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1

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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2

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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3

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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4

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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5

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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6

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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7

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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8

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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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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9

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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10

Inderst, Rudolf Thomas. "Vergemeinschaftung in MMORPGs." Boizenburg Hülsbusch, 2009. http://d-nb.info/994331878/04.

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11

Vowles, Amy. "The psychology of Massively Multiplayer Online Role-Playing Games (MMORPG's)." Thesis, University of Birmingham, 2012. http://etheses.bham.ac.uk//id/eprint/6875/.

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This paper reviews the literature on the psychological predictors of the problematic use of Massively Multiplayer Online Role Playing Games (MMORPGs). Nineteen studies were included in the review and results are discussed in terms of seven broad areas; Play time, Demographic differences, Psychological wellbeing and mental health, Personality, Cognitive factors, Physiological factors and Gamer experience and motivations. As a new area of research, the literature at present shows some limitations and inconsistencies across studies. Often factors have been considered in only one published paper, or findings are variable. The most consistent evidence suggests that increased play time is a significant risk factor for problematic use, along with mental health problems and poor psychological wellbeing. The strongest and most consistent predictor of problematic use identified so far appears to be the immersive use of MMORPGs in escaping from real life. Further research should replicate these results and continue to investigate alternative possible risk factors. Longitudinal studies are imperative to differentiate confidently between risk factors and outcomes of problematic gaming, and group comparison studies should include problematic gamers, non-problematic gamers and a non-gaming control group to establish factors associated with problematic gaming specifically as oppose to gaming in general. Studies should consider the impact of age and location of the target population so that results are generalisable to the MMORPG population as a whole. Implication for prevention and intervention of problematic gaming are discussed along with the implications of research in this area on the gaming industry.
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12

Ahlstrom, A. Michelle Elton. "Marital Satisfaction among Married Couples in which One or Both Members Play a Massively Multiplayer Online Role-Playing Game (MMORPG)." BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/1761.

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The purpose of this study was to gain a better understanding of the gaming behaviors of married individuals and couples who play Massively Multiplayer Online Role-Playing Game(s) (MMORPGs) including gaming addiction, time spent gaming, satisfaction in gaming participation, gaming interaction (between joint gaming spouses), and socio-demographic variables and the subsequent marital satisfaction levels of both individuals in the couple. Hypotheses were generally supported, excluding the hours spent gaming. 685 couples were separated and analyzed according to whether both individuals in the marriage gamed or just one individual gamed (couple-gaming type). Couples in which only one individual gamed (individual-gamer couples) had significantly lower marital satisfaction than all other groups and couples in which both gamed about the same amount of time (equal-gamers) held the highest marital satisfaction of the groups. Prediction models of marital satisfaction were determined for each couple-gaming type. The strongest predictions present in most of the models for marital satisfaction were the frequency that the couple retired to bed at the same time and the frequency that the couple quarreled specifically about gaming. Much MMORPG research has been presented on youth and adults, however to date there is no research on married gamers. Recent research on the video game habits of emerging adults called for further in depth investigation of the implications of video game use in the family formation stage of life.
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13

Zackariasson, Peter. "World Builders : A Study on the Development of a Massively Multiplayer Online Role-Playing Game." Doctoral thesis, Umeå : Umeå School of Business, Umeå University, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1134.

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14

Maguluri, Naga Sai Nikhil. "Multi-Class Classification of Textual Data: Detection and Mitigation of Cheating in Massively Multiplayer Online Role Playing Games." Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1494248022049882.

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15

Ahlstrom, Michelle Elton. "Marital satisfaction among married couples in which one or both members play a Massively Multiplayer Online Role-Playing Game (MMORPG) /." Diss., CLICK HERE for online access, 2009. http://contentdm.lib.byu.edu/ETD/image/etd2954.pdf.

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16

Nilsson, Daniel. "Morpho-semantic processes in the English language used in a Massively Multiplayer Online Role Playing Game : A case study of neologisms in Warhammer Online." Thesis, Växjö University, School of Humanities, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-2626.

