Academic literature on the topic 'MMORPG (Massive Multiplayer Online Role-Playing Games)'

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Journal articles on the topic "MMORPG (Massive Multiplayer Online Role-Playing Games)"

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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 (April 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 higher amount of linguistic features characteristic of interaction. Evidence points to MMORPGs being more interactive and also supportive of collaborative interaction.
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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 kultūra. Tyrimo metu nustatytas dar vienas svarbus veiksnys – interneto bendruomenėse, kurias sudaro MMORPG nariai iš skirtingų kultūrų, pasaulio religijų, matyti, kad kultūriniai jų sąveikos aspektai ne tik atsiskleidžia iš jų veiksmų, bet taip pat turi didelę įtaką žaidėjo elgsenai ar grupės organizavimui. Ilgo bendradarbiavimo veiksnys rodo, kad tarp žaidėjų, priklausančių MMORPG, yra susiformavusių specifinių komunikacijos formų ir integruojanti grupės kultūra.Intercultural communication and the Internet. The role of intercultural communication in Internet societiesMaciej Kałuża, Ewa Golik SummaryThe subject of our paper is an analysis of intercultural communication, in Internet societies, concentrated on group cooperation in MMORPGs (Massive Multiplayer Online Role Playing Games). The main purpose of our study was to show that Internet societies tend to have a highly developed structure of organization, enabling them to work together on very sophisticated tasks. Even though in MMORPGs a traditional face-to-face communication is replaced by the computer-mediated communication, we can still observe emergence of specific group cultures as defined by traditional sociology. Also, a rather important factor is that due to the fact that the Internet societies found in MMORPGs are made up of players from different cultures, world regions, the cultural aspect of their interaction is not only visible in their actions, but also tends to have a strong influence on players’ behaviors and group organization. The fact of a long cooperation among players playing the MMORPGs also results in a very specific form of communication and a highly complex in-group culture.Key words: Internet, communication, group, organization, structure
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Simpson, Joseph M., J. David Knottnerus, and Michael J. Stern. "Virtual Rituals: Community, Emotion, and Ritual in Massive Multiplayer Online Role-playing Games—A Quantitative Test and Extension of Structural Ritualization Theory." Socius: Sociological Research for a Dynamic World 4 (January 1, 2018): 237802311877983. http://dx.doi.org/10.1177/2378023118779839.

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Millions of people worldwide immerse themselves in massive multiplayer online role-playing games (MMORPGs). These games generate large, diverse communities that engage in rituals within the game, completing missions or quests. What role do these MMORPG rituals play in commitment to these gaming communities? To address this question, we extend structural ritualization theory to explain the impact of ritual events and emotion on commitment to community in the game World of Warcraft. Our findings suggest that players focused on inanimate resources are less committed than players who focus on social aspects of the ritual events inside the game. We also find that emotional investment is a good predictor of commitment to community.
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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 execution of an educational MMORPG for computer programming can be foreseen and bestowed without overloading the system. Moreover, we present an educational MMORPG called CMX, which aims to teach computer programming through interactive activities and role-playing. We finally apply the proposed model to CMX by conducting an experiment and conclude that the server?s performance is indeed increased.
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Gabbiadini, Alessandro, Silvia Mari, Chiara Volpato, and Maria Grazia Monaci. "Identification Processes in Online Groups." Journal of Media Psychology 26, no. 3 (January 1, 2014): 141–52. http://dx.doi.org/10.1027/1864-1105/a000119.

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Online video games are a popular leisure activity around the world; such virtual environments enable new ways for social identity to develop. This study investigated the motives affecting social identification processes in the massive multiplayer online role-playing game (MMORPG) World of Warcraft (WoW). In this video game, players interact with other players in a tridimensional virtual world through their avatar. A sample of 92 WoW players took part in a data collection Web survey. Building on the theory of social identity, we tested the predictive power of three identification motives: self-esteem enhancement, optimal distinctiveness, and uncertainty reduction. Additionally, considering previous research on MMORPGs, we added identification with the game character and membership duration as further predictors of virtual group identification. The construct of virtual group identification was analyzed at two levels: identification with the faction and guild of the character. Furthermore, the current study was a first attempt to understand whether online identification may lead to group behavior such as evaluative ingroup bias. Our results indicated that traditional motivational theories of social identity were mostly confirmed. Moreover, identification with the avatar emerged as a strong predictor of group identity. Additionally, at both levels of analysis, group attachment led to an evaluative differentiation between the ingroup and outgroup. The findings are discussed in light of modern theories of social identity and media research.
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Garbuio, Luciene Maria. "A internet, agência e os jogos digitais online na aprendizagem de inglês: um estudo no ensino superior de Tecnologia da Informação." Domínios de Lingu@gem 12, no. 3 (September 21, 2018): 1878. http://dx.doi.org/10.14393/dl35-v12n3a2018-18.

