Academic literature on the topic 'MMORPG'

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Journal articles on the topic "MMORPG"

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Samudera, Marvella, Elissa Dwi Lestari, and Florentina Kurniasari. "Analysis of the Effect of Effort Expectancy, Social Influence, Hedonic Motivation, Price Value, Habit, and Flow on MMORPG’s Intention to Play." Environment-Behaviour Proceedings Journal 9, SI19 (2024): 67–72. http://dx.doi.org/10.21834/e-bpj.v9isi19.5770.

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With more Internet access, MMORPGs have grown in popularity. In Indonesia, the biggest gaming market in Southeast Asia, this genre is less popular. Therefore, studying what inspires Indonesian MMORP users is necessary. The study used a quantitative research design on 221 online gamers who were familiar with MMORPGs but had never played them. The study tested research hypotheses using multivariate linear regression analysis. The study discovered that hedonic motivation, price value, habit, and flow all have a positive impact on one's intention to play MMORPG online games, but effort expectation
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Kałuża, Maciej, and Ewa Golik. "Tarpkultūrinė komunikacija ir internetas: tarpkultūrinės komunikacijos vaidmuo interneto bendruomenėse." Informacijos mokslai 45 (January 1, 2008): 22–34. http://dx.doi.org/10.15388/im.2008.0.3390.

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Straipsnyje pateikiama tarpkultūrinės komunikacijos, egzistuojančios interneto bendruomenėse, analizė, atlikta bendradarbiaujant su grupės MMORPG (angl. Massive Multiplayer Online Role Playing Games) nariais. Šio tyrimo tikslas buvo parodyti, kad interneto bendruomenės linkusios turėti gana išvystytas organizacines struktūras, įgalinančias jų narius dirbti kartu atliekant intelektines užduotis. Nors MMORPG tradicinė akis į akį komunikacija yra pakeičiama kompiuterių perduodama komunikacija (angl. computer mediated communication), vis tiek galima pamatyti, kaip formuojasi specifinės grupės kult
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Yan, Wenjun, and Ken Nah. "A Study on the Application of Emotional Design in Smartphone MMORPGs and Impact on Player Immersion." Korea Institute of Design Research Society 9, no. 4 (2024): 11–32. https://doi.org/10.46248/kidrs.2024.4.11.

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The purpose of this paper is to analyze the impact of emotional design on the players’ immersion in a massively multiplayer online role-playing game (MMORPG) running on a smartphone, and to propose a design direction for future MMORPGs suitable for smartphones. To this end, the literature analysis revealed that with the rapid development of communication technology, smartphones have become a very important gaming platform. the MMORPG genre has become the central genre of gaming platforms. Most of the existing research focuses on improving player immersion through sensory stimulation, which pos
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Miftahuddin, Damar, and Noor Malihah. "Massive Multiplayer Online Role-Playing Games to Enrich Vocabulary to Foreign Language Learners: The Implementation." Journal of English Teaching and Learning Issues 5, no. 2 (2022): 81. http://dx.doi.org/10.21043/jetli.v5i2.17090.

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Massive Multiplayer Online Role-Playing Games (MMORPGs) are increasingly used to improve language learning. Many games have been created as products to help players improve their learning abilities. This research explores the execution of the MMORPGs to improve their vocabulary. The information was gathered through observation, documentation, and interview. There are seven chosen experienced players of MMORPG in worldwide servers who meet the requirements. Results demonstrated that implementing MMORPG can assist the EFL learners with acquiring new vocabulary from the aspect of the game like so
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Kozoriz, O. "Influence of MMORPG on modern culture: historiographical aspect." Culture of Ukraine, no. 88 (March 20, 2025): 26–37. https://doi.org/10.31516/2410-5325.088.03.

