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.
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 textCorredor, Javier Alejandro, and Leonardo Rojas Benavides. "Narrative and Conceptual Expertise in Massively Multiplayer Online Role Playing Games." International Journal of Gaming and Computer-Mediated Simulations 8, no. 1 (January 2016): 44–67. http://dx.doi.org/10.4018/ijgcms.2016010104.
Full textAimsupasit, Permbun, and Witcha Feungchan. "Factors Affecting the Quality of MMORPG Online Games in Bangkok." Advanced Materials Research 931-932 (May 2014): 1472–76. http://dx.doi.org/10.4028/www.scientific.net/amr.931-932.1472.
Full textAcevedo, Alvaro Alfonso, Jessica Alejandra Chaux Lizarazo, and Ubaldo Enrique Rodríguez de Ávila. "The relationships into the video games massively multiplayer online role-playing game (MMORPG)." Athenea Digital. Revista de pensamiento e investigación social 16, no. 3 (November 8, 2016): 131. http://dx.doi.org/10.5565/rev/athenea.1641.
Full textChou, Yu-Jen, Shao-Kang Lo, and Ching-I. Teng. "Reasons for Avatar Gender Swapping by Online Game Players." International Journal of E-Business Research 10, no. 4 (October 2014): 1–16. http://dx.doi.org/10.4018/ijebr.2014100101.
Full textBytheway, Julie. "In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games." International Journal of Computer-Assisted Language Learning and Teaching 4, no. 4 (October 2014): 1–13. http://dx.doi.org/10.4018/ijcallt.2014100101.
Full textUtz, Sonja, Kai J. Jonas, and Ellen Tonkens. "Effects of Passion for Massively Multiplayer Online Role-Playing Games on Interpersonal Relationships." Journal of Media Psychology 24, no. 2 (January 2012): 77–86. http://dx.doi.org/10.1027/1864-1105/a000066.
Full textShin, Dong-Hee. "The Dynamic User Activities in Massive Multiplayer Online Role-Playing Games." International Journal of Human-Computer Interaction 26, no. 4 (March 25, 2010): 317–44. http://dx.doi.org/10.1080/10447310903575473.
Full textKang, Shin Jin, and Soo-Kyun Kim. "Quest reward optimization method for massive multiplayer online role playing games." Telecommunication Systems 60, no. 2 (April 2, 2015): 327–35. http://dx.doi.org/10.1007/s11235-015-0033-6.
Full textSwoboda, Birgit. "GTFO!! - Positioning as interaction strategy in MMORPG communication." Comunicação e Sociedade 27 (June 29, 2015): 151–66. http://dx.doi.org/10.17231/comsoc.27(2015).2094.
Full textSuznjevic, Mirko, Jose Saldana, Maja Matijasevic, Julián Fernández-Navajas, and José Ruiz-Mas. "Analyzing the Effect of TCP and Server Population on Massively Multiplayer Games." International Journal of Computer Games Technology 2014 (2014): 1–17. http://dx.doi.org/10.1155/2014/602403.
Full textPark, Byungchul, and Duk Hee Lee. "The Interplay between Real Money Trade and Narrative Structure in Massively Multiplayer Online Role-Playing Games." International Journal of Computer Games Technology 2017 (2017): 1–8. http://dx.doi.org/10.1155/2017/3853962.
Full textGriffiths, Mark, Zaheer Hussain, Sabine M. Grüsser, Ralf Thalemann, Helena Cole, Mark N. O. Davies, and Darren Chappell. "Social Interactions in Online Gaming." International Journal of Game-Based Learning 1, no. 4 (October 2011): 20–36. http://dx.doi.org/10.4018/ijgbl.2011100103.
Full textGrimes, Galen, and Michael Bartolacci. "Second Life." International Journal of Interdisciplinary Telecommunications and Networking 2, no. 4 (October 2010): 60–64. http://dx.doi.org/10.4018/jitn.2010100105.
Full textSwoboda, Birgit. "GTFO!! - Posicionamento como estratégia de interação na comunicação MMORPG." Comunicação e Sociedade 27 (June 29, 2015): 133–50. http://dx.doi.org/10.17231/comsoc.27(2015).2093.
Full textYou, S., E. Kim, and D. Lee. "Virtually Real: Exploring Avatar Identification in Game Addiction Among Massively Multiplayer Online Role-Playing Games (MMORPG) Players." Games and Culture 12, no. 1 (April 23, 2015): 56–71. http://dx.doi.org/10.1177/1555412015581087.
Full textBacchini, Dario, Grazia De Angelis, and Angelo Fanara. "Identity formation in adolescent and emerging adult regular players of massively multiplayer online role-playing games (MMORPG)." Computers in Human Behavior 73 (August 2017): 191–99. http://dx.doi.org/10.1016/j.chb.2017.03.045.