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The language used in Massively Multiplayer Online Role Playing Games (or MMORPGs) is a form of computer-mediate communication. It consists of elements from both written and spoken language, but it is a highly abbreviated and innovative form of written language. This study focuses on the English language used in a MMORPG called Warhammer Online. The aim of this study is to identify abbreviations, interpret their meanings and to analyze the word formation processes and semantic changes that are involved in new words. The method used in this study is a qualitative case study of the English language in a MMORPG from a synchronic point of view. The secondary sources used in this study include previous works on morphology and semantics. The material used is based on logs acquired from the game Warhammer Online as a subscribed player. The results presented in this study show new and unique words created by players in Warhammer Online, along with other semantic changes that have taken place. It is concluded that the English written language has not seen such a major change in its entirety before, within one community.

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17

Prax, Patrick. "Do MMORPGs enhance MMMCCL : Multi-Media Multi-Channel Communication Literacy." Thesis, Uppsala University, Media and Communication, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-106854.

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Purpose/Aim: The aim of the paper is to find out if there is a correlation between playing MMORPGs and having better skills in using multi-channel communication.

Material/Method: A media-skill test was conducted in the internet testing the participants’ ability to respond to targets in three different channels and media at the same time. The results of the study where used for statistical comparisons of the different groups of participants sorted according to their media use.

Main results: People who use the internet more and who play computer games, especially MMORPGs, have a better Multi-Media Multi-Channel Communication Literacy. There is fast learning visible for people with a use of the respective medium of up to five hours a week. Playing makes you better, not playing a lot.

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18

Falcón, Quintana Daniel Arturo. "La relación entre la inmersión en la narrativa de los Massively Multiplayer Online Role-Playing Games (MMORPGS) y las conductas pro-sociales dentro del videojuego." Bachelor's thesis, Pontificia Universidad Católica del Perú, 2018. http://tesis.pucp.edu.pe/repositorio/handle/123456789/12415.

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Esta investigación tuvo como objetivo analizar la relación entre la inmersión en la narrativa en del videojuegos y las conductas pro-sociales dentro del videojuego, en jugadores latinoamericanos de Massive Multiplayers Online Role-Playing Games (MMORPGs). Para medir la Inmersión en la narrativa del videojuego se utilizó un cuestionario desarrollado por Qin, Patrick-Rau & Salvendy (2009) y para las conductas pro-sociales dentro del videojuego se desarrolló un cuestionario con el apoyo de jugadores de 7 países distintos de latinoamérica. La investigación tuvo una muestra de 350 personas (297 hombres y 41 mujeres) de, en promedio, 24 años de edad (DE= 5.71), jugadores de 5 MMORPGs distintos. Se encontró que, considerando a todos los MMORPGs juntos, hay una relación baja entre la inmersión en la narrativa del videojuego y las conductas pro-sociales; sin embargo, al separar a los participantes por MMORPG, estas relaciones toman más fuerza y llegan a ser de intensidad mediana-alta. Además, se encontraron diferencias entre los niveles de inmersión en la narrativa dependiendo del MMORPG que se jugaba, y ausencia de diferencias, según el sexo, entre las conductas pro-sociales.
This research aimed to analyze the relationship between the immersion in the video game narrative and the pro-social behaviors within the videogame, in a group of Latin American players of Massive Multiplayers Online Role-Playing Games (MMORPGs). In order to measure the inmersion in the video game narrative, a questionnaire developed by Qin, Patrick-Rau & Salvendy (2009) was used, and for the pro-social behaviors within the videogame, a questionnaire was developed with the help of players from seven different Latin American countries. The research sample had 350 participants (297 men and 41 women), with an average age of 24 years (SD= 5.71), who played 5 different MMORPGs. Considering all the MMORPGs, a low relationship between the immersion in the videogame narrative and pro-social behaviors was found; however, segmenting the sample based on the MMORPG played, the relationships gain medium and high intensity. Additionally, there were differences in the levels of immersion in the video game narrative according to which MMORPG was played, and differences in pro-social behaviors were not found between sexes.
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Cruz, Daniel Viana Abs da. "Juventude e jogos digitais : envolvimento e relações sociais através dos Massively Multiplayer Online Role-Play Games." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/70055.

