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)"
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.
Full textKałuża, 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.
Full textSimpson, 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.
Full textMalliarakis, 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.
Full textGabbiadini, 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.
Full textGarbuio, 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.
Full textGRABOWSKI, 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.
Full textJiresch, 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.
Full textDanka, 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.
Full textMarinova, 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.
Full textDissertations / Theses on the topic "MMORPG (Massive Multiplayer Online Role-Playing Games)"
Miller, Mitchell. "Bootstrapping Massively Multiplayer Online Role Playing Games." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2191.
Full textWinn, 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.
Full textLoh, 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.
Full textParsons, 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.
Full textDiaz, 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.
Full textWeissman, 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.
Full textMartinsson, 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.
Full textMassiva 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.
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.
Full textFundo 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.
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.
Full textThis 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.
Inderst, Rudolf Thomas. "Vergemeinschaftung in MMORPGs." Boizenburg Hülsbusch, 2009. http://d-nb.info/994331878/04.
Full textBooks on the topic "MMORPG (Massive Multiplayer Online Role-Playing Games)"
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.
Full textJin, 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.
Full textBook chapters on the topic "MMORPG (Massive Multiplayer Online Role-Playing Games)"
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.
Full textZhang, 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.
Full textShim, 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.
Full textHsu, 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.
Full textTaylor, 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.
Full textJacobs, 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.
Full textJacobs, Melinda. "Playing “Nice”." In Cross-Cultural Interaction, 963–75. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4979-8.ch054.
Full textBytheway, 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.
Full textGriffiths, 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.
Full textChotipaktanasook, 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.
Full textConference papers on the topic "MMORPG (Massive Multiplayer Online Role-Playing Games)"
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.
Full textShim, 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.
Full textShim, 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.
Full textShim, 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.
Full textSuznjevic, 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.
Full textShim, 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.
Full textHuffaker, 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.
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.
Full textJiang, 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.
Full textLiu, 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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