Academic literature on the topic 'Massively Multiplayer Online Worlds - MMOW'
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Journal articles on the topic "Massively Multiplayer Online Worlds - MMOW"
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.
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 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 textSymborski, Carl. "Scalable User Content Distribution for Massively Multiplayer Online Worlds." Computer 41, no. 9 (September 2008): 38–44. http://dx.doi.org/10.1109/mc.2008.397.
Full textMoore, Robert J., Nicolas Ducheneaut, and Eric Nickell. "Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds." Computer Supported Cooperative Work (CSCW) 16, no. 3 (June 10, 2006): 265–305. http://dx.doi.org/10.1007/s10606-006-9021-4.
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 textMa, 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 textGrimes, Galen, and Michael Bartolacci. "Second Life." International Journal of Interdisciplinary Telecommunications and Networking 2, no. 4 (October 2010): 60–64. http://dx.doi.org/10.4018/jitn.2010100105.
Full textYANG, YAN-HONG, MING-XIA LI, WEI-XING ZHOU, and H. EUGENE STANLEY. "NON-POISSON DONATION BEHAVIORS IN VIRTUAL WORLDS." Fractals 27, no. 04 (June 2019): 1950061. http://dx.doi.org/10.1142/s0218348x19500610.
Full textScriven, Paul. "The Phenomenology of the “Other” in Computer Game Worlds." Games and Culture 13, no. 2 (November 5, 2015): 193–210. http://dx.doi.org/10.1177/1555412015615294.
Full textDissertations / Theses on the topic "Massively Multiplayer Online Worlds - MMOW"
Santos, Marcelo Anderson Batista dos. "SIMP2P : uma estratégia P2P de distribuição de texturas em mundos virtuais 3D." reponame:Repositório Institucional da UFABC, 2011.
Find full textBilir, Tanla E. "Real economics in virtual worlds a massively multiplayer online game case study: Runescape /." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31657.
Full textCommittee Chair: Pearce, Celia; Committee Member: Burnett, Rebecca; Committee Member: Do, Ellen Yi-Luen; Committee Member: Knoespel, Kenneth. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Ponsford, Matthew J. "The Mutual Interaction of Online and Offline Identities in Massively Multiplayer Online Communities: A Study of EVE Online Players." Antioch University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1480426506465534.
Full textStensson, Einar. "The Social Structure of Massive Multiplayer Online Communities : Investigating the social network of a World of Warcraft guild." Thesis, Stockholm University, Stockholm University, Department of Sociology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-28516.
Full textThe growing role of communication using computers in people’s everyday lives is reflected by the debates about massive multiplayer online role playing games (MMOs) like World of Warcraft and the Internet as a whole. While people may be driven by the same psychological drives that have spurred interaction between people in the past, this interaction is increasingly facilitated with the use of computer mediated communication (CMC). Can strong relations form between people that are separated by great distances in space using CMC? The presence of strong relations in MMOs could open the possibility for MMO communities to thrive.
A social network analysis of a MMO guild with 50 members was conducted using an online survey, which produced a non-response rate of 50 percent. Participants were asked about their age, the time they had spent in the guild and their gender in order to explain the social structure of the networks. They were then asked to state the strength of their relations with each of the other members of the guild on a scale from ―one, neutral‖ to ―five, strong friendship‖. The social network analysis program Pajek was used to investigate the characteristics of the social network using so called sociograms.
The essay concludes that numerous strong relations exist within the guild and that a long time spent in the guild increases the number of strong relations a guild member has. The results show that guilds may form the cohesive backbone of MMO communities and proposes that future research be conducted on the brokerage between guilds in MMO communities in order to produce a comprehensive view of the social structure of MMO communities.
Jakobsson, Mikael. "Virtual worlds and social interaction design." Doctoral thesis, Umeå University, Informatics, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-750.
Full textThis dissertation is a study of social interaction in virtual worlds and virtual world design. A virtual world is a synchronous, multi-user system that offers a persistent spatial environment for iconically represented participants. Together, these form an example of social interaction design. I have applied an arena perspective on my object of study, meaning that I focus on these socio-technical systems as places.
I have investigated the persistent qualities of social interaction in virtual worlds. What I have found is that virtual worlds are as real as the physical world. They are filled with real people interacting with each other evoking real emotions and leading to real consequences. There are no fixed boundaries between the virtual and physical arenas that make up a participant’s lifeworld.