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Esta pesquisa possui como objetivo geral o estudo do envolvimento e das relações sociais de jovens através dos Massively Multiplayer Online Role-Play Games. Para tanto foram realizados três estudos, um qualitativo e dois quantitativos. O primeiro estudo foi conduzido com 20 estudantes de escolas públicas e particulares da região metropolitana de Porto Alegre e teve como objetivo descrever como ocorre a construção e desenvolvimento de avatares por jovens jogadores para a interação nos MMORPGs. Foram realizadas entrevistas semi-estruturadas e analisadas posteriormente com Análise de Conteúdo. Os resultados deste estudo apontaram 7 sub-categorias relativas à elaboração dos avatares e que foram agrupadas em 3 categorias maiores: Imagem, Função e Motivação. O segundo estudo foi realizado em quatro etapas e teve como objetivo desenvolver instrumentos de mensuração do envolvimento e das relações sociais nos MMORPGs. A primeira etapa foi a construção dos itens baseados na literatura e nos modelos teóricos de Calleja (2007) e de Hinde (1997). A segunda etapa compreendeu o uso de três juízes experts na área. A terceira etapa consistiu em um estudo piloto para a compreensão dos itens com cinco adolescentes jogadores de MMORPG. A quarta etapa compreendeu a análise da consistência interna utilizando-se o alpha de cronbach e das estruturas fatoriais das escalas através de análises de componentes principais e análises fatoriais confirmatórias com uma amostra coletada online de 467 jovens jogadores de MMORPG, com idades entre 12 e 30 anos, de diferentes regiões do país. Os resultados apontaram bons índices de estrutura fatorial e fidedignidade, indicando-se o uso das escalas para pesquisas futuras. O terceiro estudo contou com a mesma amostra do segundo estudo e teve os objetivos de descrever um perfil de usuários de MMORPG; descrever como os jovens usuários vivenciam as relações sociais estabelecidas por eles com outros jovens usuários nos MMORPG; e de averiguar se as características de envolvimento e de relações sociais dos participantes estão relacionadas. Análises estatísticas descritivas e inferenciais foram realizadas, através de correlações de Pearson, e do uso de modelagem de equações estuturais. Os resultados finais da tese indicaram um modelo de relações entre os jovens, seus avatares, o envolvimento no jogo e suas relações sociais no jogo.
This research aims study the youth involvement and yours social relationships across the Massively Multiplayer Online Role-Play Games. Therefore, we conducted three studies, one qualitative and two quantitative. The first study was conducted with 20 students from public and private schools in the metropolitan area of Porto Alegre and aimed to describe how is the construction and development of young players avatars for interaction in MMORPGs. Semi-structured interviews were conducted and later analyzed with content analysis. The results of this study reveal 7 subcategories approaching the avatars construction, grouped in 3 major categories: Image, Function and Motivation. The second study was conducted in four stages and aimed to develop scales to measure the involvement and social relations in MMORPGs. The first step was the construction of sentences based on literature and the theoretical models of Calleja (2007) and Hinde (1997). The second stage was the use of three judges, experts in the area. The third step was a pilot study to review the sentences with five teenagers MMORPG players. The fourth step included analysis of internal consistency and factorial structure of the scales with a total sample of 467 young people online MMORPG players, aged between 12 and 30 years, from different regions of the country. The third study involved the same sample of the second study had and the objective of describing a profile of users of MMORPG; describe how young users experience social relationships they established with other youth in the MMORPG users, and to investigate whether the characteristics of involvement and social relations of the participants are related. Descriptive and inferential statistical analyzes were performed. The results indicated a final model of relations between young people, their avatars, the involvement in the game and their social relations in the game.
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Whitlock, Katherine Lynne. "Theatre and the video game beauty and the beast /." Columbus, Ohio : Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1086119742.

