (MMORPG). In parallel, the usage of games in education has increased, exploiting the fact that young people are familiarized with them and would be more motivated to learn while entertained. However, MMORPG require significant amounts of resources, such as bandwidth, RAM and CPU capacity to support learning. In this paper, we propose a new methodology to achieve monitoring and optimization of the load balancing, so that the essential resources for the proper executi
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Mukherjee, Soumabrata, Akash Mallick, and Subir Biswas. "Effects of massively multiplayer online role-playing games on psychological health and inter-personal relationships of the male youth: A cross-sectional study in sub-urban Kolkata, West Bengal, India." Anthropological Review 84, no. 2 (2021): 163–79. http://dx.doi.org/10.2478/anre-2021-0010.

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Abstract Gaming related experiences and addictive behaviours are emerging causes of adverse psycho-social health such as depression, anxiety, in adolescents and young adults around the world. Nonetheless, there remains a dearth of information relating to adolescents and young adults in India, a country which has millions of gamers. Present study examined the effects of massively multiplayer online role-playing games on the psychological health and inter-personal relationships of adolescents and young male adults of sub-urban Kolkata, West Bengal, India. Questionnaires were used to collect data
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Achterbosch, Leigh, Robyn Pierce, and Gregory Simmons. "Massively multiplayer online role-playing games." Computers in Entertainment 5, no. 4 (2008): 1–33. http://dx.doi.org/10.1145/1324198.1324207.

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TAKADA, Keisuke. "Ethnography of Massively Multiplayer Online Role-playing Games." Japanese Sociological Review 69, no. 4 (2019): 434–52. http://dx.doi.org/10.4057/jsr.69.434.

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Childress, Marcus D., and Ray Braswell. "Using Massively Multiplayer Online Role‐Playing Games for Online Learning." Distance Education 27, no. 2 (2006): 187–96. http://dx.doi.org/10.1080/01587910600789522.

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Marinova, T. Y., and O. V. Zaretskaya. "Social Psychological Aspects of Addiction to Massively Multiplayer Online Role-Playing Games." Social Psychology and Society 6, no. 3 (2015): 109–19. http://dx.doi.org/10.17759/sps.2015060308.

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The paper addresses the issue of how massively multiplayer online role¬playing games (MMORPG) affect the behavior of players. Basing on a series of research, the paper analyzes how massively multiplayer online role¬playing games are created and highlights their specifics that possibly contribute to the development of psychological addiction to such games. The authors describe the outcomes of their own research on motivation in persons with gaming addiction aged 18 and up, with over 1 year of gaming experience. These out-comes suggest that current traditional criteria developed for assessing ga
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Dissertations / Theses on the topic "Massively Multiplayer Online Role Playing Games. education"

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Parsons, 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.

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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.

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Miller, Mitchell. "Bootstrapping Massively Multiplayer Online Role Playing Games." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2191.

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Massively Multiplayer Online Role Playing Games (MMORPGs) are a prominent genre in today's video game industry with the most popular MMORPGs generating billions of dollars in revenue and attracting millions of players. As they have grown, they have become a major target for both technological research and sociological research. In such research, it is nearly impossible to reach the same player scale from any self-made technology or sociological experiments. This greatly limits the amount of control and topics that can be explored. In an effort to make up a lacking or non-existent player-base f
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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/.

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This paper reviews the literature on the psychological predictors of the problematic use of Massively Multiplayer Online Role Playing Games (MMORPGs). Nineteen studies were included in the review and results are discussed in terms of seven broad areas; Play time, Demographic differences, Psychological wellbeing and mental health, Personality, Cognitive factors, Physiological factors and Gamer experience and motivations. As a new area of research, the literature at present shows some limitations and inconsistencies across studies. Often factors have been considered in only one published paper,
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LaVan, Michaela (Michaela S. ). "Multiplayer prototyping and quest design for an educational massively multiplayer online role-playing game." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85438.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 52-53).<br>Digital games have proven to be powerful learning tools, and may hold the key to closing the STEM (Science, Technology, Engineering, and Mathematics) achievement gap in the United States. Multiplayer play in particular can foster peer instruction, mentorship, and other productive learning interactions. However, few models of effective multiplayer mechanics exist for educational
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Chan, 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.

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Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game
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Diao, Ziqiang [Verfasser]. "Cloud-based support for Massively Multiplayer Online Role-Playing Games / Ziqiang Diao." Magdeburg : Universitätsbibliothek, 2017. http://d-nb.info/112872653X/34.

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Müller, Maria, Lars Schlenker, and Moritz Biehl. "Play real – Kollaboratives Mock-Trial-Training in der OpenSim-basierten Virtual Learning World." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2013. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-126071.