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The relevance of the topic refers to the growing popularity of massively multiplayer online role-playing games (MMORPGs) among users of various ages, genders, ethnicities, and social statuses, which influences contemporary cultural processes both globally and in Ukraine. The purpose of the article is, based on scientific publications and personal observations, to examine the impact of MMORPG games on the cultural processes of the XXI century within the framework of the gaming concept of culture, as well as to identify the main features and characteristics of Ukrainian player communities. The m
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Chen, Chun Chih, and Han Yu Lin. "Identifying the Attractive Attributes of the Massively Multiplayer Online Role-Playing Game Designs." Applied Mechanics and Materials 236-237 (November 2012): 1095–100. http://dx.doi.org/10.4028/www.scientific.net/amm.236-237.1095.

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The Massively Multiplayer Online Role-Playing Game (MMORPG) industry is growing rapidly. A MMORPG is composed of many design attributes; therefore, the game developers cannot satisfy all of the design attributes due to the constraint of development resources and the time-to-market pressure of the product. The purpose of this study is to help game developers to make the trade-off decision of where to invest their limited resources to implement critical design attributes. To better understand the relationship between attributes performance and satisfaction, the two-dimensional quality model, Kan
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Raghbir, Rino Shafierul Azizie Shahrir, Ng Lee Luan, and Chew Shin Yi. "Collaborative Discussion during MMORPG: How Game Features and Incidental Vocabulary Learning Influence ESL Learners’ Language Learning." International Journal of Learning, Teaching and Educational Research 24, no. 6 (2025): 971–92. https://doi.org/10.26803/ijlter.24.6.44.

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Digital games could potentially foster learners’ motivation to collaborate with peers and self-directed learning. In line with that, this study aims to explore the influence of game features in massively multiplayer online role-playing games (MMORPGs) that motivates collaboration among ESL learners. 16 ESL game players who have experience playing online games were recruited for the study. The participants were required to play Lost Ark for 60 hours, and their interactions during the gameplay sessions were video recorded. The participants were interviewed, and the sessions were audio recorded.
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Suznjevic, Mirko, Jose Saldana, Maja Matijasevic, Julián Fernández-Navajas, and José Ruiz-Mas. "Analyzing the Effect of TCP and Server Population on Massively Multiplayer Games." International Journal of Computer Games Technology 2014 (2014): 1–17. http://dx.doi.org/10.1155/2014/602403.

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Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft) real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on player’s activities during the day, to also incorporate the impact of the number of players sharing a server (server population) on netwo
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Wijaya, Surya Agung, Abdul Asib, and Suparno Suparno. "Portraying Informal Digital Learning of English from Management, Beliefs, and Practices." Register Journal 14, no. 2 (2021): 157–84. http://dx.doi.org/10.18326/rgt.v14i2.157-184.

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In a couple of years, massively multiplayer online role-playing game (MMORPG) previous works reported various informal digital learning of English (IDLE) activities within and around video games that could enhance student-gamer vocabulary outcomes; receptive and productive language skills; and language socialization. The lack of multidisciplinary literature reviews between IDLE and language policy (LP) gives this study to open discussion on both areas. The urgency of this study is the high adoption of IDLE framework without considering LP where the reason for student’s engagement from MMORPG a
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Hartshorne, Richard, Phillip J. VanFossen, and Adam Friedman. "MMORPG Roles, Civic Participation and Leadership Among Generation Y." International Journal of Gaming and Computer-Mediated Simulations 4, no. 1 (2012): 55–67. http://dx.doi.org/10.4018/jgcms.2012010103.

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The notion of an ‘effective citizen’ is very complex and has very different meanings for varying individuals. However, the development of an effective citizenry is critical for a democratic society to thrive. One potential method of developing an effective citizenry is through the use of MMORPGs in civic education. In this paper, the authors report the results of a survey of the civic engagement and civic participation of college student players of the massively multi-player online role playing game (MMORPG) World of Warcraft (WoW). Findings indicate that respondents reported being more civica
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Dissertations / Theses on the topic "MMORPG"

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Pahlin, Daniel. "Problemlösande MMORPG-Design." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1421.