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O objetivo deste artigo é discutir de que maneira os estudantes de cursos superiores em Tecnologia da Informação se apropriam da Internet como meio de interação e comunicação digital para desenvolver a língua inglesa, bem como apresentar algumas possibilidades de aprendizagem de inglês no contexto informal, com foco nos jogos digitais. Os resultados revelaram que filmes, séries, músicas são os conteúdos virtuais mais acessados e contribuem para a aprendizagem da língua inglesa. Os jogos do gênero estratégia, aventura, ação e MMORPGs (Massive Multiplayer Online Role Playing Games) são destacados pelos participantes como ferramentas de aprendizagem, em virtude da ampla possibilidade de interação entre os participantes, agência e desafios.
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GRABOWSKI, ANDRZEJ, and NATALIA KRUSZEWSKA. "EXPERIMENTAL STUDY OF THE STRUCTURE OF A SOCIAL NETWORK AND HUMAN DYNAMICS IN A VIRTUAL SOCIETY." International Journal of Modern Physics C 18, no. 10 (October 2007): 1527–35. http://dx.doi.org/10.1142/s0129183107011480.

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We study a large social network consisting of 3 × 104 individuals, who interact in a large virtual world of Massive Multiplayer Online Role Playing Games (MMORPGs). On the basis of the players' list of friends and the playing time received from the on-line game server, we investigate the structure of the network and human dynamics. We try to show that the structure of this friendship network is very similar to the structure of different social networks. In order to investigate the relation between networks of acquaintances in virtual and real worlds, we carried out a survey among the players. We found very interesting scaling laws concerning human dynamics. Our research has shown how long people are interested in a single task, and how much time they devote to it. It is surprising that exponent values in both cases are close to minus one.
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Jiresch, Ester, and Vincent Boswijk. "CONTEMPORARY RECEPTION OF EDDIC THEMES IN NEW MEDIA: VIRTUAL 'NORDIC' IDENTITIES, CASE STUDY: DARK AGE OF CAMELOT." Tijdschrift voor Skandinavistiek 37, no. 1 (June 24, 2020): 38–54. http://dx.doi.org/10.21827/tvs.37.1.36929.

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This article discusses the most recent (twenty-first century) development in reception and adaptation of Nordic mythology (particularly referring to the Prose and Poetic Edda) and the appropriating of Nordic identities (stereotypes) that is taking place in the so-called new media. In the last two decades the reception of Nordic mythology or Nordic 'themes' in different new media like film, comic books, heavy metal music and computer games has exploded. New media are generally considered expressions of 'popular' culture and have therefore not yet received much scholarly attention. However, since those media are growing notably and especially computer games (console and online applications) reach an enormous audience.Scientific interest in them has increased in recent years. Miller mentions the 'sexiness of Vikings in video games, the pretense of Viking-like settings for popular television programs […]' (Miller, 2014, p. 4). The case study is Dark Age of Camelot (DAoC – Mythic Entertainment 2001) which is a MMORPG (Massive Multiplayer Online Role Playing Game) that is currently (2015) still available to play online. We will show examples of themes (characters, narratives, objects etc.) deriving from Eddic texts and how they are represented and deployed in the game. Since the representation of 'Nordic' identity is a key feature in the game's construction, it will therefore be addressed as well. The fictional world of DAoC consists of three realms – Albion, Hibernia and Midgard – that are at war with each other. Their (human) inhabitants are respectively based on medieval Anglo-Saxon, Celtic and Norse tribes that differ distinctively in their character traits. Our goal is to elaborate on the representation of identity traits of the fictional 'Norse' races (as defined by the game) that appear in DAoC. We will scrutinize if and how the game uses older or more current concepts of (national) identity. In order to do so, an overview of Scandinavian / Nordic identity constructions that have been popular and / or widespread from antiquity will be presented, via medieval sources to romanticism and nineteenth century nationalism until current discussions of national identity.
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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 (February 2020): 75–92. http://dx.doi.org/10.1007/s11159-020-09821-6.