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Der vorliegende Beitrag setzt sich mit den Möglichkeiten problemorientierten Lernens in kollaborativen virtuellen Umgebungen am Beispiel eines Mock-Trial-Trainings in der OpenSim-basierten Virtual Learning World auseinander. Ausgangspunkt der Auseinandersetzung stellen die Motivation des Einsatzes virtueller Trainings und grundsätzliche Handlungsangebote kollaborativer virtueller Umgebungen einschließlich ihrer Potentiale aus bildungstheoretischer Perspektive dar. Bestehende Mehrwerte und Herausforderungen beim Einsatz virtueller Trainingsumgebungen werden anschließend anhand einer empirischen
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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/.

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Video game localisation has received increased academic attention over the past few years. Despite the call for user-oriented research, few researchers have chosen to focus on issues that are central to end-user experience and its relation to the localised text. With the increased connectivity of gaming in general, and certain game genres in particular, gamers’ language use has become an integral aspect of the game experience. As a result, gamers have become innovative, creating and re-appropriating language, often using non-standard forms to coordinate their gameplay. This innovative and non-
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Loh, 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.

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Books on the topic "Massively Multiplayer Online Role Playing Games. education"

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

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

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

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

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This chapter maps out the growth of locally based digital games. In the twenty-first century, the New Korean Wave has been expanding with the rapid growth of digital culture, in particular with online gaming. The rapid growth of the Korean digital game industry, including online gaming, and its export into the Western market have raised a fundamental question of whether digital culture has changed the nature of the Korean Wave, from a regionally focused intracultural flow to include a Western-focused contraflow. The chapter attempts to discuss the ways in which local online games, in particula
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Keating, Elizabeth. Challenges of Conducting Interaction with Technologically Mediated Bodies. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780190210465.003.0012.

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Technologically mediated interaction challenges people’s habitual ways of acting interdependently and intercorporeally with others. This chapter discusses strategies observed in two different groups, computer gamers playing Massively Multiplayer Online Role-Playing Games (MMORPGs), and engineers, as each group collaborates in goal-directed activities where technology significantly alters the reciprocal sharing of body experience. The gamers and engineers are challenged to render their bodies meaningful through interactive digital environments in order to effectively coordinate actions. As bodi
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Book chapters on the topic "Massively Multiplayer Online Role Playing Games. education"

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Pervolaraki, Ioanna Ersi, Emmanouel Garoufallou, Rania Siatri, Georgia Zafeiriou, and Sirje Virkus. "Massively Multiplayer Online Role Playing Games and Digital Information Literacy." In Communications in Computer and Information Science. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-28197-1_37.

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Pittman, Daniel, and Chris GauthierDickey. "Characterizing Virtual Populations in Massively Multiplayer Online Role-Playing Games." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-11301-7_12.

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Peterson, Mark. "Language Learner Interaction in a Massively Multiplayer Online Role-Playing Game." In Digital Games in Language Learning and Teaching. Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267_5.

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Shim, Kyong Jin, Richa Sharan, and Jaideep Srivastava. "Player Performance Prediction in Massively Multiplayer Online Role-Playing Games (MMORPGs)." In Advances in Knowledge Discovery and Data Mining. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13672-6_8.

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King, Elizabeth M. "Massively Multiplayer Online Role-Playing Games: A Potential Model of CSCL@Work." In Computer-Supported Collaborative Learning at the Workplace. Springer US, 2013. http://dx.doi.org/10.1007/978-1-4614-1740-8_10.

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Billieux, Joël, Jory Deleuze, Mark D. Griffiths, and Daria J. Kuss. "Internet Gaming Addiction: The Case of Massively Multiplayer Online Role-Playing Games." In Textbook of Addiction Treatment: International Perspectives. Springer Milan, 2014. http://dx.doi.org/10.1007/978-88-470-5322-9_105.

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Proekt, Yuliya, Valeriya Khoroshikh, Alexandra Kosheleva, Violetta Lugovaya, and Elena Rokhina. "“I Am a Warrior”: Self-Identification and Involvement in Massively Multiplayer Online Role-Playing Games." In Communications in Computer and Information Science. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-02846-6_16.

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Simão de Vasconcellos, Marcelo, and Inesita Soares de Araújo. "Massively Multiplayer Online Role Playing Games for Health Communication in Brazil." In Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-3673-6.ch018.

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Video games’ potential for gathering interest from children and adults originated many serious games to communicate, inform, teach, and train. MMORPGs may have even more potential, since they create a shared communication space where players can interact with each other. In Brazil, public Health Communication is a major area of concern, since there is a large population who needs information about health. Much of the communication initiatives come from dated models and are too normative, unable to attend population adequately. This chapter presents first reflections about the main advantages of applying MMORPGs for public Health Communication, using Mediations Theory as a starting point to look into these games’ characteristics. This perspective reveals that, in addition to engagement created by their interactive nature, MMORPGs’ social characteristics are particularly useful for building Brazilian Health Communication current aspirations: creating instances for hearing population, granting them active voice and enhancing their participation in developing public health policies.
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Shahrokni, Seyed Abdollah. "Multiplayer Online Game Research." In Overcoming Fieldwork Challenges in Social Science and Higher Education Research. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-5826-3.ch011.