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<p>Detta arbete diskuterar och visar förslag på lösningar till problem somjag har stött på under min tid som mmorpg spelare. Lösningarnaappliceras i mitt egna påbörjade mmorpg i formen av ett highconcept dokument.Problemen som tas upp i detta arbete handlar om tiden som krävs föratt spela ett mmorpg och jag försöker ge spelarna makten att väljasjälva hur de vill spendera sin tid inne i spelet.Senare i den reflexiva rapporten diskuteras metoder och lösningarnasom har arbetats fram.</p>
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Linhart, Pavel. "Obchodní modely MMORPG." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-72544.

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This thesis studies massive multiplayer online role-playing games (MMORPG) and their business models. Purpose of this work is to analyze current MMORPG market and business models which are currently used. The main goal and asset of this thesis is concept of new business and payment models that could be used in MMORPGs in order to increase number of customers and to raise profits. Part of the concept is the analysis of possibilities of player's history to create a profile suitable for personalized advertising. The last goal is analysis of ways that developers of MMORPGs use to motivate players
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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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Esbjörnsson, Robert. "Hur skapar man longterm gameplay i MMORPG." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-97.

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<p>Detta arbete tar upp frågan hur man får onlinerollspel, så kallade (MMORPG) att erbjuda bättre longterm gameplay och ge spelarna en intressantare upplevelse under längre tid. Frågeformuleringen detta behandlas utifrån är: ”Hur skapar man longterm gameplay för olika spelartyper i ett MMORPG?”</p><p>Frågan undersöks genom att utforska vad för typ av gameplay olika spelartyper är intresserade inom genren. Spelartyperna kommer från Bartle’s (1996) uppställning av fyra typer av spelare: achivers, explorers, socializers och killers.</p><p>Frågan besvaras sedan genom ett designdokument till ett MM
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Södertun, Markus, and Pontus Sjögren. "Sociala relations som skapas i Mmorpg-spel." Thesis, Högskolan i Halmstad, Medie- och kommunikationsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-18101.

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Wahlbäck, Emmy. "Online Roleplaying : Collaborative storytelling in an MMORPG." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5024.

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Rollspel kan ske i många olika former, och rollspelandet online erbjuder spelare en  mängd olika möjligheter för interakton och socialt samspel. Hur går rollspelet tll och  hur påverkar det spelarna som deltar? Den här studien tar upp hur rollspel i et  MMORPG kan gå tll, hur det kan användas i skapande utanför spelets gränser samt  hur de deltagande ser på sin egen medverkan i skapandet av en berätelse genom  rollspel. Undersökningen har gåt ut på at under en td delta i rollspel för at sedan  använda de intryck och händelser som sket inom spelets ramar för at skriva en text.  Därefer har roll
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Heyde, Carla Junger. "Auto-realização de jogadores de Tibia : MMORPG." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2007. http://hdl.handle.net/10183/11382.

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Buscando analisar a natureza da sociedade na qual vivemos, que passa a ter uma dimensão virtual proporcionada por jogos massivos multijogadores de interpretação de personagens baseados na Web, ou Massively Multiplayer On-line Role Playing Games – MMORPGs -, recorremos à teoria de Axel Honneth. O autor identifica o surgimento de um individualismo da auto-realização em sociedades capitalistas modernas, em que os indivíduos demandam condições autônomas de busca por auto-realização para alcançar o que compreendem por “vida boa”. Esse trabalho analisa os motivos que levam os jogadores a optar por p
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Östling, David, and Isak Sundström. "Spelares upplevelser av mörka designmönster i MMORPG spel." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-300189.