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Thesis (Ph. D.)--Ohio State University, 2004.
Title from first page of PDF file. Document formatted into pages; contains ix, 264 p.; also includes grafics (some col.). Includes abstract and vita. Advisor: Lesley K. Ferris, Dept. of Theatre. Includes bibliographical references (p. 246-264).
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Razera, Bruno Ayres. "Interações estratégicas em games massivos online: visibilidade de simulacros identitários e a axiologia do Transmog em World of Warcraft." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21357.

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Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq
The research investigates how the game mode Massively Multiplayer Online Role Playing Game (MMORPG), by strategic concomitance, directs the player to operate by the visibility, to build the meaning of their simulacra identity. Concomitance, according to linguistics, is the designation of one or more actions, things or facts that occur simultaneously; coexistence or simultaneity. In this study the strategic concomitance has the coexistence as the relation of a strategist sender with the subject that provides his own tactic in simultaneity, working values in a same logical line. The most popular game of the genre, World of Warcraft (WOW), is taken as an object, as the immersion of its players is sanctioned by its great geographic reach and number of users who remain, year after year, faithful to the product, generating a movement large volume financial instrument, as well as employing new electronic technology tools and practices. The act of playing keeps the subject in interaction with other subjects and in the operation of this visibility that they construct identity simulations, shaped by the enunciative choices to make-see. In the analysis of the game, the use of the device called "transmog" was used to transform the appearance of the player's equipment. Syntagmatic operations call the device in its placement in discourse and thus build the axiology that makes the subject have to be, a simulacrum of socialized doing that establishes visibility as its main value. The theoretical-methodological support for the analysis is given by the discursive semiotic theory of Greimas (2014, 2007, 2002), which structures the generative path of meaning, the basis of the construction of meaning. It is also supported by Landowski's (1992, 1997, 2013, 2014a, 2014b) socio-demographic concept that, through the regimes of meaning and interaction, as well as through the regimes of visibility, allows to elucidate lived practices of the participants and their simulacrums built in the game. The theories of other semioticians are also bases for the elaboration of the axiological taxonomy of transmog. The bibliographical references also include a review of the history of the games and the survey of works with this theme. To carry out the study, there are analyzes of the transmog phenomenon, highlighting the dynamics of the interactions of the audience of World of Warcraft; in short, the study of the discursive practices of this device in the game, surrounded by the regimes of visibility, meaning and interaction. It was possible, with this, to verify the hypothesis that the visibility values in the game allow to maintain and extend the immersion of the players in a continuity, corresponding to the social practices: transmog, this device in game, does not determine the values in game, as facilitator and computer of an axiological exchange shared to the player. In addition, this work contributed to the theoretical basis for the area of communication that deals with the strategies of the gaming industry
A pesquisa investiga como a modalidade de game Massively Multiplayer Online Role Playing Game (MMORPG), por concomitância estratégica, direciona o jogador a operar pela visibilidade, para a construção do sentido de seus simulacros identitários. Concomitância, de acordo com a linguística, é a designação de uma ou mais ações, coisas ou fatos que ocorrem em simultâneo; coexistência ou simultaneidade. Neste estudo a concomitância estratégica tem como coexistência a relação de um destinador estrategista com o sujeito que provê própria tática em simultaneidade, trabalhando valores em uma mesma linha lógica. O game World of Warcraft (WOW), mais popular do gênero, é tomado como objeto, pois a imersão de seus jogadores é sancionada por seu grande alcance geográfico e número de usuários que permanecem, ano após ano, fiéis ao produto, gerando uma movimentação financeira de grande volume, além de empregar instrumentos e práticas novas de tecnologias eletrônicas. O ato de jogar coloca o sujeito em interação com outros sujeitos e é na operação dessa visibilidade que são construídos simulacros identitários, moldados pelas escolhas enunciativas para fazer-ver. Recortou-se, na análise do game, o uso do dispositivo denominado como “transmog”, que consiste em permitir transformar esteticamente a aparência dos equipamentos do jogador. As operações sintagmáticas convocam o dispositivo na sua colocação em discurso e assim constroem a axiologia que faz o sujeito ter para ser, simulacro do fazer socializado que instaura a visibilidade como seu principal valor. O suporte teórico-metodológico para a análise é dado pela teoria semiótica discursiva de Greimas (2014; 2007; 2002), que estrutura o percurso gerativo de sentido, a base da construção da significação. Apoia-se também na sociossemiótica de Landowski (1992; 1997; 2013; 2014a; 2014b) que, pelos regimes de sentido e de interação, assim como pelos regimes de visibilidade, permite elucidar práticas vividas dos partícipes e do seu fazer em sociedade, pelos simulacros construídos no game. As teorias de outros semioticistas são também bases para a elaboração da taxonomia axiológica do transmog. Os referenciais bibliográficos incluem ainda uma revisão da história dos games e do levantamento de trabalhos com esta temática. Para realizar o estudo, há análises do fenômeno do transmog, destacando a dinâmica das interações do público de World of Warcraft; em minudência, a do estudo das práticas discursivas desse dispositivo no game, nos envoltos dos regimes de visibilidade, de sentido e de interação. Foi possível, com isso, verificar a hipótese de que os valores de visibilidade no game possibilitam manter e ampliar a imersão dos jogadores em uma continuidade, correspondente às práticas sociais: o transmog, este dispositivo in game, não determina os valores em jogo, funcionando como facilitador e ordenador de um câmbio axiológico partilhado ao jogador. Além disso, este trabalho contribuiu para o embasamento teórico para a área da comunicação que trata das estratégias da indústria dos games
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22