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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 gaming addiction cannot be applied to this particular form of addictive behavior.
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Dissertations / Theses on the topic "MMORPG (Massive Multiplayer Online Role-Playing Games)"

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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 for custom-made MMORPG research scenarios A.I. agents, impersonating human players, can be used to "bootstrap" the research scenario to reach the necessary massive number of players that define the game genre. This thesis presents a system that makes its human players and A.I. players indistinguishable while preserving the basic characteristics of a typical MMORPG. To better achieve identical perception of human and A.I. players, our system centers around the collection, sharing, and exchange of information while limiting the means of expression and actions of players. A gameplay scenario built on the Panoptyk engine was constructed to imitate gameplay experienced in major MMORPGs. We conducted a user-study where subjects play through the scenario with a varying number of A.I. players unknown to them. Three versions of the scenario were created to assess how indistinguishable human and A.I. players were and vice versa. We found, across 24 participants, there were 32% correct identifications, 30% incorrect identifications, and 38% answers of "I don't know". This was broken down into 20% correct identifications, 42% incorrect identifications, and 38% answers of "I don't know" for bot characters and 46% correct identifications, 16% incorrect identifications, and 38% answers of ``I don't know'' for human characters.
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Winn, Joshua D. "Integration of Massive Multiplayer Online Role-Playing Games Client-Server Architectures with Collaborative Multi-User Engineering CAx Tools." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/6209.

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This research presents a new method for integrating client server architectures that are used for the development of Massive Online Role Playing Games (MMORPG) into multi-user engineering software tools. The new method creates a new architecture named CAx Connect by changing the client-pull-server communication pipeline to a server-push-client communication pipeline, effectively reducing the amount of bandwidth consumed and allowing these tools to utilize multiple server processors for complex calculations. This method was used on the new NX Connect multi-user CAx prototype developed at BYU. The new method provides a road map to further implement this architecture and its services into additional multi-user CAx tools. To demonstrate the effectiveness of this technology, a prototype architecture was built to provide a front end service, a message relay service, and a database insertion service, which were integrated into the current architecture. The front end service provides load balancing of clients, while the feature administration service passes messages throughout the architecture. The database insertion service inserts features passed from the NX Connect client into the database. The results show that this architecture is more efficient and that a scalable architecture was created, successfully demonstrating the integration of this architecture with multi-user CAx tools.
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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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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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Diaz, Leanna Marie. "Usage of Emotes and Emoticons in a Massively Multiplayer Online Role-Playing Game." University of Toledo / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1533228651012048.

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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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Martinsson, Christoffer, and Julia Nyström. "Vilka faktorer bidrar till att spelare fastnar i MMORPG spel?" Thesis, Örebro University, Swedish Business School at Örebro University, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-2172.

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Massiva onlinerollspel är idag mycket populära och försäljningen och spelandet utav dessa ökar markant. I och med detta väcks frågan om vad det är i dessa onlinespel som gör att människor spelar och fortsätter spela. Denna uppsats inriktas främst mot MMORPG:s, Massively Multiplayer Online Role-Playing Games, då författarna anser att det är i denna onlinespelsgenre den största möjligheten att finna och definiera de faktorer, som påverkar

spelares vilja att spela, finns. För att ta reda på dessa faktorer skapades en enkät vars frågor utformades med en gameflowmodell i baktanken. Denna enkät lades sedan ut på sex olika onlinespelsanknutna forum, där totalt 105 spelare anonymt deltog. Den bygger dock även på tidigare gjorda undersökningar och rapporter om onlinespelandets anledningar, analyserade artiklar inom ämnet MMORPG spel och sist men inte minst författarnas egna erfarenheter utav MMORPG spel.

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Rodrigues, Lia Carrari. "Análise de redes sociais em comunidades virtuais emergentes de jogos on-line por meio de coleta de dados automatizada." Universidade Presbiteriana Mackenzie, 2009. http://tede.mackenzie.br/jspui/handle/tede/2756.

