Academic literature on the topic 'MMO/MMORPG'

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Journal articles on the topic "MMO/MMORPG"

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Saklofske, Jon. "MMOmuseums: A Proposal for the Creation of Experiential Memory Archives." Proceedings from the January 2019 INKE Meeting, 'Understanding and Enacting Open Scholarship'., no. 1 (October 31, 2019). http://dx.doi.org/10.21810/pop.2019.004.

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The visibility and longevity of popular and well-known massively multiplayer online (MMO) communities (World of Warcraft, Second Life) eclipse a greater number of virtual worlds that have been abandoned. While hundreds of inactive and closed-down massively multiplayer online role playing games (MMORPGs) have been documented, most online virtual worlds are not included in archival and preservation initiatives due to issues relating to intellectual property and proprietary technologies, and most MMORPG ghost towns are not even accessible online. Their evaporated geographies live on only in the m
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Manning, Paul. "Animating virtual worlds: Emergence and ecological animation of Ryzom’s living world of Atys." First Monday, June 1, 2018. http://dx.doi.org/10.5210/fm.v22i6.8127.

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Ryzom is a long-running (from 2004–present) science fantasy MMORPG (henceforth MMO) set in the science fantasy game world of the planet Atys, an entirely organic “rootball” teeming with alien life forms. The most oft-cited distinctive properties of Ryzom in the MMO world is the way creates not only an immersive sense of “worldness”, but a living, breathing, organic world. The game world is not only a richly animated “world” like all MMOs, but the aggregate of these animations also produce a sense of life, a “living world”. Following Silvio (2010) in particular, I ask how and when the propertie
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Dissertations / Theses on the topic "MMO/MMORPG"

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Maumon, de Longevialle Nathalie. "L'intention du consommateur de s'immerger dans les mondes virtuels : l'influence de la présence d'interactions sociales, de la persistance et de l'avatar." Thesis, Nice, 2013. http://www.theses.fr/2013NICE0034/document.

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L’objet de cette recherche est d’étudier les antécédents de l’intention du consommateur de MMO/MMORPG en nous appuyant sur la définition de Bell (2008), qui propose un consensus quant à la définition des mondes virtuels. Par cette définition, tous les mondes virtuels possèdent trois concepts qui leur sont inhérents : la présence d’interactions sociales, la persistance et l’avatar. Nous avons adapté le modèle de l’acceptation technologique en représentant ces trois concepts par l’identité sociale pour laquelle nous distinguons la communauté du MMO et la communauté de la guilde, la perception du
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Jagad, Lakshmi Ms. "Online Gaming and Teamwork." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/communication_theses/83.

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This thesis aims to find out the relationship, if any, between playing multi-player online games and developing teamwork qualities. Online multi-player games involve thousands of players who play in teams (or solo, as the preference may be) in sophisticated gaming environments. As gamers team together to complete missions within the game, teamwork concepts such as communication skills, leadership, coordination, negotiation and other similar qualities come to the fore. The research component of this thesis consists of a survey where respondents answered questions about their online gaming behav
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Schliemann, Erik. "Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet." Thesis, Umeå universitet, Institutionen för informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73312.

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As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate to each other, which presents interesting new opportunities foranonymity to create identities. An aspect of this radically evolving technology thatexhibits strong possibilities for altering or producing identities is the rapidly growingonline game genre MMOG (Massive Multiplayer Online Game) which isentertainment that millions of people all over the globe engage in daily. Thisrelatively new platform for socialising has become of cultural and social significance,which is why it calls for examina
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Koptur, Evren. "TRANSFERABLE LEARNING SKILLS OF AN MMORPG: A WORLD OF WARCRAFT QUEST." Kent State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=kent1459175932.

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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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Dodds, Christopher, and chris@iconinc com au. "Avatars and the Invisible Omniscience: The panoptical model within virtual worlds." RMIT University. Creative Media, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080424.100301.

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This Exegesis and accompanying artworks are the culmination of research conducted into the existence of surveillance in virtual worlds. A panoptical model has been used, and its premise tested through the extension into these communal spaces. Issues such as data security, personal and corporate privacy have been investigated, as has the use of art as a propositional mode. This Exegesis contains existing and new theoretical arguments and observations that have aided the development of research outcomes; a discussion of action research as a methodology; and questionnaire outcomes assisting
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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.

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Lewis, Michael Scott. "Massively Multiplayer Online Roleplaying Gaming:Motivation to Play, Player Typologies, and Addiction." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461232700.

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Isaksson, Susanne. "Character Creation Processes in MMORPGs : - A qualitative study of determining important factors." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-21028.

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Virtual worlds give us the opportunity to explore another self, a virtual character of the real life you. Massively Multiplayer Online Role Playing Games (MMORPGs) have become extremely popular over the last decade. It has also grown into a lucrative business. To keep the players, the game needs to be more than just a game. This study aimed at finding out what factors that determine which features of the character creation interface that are most important to players. The following research question was formed; “Which underlying factors affect how important different features of the character
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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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Books on the topic "MMO/MMORPG"

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MMORPG: How a computer game becomes deadly serious. SHI Publishing, 2011.

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