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Denna studie utfördes för att undersöka konceptet om mörka designmönster i MMORPG (Massive Multiplayer Online Role Playing Games) spel och för att ta reda på vad spelarna tyckte om dem. Detta gjordes för att utöka kunskapen kring ämnet och för att lysa ett ljus på hur spelare blir påverkade av mörka designmönster. Denna studie gjordes dessutom för att det ännu inte finns några undersökningar om spelarnas upplevelser och åsikter kring mörka designmönster i datorspel. Vi valde att fokusera på spelet Runescape då det är ett av de mest populära MMORPG spelen just nu. Dessutom liknar detta spel mån
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Yao, Yifei. "Exploring the sense of immersion of MMORPG game design." Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-7508.

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MMORPG game as the a representative product of video game from its birth to the present more than several decades, have been developing at an astonishing speed and MMORPG player groups have expanded. Nevertheless, there are questions being raised of the relatively new and successful field of sense of immersion of MMORPG game design. In the previous studies, the theory of flow had been testified to be the tremendously significant to explore sense of immersion while performing the activities and it had been applied to many different domains. Based on three conditions of that are necessary to ach
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Sutton, April G. "Avatar identification and its effects on MMORPG game play." Xavier University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1444130344.

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Books on the topic "MMORPG"

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Schlesinger, Ed, ed. Guild Wars: Ghosts of Ascalon. Pocket Star Books, 2010.

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Schmidt, Friederike. Selbstbestimmung und Anerkennung Sexueller und Geschlechtlicher Vielfalt: Lebenswirklichkeiten, Forschungsergebnisse und Bildungsbausteine. Edited by Friederike Schmidt, Anne-Christin Schondelmayer, and Ute B. Schröder. Springer VS, 2014.

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Schmidt, Friederike. Selbstbestimmung und Anerkennung sexueller und geschlechtlicher Vielfalt: Lebenswirklichkeiten, Forschungsergebnisse und Bildungsbausteine. Edited by Dr Friederike Schmidt, Jun.-Prof. Dr. Anne-Christin Schondelmayer, and Ute B. Schröder. Springer VS, 2014.

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Gregory, Josh. Minecraft: MMORPG. Cherry Lake Publishing, 2018.

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Gregory, Josh. Minecraft: MMORPG. Cherry Lake Publishing, 2018.

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Minecraft: MMORPG. Cherry Lake Publishing, 2018.

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Gregory, Josh. Minecraft: MMORPG. Cherry Lake Publishing, 2018.

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Minecraft: MMORPG. Cherry Lake Publishing, 2018.

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MMORPG Character Tracker. Independently Published, 2021.

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MMORPG Character Tracker. Independently Published, 2021.

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Book chapters on the topic "MMORPG"

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Barton, Matt, and Shane Stacks. "The Rise of the MMORPG." In Dungeons and Desktops. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781351273404-20.

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Kazmi, Mohd Faizi, Mohsin Ali Khan, and Zaw Ali Khan. "The Med Life - A Medical MMORPG." In Serious Games. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-70111-0_17.

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Jianmin, Wang, Zheng Zibin, Peter Tam, and Liu Jianping. "Optimization Technique for Commercial Mobile MMORPG." In Entertainment for Education. Digital Techniques and Systems. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14533-9_4.

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Li, Jianwei, Hualei Wu, Xiaowen Li, and Shixi Chen. "Network Synchronization Mechanism Design Based on MMORPG." In AsiaSim 2012. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34390-2_1.

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Schatten, Markus, Bogdan Okreaša Đurić, Igor Tomičič, and Nikola Ivkovič. "Automated MMORPG Testing – An Agent-Based Approach." In Lecture Notes in Computer Science. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-59930-4_38.

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Scott, John, and Newton Lee. "World of Warcraft, a MMORPG with Expansions." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_354.

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Kim, Hye-Young. "User-Oriented Load Balancing Scheme for MMORPG." In IT Convergence and Security 2012. Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-5860-5_61.

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Scott, John, and Newton Lee. "World of Warcraft, A MMORPG with Expansions." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-319-08234-9_354-1.

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Shui, Linlin, Guangzheng Fei, Guoyu Sun, and Chi Wa Leong. "Game Balance Principles in MMORPG with Pet System." In Learning by Playing. Game-based Education System Design and Development. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03364-3_17.