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Made available in DSpace on 2016-04-18T21:39:48Z (GMT). No. of bitstreams: 3 Lia Carrari Rodrigues1.pdf: 2007869 bytes, checksum: 5127705a8183cb3056356f8cba16af6a (MD5) Lia Carrari Rodrigues2.pdf: 1875473 bytes, checksum: 48cfbdbc52e6db38b63fd8d1622c69ed (MD5) Lia Carrari Rodrigues3.pdf: 2987315 bytes, checksum: 7dacd97c56a6b31303f12c62c9657e92 (MD5) Previous issue date: 2009-02-11
Fundo Mackenzie de Pesquisa
The current worldwide popularity of on-line games has resulted in the formation of virtual communities with hundreds of people. This is due to the daily interaction of people in games called Massive Multiplayer Online Role-Playing Games (MMORPGs). These communities are culturally diverse and permeated by social ties estabilished through different ways in the game s virtual world. The present research held a study on the communities found in World of Warcraft through social network analysis. The goal of this approach was to define a typology of social ties and study the behavioural patterns related to the structure of these networks. This involved the construction of an efficient data collecting system, as well as analysis tools. That particular methodology verified that this kind of organization can be characterized as an emergent adaptive complex system. To that end, different theories were utilized, such as graph theory, Kohonen networks algebra and software engineering.
Atualmente a popularidade mundial de jogos on-line tem resultado na formação de comunidades virtuais com centenas de pessoas. Isso se deve à interação diária das pessoas em jogos chamados Massive Multiplayer Online Role-Playing Games (MMORPGs). Estas comunidades são culturalmente diversificadas e permeadas por laços sociais estabelecidos de diferentes maneiras no ambiente virtual do jogo. A presente pesquisa realizou um estudo de comunidades do jogo World of Warcraft por meio da abordagem da análise de redes sociais. O intuito desta abordagem foi definir uma tipologia de laços sociais e estudar padrões de comportamento vinculados à estrutura destas. Isso envolveu a construção de um sistema de coleta de dados eficiente desta rede, assim como ferramentas de análise. Com esta metodologia, verificou-se que este tipo de organização pode ser caracterizada como um sistema complexo adaptativo emergente. Para isso, foram utilizadas diferentes teorias, como a teoria dos grafos, redes de Kohonen, álgebra e engenharia de software.
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Sato, Adriana Kei Ohashi. "Imaginário e design: resignificação do jogo eletrônico por meio da linguagem expressiva." Universidade Presbiteriana Mackenzie, 2007. http://tede.mackenzie.br/jspui/handle/tede/1943.

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This work intends to analyze design as the object that generates answers to the user's (gamer's) expectations based on the collective imaginarium. In turn, this imaginarium originates in a specific social-cultural context. Considering men as symbolic beings, they look for the reason of their existence by attribuing meaning to objects. Those meanings are interpreted by society, creating values, behaviors and cultural references. This work presents fundamental concepts about design and its presence in the social-cultural context, being design the language that interprets and re-signify the electronic game based on the collective imaginarium.
A presente pesquisa procura analisar o design como objeto gerador de respostas às expectativas do usuário (jogador) a partir do imaginário coletivo. Por sua vez, este imaginário, tem a sua origem em um determinado contexto sócio-cultural. Considerando o homem como um ser simbólico, este busca o sentido para sua existência por meio da atribuição de significados aos objetos. Tais significados são interpretados pela sociedade criando seus valores, comportamentos e referenciais culturais. Ao longo deste trabalho são apresentados conceitos fundamentais sobre o design e sua presença no contexto sócio-cultural, sendo o design, a linguagem que interpreta e resignifica, a partir do imaginário coletivo, um jogo eletrônico.
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Inderst, Rudolf Thomas. "Vergemeinschaftung in MMORPGs." Boizenburg Hülsbusch, 2009. http://d-nb.info/994331878/04.