I have found that participants in virtual worlds are not anonymous and bodiless actors on a level playing field. Participants construct everything needed to create social structures such as identities and status symbols. The qualities of social interaction in virtual worlds cannot be measured against physical interaction. Doing so conceals the qualities of virtual interaction. Through the concepts of levity and proximity, I offer an alternative measure that better captures the unique properties of the medium. Levity is related to the use of avatars and the displacement into a virtual context and manifests itself as a kind of lightness in the way participants approach the interaction. Proximity is my term for the transformation of social distances that takes place in virtual worlds. While participants perceive that they are in the same place despite being physically separated, the technology can also create barriers separating participants from their physical surroundings. The gap between the participant and her avatar is also of social significance.
As a theoretical foundation for design, I have used Michael Heim’s writings and practices as a base for a phenomenologically grounded approach, which provides an alternative to the dominating perspectives of architecture and engineering. Based on an explorative design project and the earlier mentioned findings regarding social interaction, I have formulated a model for virtual world design called interacture. This model takes the interaction between participants as the fundamental building material and the starting point of the design process. From there, layers of function and structure are added, all the time balancing the design between fantasy and realism.
I have explored the possibilities of using ethnographic studies as the foundation for a participant centered design approach. I have aimed for an inside view of my object of study both as an ethnographer and as a designer. One outcome of this approach is that I have come to understand virtual worlds not just as places but also as processes where the experience of participating can change drastically over time as the participant reaches new stages in the process.
In conclusion, the method of integrating ethnography with design and the understanding of social interaction as the fundamental building material is woven into a general approach to the study and design of socio-technical systems called social interaction design.
Book chapters on the topic "Massively Multiplayer Online Worlds - MMOW"
Ducheneaut, Nicolas. "Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls." In Online Worlds: Convergence of the Real and the Virtual, 135–45. London: Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-825-4_11.
Full textBoyns, David. "The Savory Deviant Delight." In Trust and Technology in a Ubiquitous Modern Environment, 71–90. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-61520-901-9.ch005.
Full textHumphreys, Sal. "You're in My World Now. Ownership and Access in the Proprietary Community of an MMOG." In Information Communication Technologies and Emerging Business Strategies, 76–96. IGI Global, 2007. http://dx.doi.org/10.4018/978-1-59904-234-3.ch005.
Full textShahrokni, Seyed Abdollah. "Multiplayer Online Game Research." In Overcoming Fieldwork Challenges in Social Science and Higher Education Research, 243–66. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-5826-3.ch011.
Full textBetts, Anastasia Lynn, and Meagan K. Rothschild. "Massively Multiplayer Online Games as Spaces for Metacognition and Self-Regulated Learning." In Global Perspectives on Gameful and Playful Teaching and Learning, 78–104. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2015-4.ch004.
Full textMena, Ricardo Javier Rademacher. "The Quest for a Massively Multiplayer Online Game that Teaches Physics." In Gamification, 930–55. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch046.
Full textMa, Minhua, and Andreas Oikonomou. "Network Architectures and Data Management for Massively Multiplayer Online Games." In Evolving Developments in Grid and Cloud Computing, 144–55. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0056-0.ch010.
Full textSimão 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, 294–312. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-3673-6.ch018.
Full textDucheneaut, Nicolas. "Collective Solitude and Social Networks in World of Warcraft." In Social Networking Communities and E-Dating Services, 78–100. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-104-9.ch005.
Full textWolfenstein, Moses. "Digital Structures and the Future of Online Leadership." In Immersive Environments, Augmented Realities, and Virtual Worlds, 257–79. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2670-6.ch015.
Full textConference papers on the topic "Massively Multiplayer Online Worlds - MMOW"
Lang, Tobias, Blair MacIntyre, and Iker Jamardo Zugaza. "Massively Multiplayer Online Worlds as a Platform for Augmented Reality Experiences." In 2008 IEEE Virtual Reality Conference. IEEE, 2008. http://dx.doi.org/10.1109/vr.2008.4480752.
Full textVoulgari, Iro, and Vassilis Komis. "On Studying Collaborative Learning Interactions in Massively Multiplayer Online Games." In 2011 3rd International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES 2011). IEEE, 2011. http://dx.doi.org/10.1109/vs-games.2011.36.
Full textNevelsteen, Kim, Theo Kanter, and Rahim Rahmani. "Comparing properties of massively multiplayer online worlds and the Internet of Things." In 2016 IEEE Symposium on Computers and Communication (ISCC). IEEE, 2016. http://dx.doi.org/10.1109/iscc.2016.7543704.
Full textKongmee, Isara, Rebecca Strachan, Alison Pickard, and Catherine Montgomery. "Moving between virtual and real worlds: Second language learning through Massively Multiplayer Online Role Playing Games (MMORPGs)." In 2011 3rd Computer Science and Electronic Engineering Conference (CEEC). IEEE, 2011. http://dx.doi.org/10.1109/ceec.2011.5995817.
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