Bouchard, Matthew. "The Null Game: feature-specific player enjoyment in massively multiplayer online role playing games." Master's thesis, 2010. http://hdl.handle.net/10048/1155.

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Thesis (M.A.)--University of Alberta, 2010.
Title from PDF file main screen (viewed on July 29, 2010). A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Arts, Department of Humanities Computing, University of Alberta. Includes bibliographical references.
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23

Gertzbein, Eric Jarost. "The Architecture of Space and Transformation in Massively Multiplayer Online Role-Playing Games." Thesis, 2008. http://hdl.handle.net/10012/3781.

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This thesis examines the architecture and space simulated in massively multiplayer online role-playing games (MMORPGs) and argues that the hand which guides the design of virtual architecture and space in these games originates from the same primogenitor of traditional mythology. The simulation of the game-world and the performance of in-game elements which include, avatars, player characters, non-player characters (NPCs), and artifacts, is regulated by the semantics of an in-game narrative that maintains a core structure of hierarchical spaces and traditional and modified architectural paradigms. Hierarchical spaces and architectural interventions are used to curate a mythologically derived model of personal transformation known as the ‘Hero Cycle’ that is based on hermeneutic principles whereby the identity of the collective is required to understand the identity of the individual. As a result, this cycle of personal transformation relies on the integration of the individual with the collective and is a revitalizing process within society. While it is believed that contemporary (computer) role-playing games (RPGs) are built on the shoulders of early pen and paper (PNP) role-playing games, both the early PNP and later RPGs are in fact founded on principles of ritual movement through space, developed by traditional mythology to enact Hero Cycles and by ritualized religious worship, to symbolically enact mythology. Role-playing games can bring forth the benefits of the experience of mythological progenitors of cultural narratives and religious theology. In-game, a narrative is presented to players as the face of the collective identity of the game-world and incorporates many traditional (and modified) iconographic and architectonic typologies that support the semantics of game-play and the theology that ties the game-mechanics to the narrative.
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24

Ho, Ping-I., and 何秉一. "Virtual item trade in Massive Multiplayer Online Role Playing Game (MMORPG):A Case Study of Diablo Ⅱ." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/56206361602824601296.