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Nistor, Nicolae. "Quantitative Analysis of Newcomer Integration in MMORPG Communities." In State-of-the-Art and Future Directions of Smart Learning. Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-287-868-7_15.

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Conference papers on the topic "MMORPG"

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Chen, Kuan-Ta, Jhih-Wei Jiang, Polly Huang, Hao-Hua Chu, Chin-Laung Lei, and Wen-Chin Chen. "Identifying MMORPG bots." In the 2006 ACM SIGCHI international conference. ACM Press, 2006. http://dx.doi.org/10.1145/1178823.1178829.

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Qi, Yang. "Asura MMORPG online trailer." In ACM SIGGRAPH 2014 Computer Animation Festival. ACM Press, 2014. http://dx.doi.org/10.1145/2633956.2633984.

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Assiotis, Marios, and Velin Tzanov. "A distributed architecture for MMORPG." In 5th ACM SIGCOMM workshop. ACM Press, 2006. http://dx.doi.org/10.1145/1230040.1230067.

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Bian Wu, Alf Inge Wang, and Yuanyuan Zhang. "Experiences from implementing an educational MMORPG." In 2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference (ICE-GIC 2010). IEEE, 2010. http://dx.doi.org/10.1109/icegic.2010.5716896.

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Liu Pu and Guan Jiaqing. "Traditional design elements in Chinese MMORPG." In 2010 IEEE 11th International Conference on Computer-Aided Industrial Design & Conceptual Design 1. IEEE, 2010. http://dx.doi.org/10.1109/caidcd.2010.5681835.

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Verhagen, Harko, and Magnus Johansson. "Demystifying guilds: MMORPG-playing and norms." In Proceedings of Nordic DiGRA 2010 Conference: Experiencing Games: Games, Play, and Players. Digitial Games Research Association DiGRA, 2009. https://doi.org/10.26503/dl.v2009i1.448.

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Saqfalhett, Rawan. "THE EFFECT OF MMORPG ONLINE GAMES ON ENHANCING ENGLISH VOCABULARY ACQUISITION FOR EFL PLAYERS: CASE OF PALESTINIAN UNIVERSITY STUDENTS." In Modern approaches and new trends in teaching foreign languages. Alisher Navo'i Tashkent state university of Uzbek language and literature, 2024. http://dx.doi.org/10.52773/tsuull.conf.teach.foreign.lang.2024.8.5/skmp4544.

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The study aims to investigate how MMORPG games can improve English vocabulary acquisition among Palestinian university students, focusing on the impact of game design and the use of external resources in the learning process.
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Synnaeve, Gabriel, Pierre Bessière, Ali Mohammad-Djafari, Jean-François Bercher, and Pierre Bessiére. "Bayesian Modeling of a Human MMORPG Player." In BAYESIAN INFERENCE AND MAXIMUM ENTROPY METHODS IN SCIENCE AND ENGINEERING: Proceedings of the 30th International Workshop on Bayesian Inference and Maximum Entropy Methods in Science and Engineering. AIP, 2011. http://dx.doi.org/10.1063/1.3573658.

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Tomicic, Igor, Petra Grd, and Markus Schatten. "Reverse Engineering of the MMORPG Client Protocol." In 2019 42nd International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO). IEEE, 2019. http://dx.doi.org/10.23919/mipro.2019.8756873.

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Diao, Ziqiang, Pengfei Zhao, Eike Schallehn, and Siba Mohammad. "Achieving Consistent Storage for Scalable MMORPG Environments." In the 19th International Database Engineering & Applications Symposium. ACM Press, 2014. http://dx.doi.org/10.1145/2790755.2790758.

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Reports on the topic "MMORPG"

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Johnson, Michael T. Multinational Maritime Operations (MMOPS) for Naval Doctrine Command. Defense Technical Information Center, 1995. http://dx.doi.org/10.21236/ada362370.

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