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Books on the topic "MMORPG (Massive Multiplayer Online Role-Playing Games)"

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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 bodies are able to be extended through space, the technology which makes this possible also reduces key aspects of visual and sensory fields, including the arrangement of bodies in space and movement. This in turn affects the achievement of focused interaction, the transfer of skills, and the understanding of checks and alignment.
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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 particular massively multiplayer online role-playing games (MMORPGs), have advanced contraflow. In addition, it discusses a changing trend in the digital game sector, which has been occurring due to both the increasing role of China's game industries and the emergence of mobile gaming in the smartphone era. It also maps out the process by which Korean online games are appropriated for Western game users in a form of “glocalization”in both content and structure. Finally, the chapter articulates whether this new trend can diminish an asymmetrical cultural flow between the West and the East.
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Book chapters on the topic "MMORPG (Massive Multiplayer Online Role-Playing Games)"

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Lanzi, Andrea. "Game Bot Detection on Massive Multiplayer Online Role-Playing Games (MMORPGs) Systems." In Encyclopedia of Computer Graphics and Games, 1–3. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_237-1.

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Zhang, Fan, and David Kaufman. "Can Playing Massive Multiplayer Online Role Playing Games (MMORPGs) Improve Older Adults’ Socio-Psychological Wellbeing?" In Communications in Computer and Information Science, 504–22. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-29585-5_29.

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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, 71–80. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13672-6_8.

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Hsu, Chun-Cheng, and Elvis Chih-Hsien Chen. "Exploring the Elements and Design Criteria of Massively-Multiplayer Online Role-Playing Game (MMORPG) Interfaces." In Human-Computer Interaction. Interacting in Various Application Domains, 325–34. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02583-9_36.

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Taylor, Jacqui, and James Taylor. "A Content Analysis of Interviews with Players of Massively Multiplayer Online Role-Play Games (MMORPGs): Motivating Factors and the Impact on Relationships." In Online Communities and Social Computing, 613–21. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02774-1_66.

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Jacobs, Melinda. "Playing “Nice”." In Computer-Mediated Communication across Cultures, 32–44. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-60960-833-0.ch003.

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Within the Internet, a range of international and multicultural communities abound, especially within the context of interactive online games known as Massively Multiplayer Online Role-Playing Games (MMORPGs). The clashing of cultures in one particular MMORPG, Omerta, has caused many problems within the related online community. These conflicts have led to online instances of culturalism – discrimination based upon cultural-mindset – within this international online community (Jacobs, 2009). This chapter examines the following questions: Do players in international online gaming environments have the right to discriminate based on cultural attitudes and perceptions, or should a player’s right to not be discriminated against dominate in such international contexts? And how can multiculturalism be successfully managed in international online spaces?
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Jacobs, Melinda. "Playing “Nice”." In Cross-Cultural Interaction, 963–75. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4979-8.ch054.

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Within the Internet, a range of international and multicultural communities abound, especially within the context of interactive online games known as Massively Multiplayer Online Role-Playing Games (MMORPGs). The clashing of cultures in one particular MMORPG, Omerta, has caused many problems within the related online community. These conflicts have led to online instances of culturalism – discrimination based upon cultural-mindset – within this international online community (Jacobs, 2009). This chapter examines the following questions: Do players in international online gaming environments have the right to discriminate based on cultural attitudes and perceptions, or should a player’s right to not be discriminated against dominate in such international contexts? And how can multiculturalism be successfully managed in international online spaces?
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Bytheway, Julie. "In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games." In Computer-Assisted Language Learning, 1218–31. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7663-1.ch058.

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Millions of language learners use commercial off-the-shelf computer games as informal learning contexts. Massively multiplayer online role-playing games (MMORPGs) are rich meaningful vocabulary learning contexts with in-game cultures that encourage creativity, decrease anxiety, force interaction, demand cooperative and autonomous learning, increase motivation, and reward curiosity. This case-study of World of Warcraft® players examined how the in-game culture affected participants' use of vocabulary learning strategies. Using research processes inherent in Grounded Theory, rich data was collected from extant MMORPG texts and observations of, interviews with, and elicited texts from a criterion sample of six ESL experienced gamers. Through constant comparative analysis, patterns and strategies emerged. Gu's (2005) model of vocabulary learning strategies in contexts was adapted to suit digital game contexts. The results highlight the need to value how the MMORPG culture affects language learners' vocabulary learning strategies and argue for study into autonomous language learning in commercial off-the-shelf digital games.
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Griffiths, Mark, Zaheer Hussain, Sabine M. Grüsser, Ralf Thalemann, Helena Cole, Mark N. O. Davies, and Darren Chappell. "Social Interactions in Online Gaming." In Developments in Current Game-Based Learning Design and Deployment, 74–90. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-1864-0.ch006.