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25

Hsu, Jui-Wei, and 許睿暐. "The Research on the Engagement of the Users in Massive Multiplayer Online Role-Playing Game (MMORPG) Guild." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/hc476z.

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碩士
國立高雄應用科技大學
資訊管理研究所碩士班
103
This study aims to investigate factors influencing users’ engagement in massive online role-playing game (MMORPG) guild from benefit and non-benefit perspectives. This study also incorporaed three markers (shared consciousness, shared rituals, and traditions and obligation to society) of community proposed by Muniz Jr and O’guinn (2001). The survey methodology was employed to collect data from users of MMORPG guild. A total of 310 questionnaires were sent out, with 302 completed copies returned, indicating a valid response rate of 97%. The collected data were analyzed by PLS (Partial Least Squares) technique. The results showed that the engagement of MMORPG guild from benefit and non-benefit perspectives is effective. The three markers of community and engagement of MMORPG guild from benefits are significantly effective, and among them, obligation to society is maximum. Moreover, the identity of MMORPG guild and three markers of community are significantly effective, but the perceived value (purposive value, entertainment value and social enhancement) and identity of MMORPG guild are significantly effective; among them social enhancement is maximum. Therefore when the participatants of MMORPG guild consider the guild will actively spend a certain period of time, assembling members of MMORPG guild and these participatants will produce engagement behavior towards MMORPG guild. For instance, they will actively participatate in MMORPG’s activities. The reputation enhancement, perceived benefit (intrinsic benefit and extrinsic benefit) and engagement behavior towards MMORPG guild are significantly effective except for reciprocity from benefits, and the intrinsic benefit is maximum. Therefore, when the participatants feel happy and interesting in the MMORPG guild, they are likely to produce engagement behavior towards MMORPG guild. It's worth noting that in terms of the women’s engagement behavior towards MMORPG guild from non-benefits, they attach more importance to three markers of community (shared consciousness and obligation to society of guild); furthermore, they attach more importance to reciprocity from benefits. In terms of the male engagement of MMORPG guild from non-benefits, they put more emphasis on three markers of community (shared consciousness, shared rituals, and traditions and obligation to society of guild); moreover, they attach more importance to reputation enhancement and perceived benefit (intrinsic benefit and extrinsic benefit) from benefits.
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26

LIAO, SHIH-HAO, and 廖士豪. "Investigating Massively Multiplayer Online Role-Playing Games (MMORPG) Loyalty and Post-adoption Behavior : The Perspective of Social Identity Theory." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/qef5bw.

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碩士
國立中正大學
資訊管理系研究所
108
Online games have created business for electronic commerce managers and change our life. Since online gamers frequently switch between games. Online gamers often participate in teams also. Because little is known about whether team participation and avatar identification will improve online gamer loyalty (i.e., gamers’ continued intention to play). This study filled this gap by developing its research framework from the perspective of the social identity theory. And using not only both of motivation (i.e., hedonic motivation and utilitarian motivation) but also flow experience and social presence.
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Möller, Benjamin Beyer Anja. "Sicherheit in Massive Multiplayer Online Role-Playing Games /." 2008. http://www.gbv.de/dms/ilmenau/abs/558207243moell.txt.

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28

Simpson, Joseph Michael. "Virtual rituals structural ritualization theory and massive multiplayer online role-playing games /." 2008. http://digital.library.okstate.edu/etd/umi-okstate-2660.pdf.

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29

Bennett, Scott G. "Socioemotional and task based communication in massively multiplayer online role playing games (MMORPGs) revisited : an account of nonnative speaker discourse /." 2009. http://149.152.10.1/record=b3071349~S16.