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This chapter explains the process of collecting data for an ethnographic case study in a Massively Multiplayer Online Role-playing Game (MMOG) called Stronghold Kingdoms, describing the methodological aspects of the study such as the research site, participants, data collection sources, and analysis. Further, the chapter explains the challenges encountered while conducting the study, including entering and becoming a member of the game community, data collection and analysis in an ever-changing world, being a participant-observer and the risk of going native, and participant attrition. Finally, the chapter provides some solutions and recommendations for researchers interested in conducting studies in MMOG settings.
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Przymus, Steve Daniel, and Alejandro Romo Smith. "Gaming the System." In CALL Theory Applications for Online TESOL Education. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-6609-1.ch012.

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This chapter highlights the potential and practical application of CALL and specifically the use of massively multiplayer online role-playing games (MMORPGs) for the language and identity socialization of transnational students. The authors focus on the educational trajectories of 1) children returnees and 2) international migrants who have lived and attended school in the U.S. and now have been uprooted to Mexico as a result of repatriation and/or deportation. The authors advocate creating blended affinity spaces at schools where youth can meet and play digital role-playing games. Game-ecology literacy development within these spaces is detailed through the sharing of game screen shots, blog posts, and the perspectives of transnational students that support this kind of learning within the EFL environment. The chapter concludes with a “call to action” and steps for educators to create such blended affinity spaces for gaming at schools.
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Conference papers on the topic "Massively Multiplayer Online Role Playing Games. education"

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Abramova, Veronika, and Jorge Bernardino. "Ethic in Massively Multiplayer Online Role-Playing Games." In 2013 1st International Conference of the Portuguese Society for Engineering Education (CISPEE). IEEE, 2013. http://dx.doi.org/10.1109/cispee.2013.6701985.

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Wu, Yuechen, Yingfeng Chen, Xiaofei Xie, Bing Yu, Changjie Fan, and Lei Ma. "Regression Testing of Massively Multiplayer Online Role-Playing Games." In 2020 IEEE International Conference on Software Maintenance and Evolution (ICSME). IEEE, 2020. http://dx.doi.org/10.1109/icsme46990.2020.00074.

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Ban, Yameng, and Yuepeng Zhao. "The Security Research of Massively Multiplayer Online Role Playing Games." In 2012 International Conference on Computer Science and Service System (CSSS). IEEE, 2012. http://dx.doi.org/10.1109/csss.2012.473.

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Jones, David A., and Maiga Chang. "Educational Massively Multiplayer Online Role Playing Game for Teaching Youth Finance." In 2011 11th IEEE International Conference on Advanced Learning Technologies (ICALT). IEEE, 2011. http://dx.doi.org/10.1109/icalt.2011.71.

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Shim, Kyong Jin, and Jaideep Srivastava. "Team Performance Prediction in Massively Multiplayer Online Role-Playing Games (MMORPGs)." In 2010 IEEE Second International Conference on Social Computing (SocialCom). IEEE, 2010. http://dx.doi.org/10.1109/socialcom.2010.27.

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Sullivan, Anne. "Gender-inclusive quest design in massively multiplayer online role-playing games." In the 4th International Conference. ACM Press, 2009. http://dx.doi.org/10.1145/1536513.1536581.

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Ernst, Claus-Peter H. "The Influence of Perceived Belonging on Massively Multiplayer Online Role-Playing Games." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2017. http://dx.doi.org/10.24251/hicss.2017.494.

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Shim, Kyong Jin, Kuo-Wei Hsu, and Jaideep Srivastava. "Effects of Mentoring on Player Performance in Massively Multiplayer Online Role-Playing Games (MMORPGs)." In 2011 International Conference on Advances in Social Networks Analysis and Mining (ASONAM 2011). IEEE, 2011. http://dx.doi.org/10.1109/asonam.2011.115.

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Suznjevic, Mirko, and Maja Matijasevic. "Trends in evolution of the network traffic of Massively Multiplayer Online Role-Playing Games." In 2015 13th International Conference on Telecommunications (ConTEL). IEEE, 2015. http://dx.doi.org/10.1109/contel.2015.7231199.

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Sanders, Benjamin, and Jims Marchang. "A novel taxonomy of opportunities and risks in massively multiplayer online role playing games." In MEDES'16: The 8th International Conference on ManagEment of Digital EcoSystems. ACM, 2016. http://dx.doi.org/10.1145/3012071.3012094.

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