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This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong friendships and emotional relationships. A third study examined the effect of online socializing in the lives of 119 online gamers. Significantly more male gamers than female gamers said that they found it easier to converse online than offline, and 57% of gamers had engaged in gender swapping. A fourth study surveyed 7,069 gamers and found that 12% of gamers fulfilled at least three diagnostic criteria of addiction. Finally, an interview study of 71 gamers explored attitudes, experiences, and feelings about online gaming. They provided detailed descriptions of personal problems that had arisen due to playing MMORPGs.
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Chotipaktanasook, Nuttakritta, and Hayo Reinders. "A Massively Multiplayer Online Role-Playing Game and Its Effects on Interaction in the Second Language." In Language Learning and Literacy, 424–46. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-5225-9618-9.ch023.

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Massively multiplayer online role-playing games (MMORPGs) have been dramatically used in language education and identified in computer-assisted language learning (CALL) research as playing a central role in second language acquisition (SLA). This chapter addresses the integration of a commercially developed MMORPG Ragnarok Online into a language course as a basis for digital game-based language learning and reports on its effects on second language (L2) interaction. Thirty Thai learners of English who enrolled in a 15-week university language course were required to complete 18 face-to-face classroom lessons and six gameplay sessions. Learners' language use in both text and voice chats during gameplay was recorded and analysed to measure the effects of the game. The findings show that participating in MMORPG resulted in a significantly more considerable increase in L2 interaction that used a wider range of discourse functions compared with English interaction in the classroom. The authors discuss some of the theoretical and pedagogical implications of these findings.
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Conference papers on the topic "MMORPG (Massive Multiplayer Online Role-Playing Games)"

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Kaufman, David, and Fan Zhang. "Can Playing Massive Multiplayer Online Role Playing Games (MMORPGs) Help Older Adults?" In Special Session on How Can Digital Games Help Older Adults? SCITEPRESS - Science and and Technology Publications, 2015. http://dx.doi.org/10.5220/0005551405270535.

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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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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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Shim, Kyong Jin, Muhammad Aurangzeb Ahmad, Nishith Pathak, and Jaideep Srivastava. "Inferring Player Rating from Performance Data in Massively Multiplayer Online Role-Playing Games (MMORPGs)." In 2009 International Conference on Computational Science and Engineering. IEEE, 2009. http://dx.doi.org/10.1109/cse.2009.452.

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Suznjevic, Mirko, Maja Matijasevic, and Ognjen Dobrijevic. "Action specific Massive Multiplayer Online Role Playing Games traffic analysis." In the 7th ACM SIGCOMM Workshop. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1517494.1517519.

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Shim, Kyong Jin, and Jaideep Srivastava. "Sequence Alignment Based Analysis of Player Behavior in Massively Multiplayer Online Role-Playing Games (MMORPGs)." In 2010 IEEE International Conference on Data Mining Workshops (ICDMW). IEEE, 2010. http://dx.doi.org/10.1109/icdmw.2010.166.

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Huffaker, D., Jing Wang, J. Treem, M. A. Ahmad, L. Fullerton, D. Williams, M. S. Poole, and N. Contractor. "The Social Behaviors of Experts in Massive Multiplayer Online Role-Playing Games." In 2009 International Conference on Computational Science and Engineering (CSE). IEEE, 2009. http://dx.doi.org/10.1109/cse.2009.13.

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Kongmee, 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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Jiang, Xinbo, and Farzad Safaei. "Churn performance study of structured peer-to-peer overlay in supporting massively multiplayer online role playing games (MMORPGs)." In 2011 17th IEEE International Conference on Networks (ICON). IEEE, 2011. http://dx.doi.org/10.1109/icon.2011.6168472.

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Liu, Linhui, and Wei Li. "Decoupling erasure coding from massive multiplayer online role-playing games in model checking (Withdrawal Notice)." In International Conference on Photonics and Image in Agriculture Engineering (PIAGENG 2009). SPIE, 2009. http://dx.doi.org/10.1117/12.836794.

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