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Thesis (M.S.) -- Central Connecticut State University, 2009.
Thesis advisor: Matthew Ciscel. "... in partial fulfillment of the requirements for the degree of Master of Science in Teaching English to Speakers of Other Languages (TESOL)." Includes bibliographical references (leaves 47-48). Also available via the World Wide Web.
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30

Hsu, Ching-yu Tammy, and 許沁渝. "Investigation of the Affordances that an Massively Multiplayer Online Role Playing Game (MMORPG) Provides in the Aspect of English Learning." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/33531755379344480665.

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碩士
國立臺灣師範大學
英語學系
101
The present study aims to investigate the speech acts that language learners frequently produce and receive in the MMORPG world, the effectiveness of learners’ vocabulary learning in the MMORPG world, and learners’ perception of the adoption of MMORPG for second language learning. There are ten participants in the present study. All of them finished 16 MMORPG gameplay tasks individually and eight of them went on to play in a group play with other players. To have a comprehensive look into the language input and output in the MMORPG world, participants’ produced speech and the fluent English speakers’ produced speech were analyzed and compared. To evaluate participants’ vocabulary gains, participants were invited to take the vocabulary pretest and posttest. To triangulate the findings, participants were required to finish the questionnaire of their perception of the use of the MMORPG for language learning. The major findings are presented as follows. One of the most dominant categories of speech acts in the interaction is Representatives, which functions to fill the information gap between one and another. The current study further identified the importance of its subcategory reporting on actions, which was frequently produced to achieve coordination and close cooperation between group members. Another principal category is Expressives, and its dominant subcategory is expressing excitement and emotion. This speech act was carried out through the frequent use of exclamation words and emoticons. Incongruent with previous studies, the percentage of Negotiation of meaning is rather low and the percentage of Language specific corrections is zero, which showed that the real commercial MMORPG (instead of adapted MMORPG for education), may not be able to cultivate students’ ability to negotiate for meaning and to receive or provide language corrections. Another difference between the previous and the present study is that in the present study only the fluent English speakers were found to assume the dominant roles such as commanders, information or opinions providers while in the previous studies not only the native English speakers but also the advanced language learners were found to be able to play various kinds of active role. This showed that language ability might still influence the roles learners assume and the speech they produce. The participants were shown to make significant progress in the performance of vocabulary tests. Taking a closer look at the correct rate of each word, it is shown that participants tended to learn words that described the avatar’s real-time action and words that appeared with impressive image annotation. In the post-experiment questionnaire, participants reported that they made progress in English reading ability and colloquial English ability. Their vocabulary size and motivation for English learning increased as well. The participants generally hold a positive attitude toward the adoption of the MMORPG for language learning.
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31

Chiu, Chun-Jen, and 丘淳仁. "Social Support and Communication Behavior in Massive Multiplayer Online Role-playing Games: A Study of “World of Warcraft “ in Taiwan." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/42bd2v.

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碩士
銘傳大學
傳播管理研究所碩士班
97
Under the computer-mediated communication, there are more and more methods to communicate with others. The MMORPG (Massive Multi-player Online Role Playing Game) is one of the most popular systems in internet activities. This study aims to examine the correlation between social support and communication behavior of the MMORPG World of Warcraft users in Taiwan. Through in-depth interviews and questionnaire method, the study defines the user’s habitual behavior of communication and the types of social support in the World of Warcraft. The results indicated the both real life social support and social support in game were positive relation with communication and social contact ability. Although in-game hours is the key factor with how much social support the player acquired, real life social support had a negative relation with in-game social support at the in-game hours factor. Players have more in-game social support when they spending more time in World of Warcraft, but losing real life social support at the same time.
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32

Gregor, Nico Wolling Jens. "Virtuelle Welten im Vergleich : eine Analyse rezipientenorientierter Qualitätskriterien für Massive(ly) Multiplayer Online Role-Playing Games am Beispiel "World of Warcraft" und "Guild Wars" /." 2008. http://www.gbv.de/dms/ilmenau/abs/572596596grego.txt.

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