Full textZhong, Zhi-Jin. "The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital." Computers in Human Behavior 27, no. 6 (November 2011): 2352–63. http://dx.doi.org/10.1016/j.chb.2011.07.014.
Full textScott, Jonathan, and Alison P. Porter-Armstrong. "Impact of Multiplayer Online Role-Playing Games upon the Psychosocial Well-Being of Adolescents and Young Adults: Reviewing the Evidence." Psychiatry Journal 2013 (2013): 1–8. http://dx.doi.org/10.1155/2013/464685.
Full textLi, Shugang, and Lanjuan Zhu. "The evaluation of massive multiplayer online role-playing games based on expanded dependency graph." Information Sciences 277 (September 2014): 597–608. http://dx.doi.org/10.1016/j.ins.2014.03.005.
Full textFalcão, Thiago. "Relações de Ação e Agência em World of Warcraft." Revista_Mídia_e_Cotidiano 10, no. 10 (December 23, 2016): 5. http://dx.doi.org/10.22409/ppgmc.v10i10.9793.
Full textZhang, Dong. "Deconstructing Redundancy Using PilousGnu." Applied Mechanics and Materials 644-650 (September 2014): 2346–49. http://dx.doi.org/10.4028/www.scientific.net/amm.644-650.2346.
Full textWang, Xiao Peng. "Towards the Evaluation of Suffix Trees." Advanced Materials Research 989-994 (July 2014): 1598–601. http://dx.doi.org/10.4028/www.scientific.net/amr.989-994.1598.
Full textWiguna, I. Gusti Rai Putra, Cokorda Bagus Jaya Lesmana, and I. Gde Raka Widiana. "Personality traits in online game addiction in Denpasar." Journal of Clinical and Cultural Psychiatry 1, no. 2 (June 1, 2020): 32–34. http://dx.doi.org/10.36444/jccp.v1i2.14.
Full textLi, S. G., and X. Kuo. "The enhanced quality function deployment for developing virtual items in massive multiplayer online role playing games." Computers & Industrial Engineering 53, no. 4 (November 2007): 628–41. http://dx.doi.org/10.1016/j.cie.2007.06.006.
Full textToft-Nielsen, Claus. "Worlds at Play." Nordicom Review 35, s1 (March 13, 2020): 237–50. http://dx.doi.org/10.2478/nor-2014-0115.
Full textSon, Dinh Thai, Junko Yasuoka, Krishna C. Poudel, Keiko Otsuka, and Masamine Jimba. "Massively multiplayer online role-playing games (MMORPG): Association between its addiction, self-control and mental disorders among young people in Vietnam." International Journal of Social Psychiatry 59, no. 6 (June 19, 2012): 570–77. http://dx.doi.org/10.1177/0020764012445861.
Full textQu, Zhi Ming. "Investigation and Impact of Knowledge-Based Information on Programming Languages Based on Probabilistic Models." Applied Mechanics and Materials 39 (November 2010): 436–40. http://dx.doi.org/10.4028/www.scientific.net/amm.39.436.
Full textWang, Haolan, Zeliang Zhang, Mohd Nor Akmal Khalid, Hiroyuki Iida, and Keqiu Li. "MMORPG Evolution Analysis from Explorer and Achiever Perspectives: A Case Study Using the Final Fantasy Series." Information 12, no. 6 (May 27, 2021): 229. http://dx.doi.org/10.3390/info12060229.
Full textHota, Monali, and Maud Derbaix. "A real child in a virtual world." International Journal of Retail & Distribution Management 44, no. 11 (November 14, 2016): 1132–48. http://dx.doi.org/10.1108/ijrdm-12-2015-0183.
Full textPark, Seung-bae, and Namho Chung. "Mediating roles of self-presentation desire in online game community commitment and trust behavior of Massive Multiplayer Online Role-Playing Games." Computers in Human Behavior 27, no. 6 (November 2011): 2372–79. http://dx.doi.org/10.1016/j.chb.2011.07.016.
Full textKim, Pyoung Won, Seo Young Kim, Miseon Shim, Chang-Hwan Im, and Young-Min Shon. "The influence of an educational course on language expression and treatment of gaming addiction for massive multiplayer online role-playing game (MMORPG) players." Computers & Education 63 (April 2013): 208–17. http://dx.doi.org/10.1016/j.compedu.2012.12.008.
Full textVasić, Valter, Mirko Sužnjević, Miljenko Mikuc, and Maja Matijašević. "Scalable software architecture for distributed MMORPG traffic generation based on integration of UrBBaN-Gen and IMUNES." Journal of Communications Software and Systems 8, no. 4 (December 21, 2012): 93. http://dx.doi.org/10.24138/jcomss.v8i4.163.
Full textWu, Min Lun. "Making Sense of Digital Game-Based Learning: A Learning Theory-Based Typology Useful for Teachers." Journal of Studies in Education 8, no. 4 (September 27, 2018): 1. http://dx.doi.org/10.5296/jse.v8i4.13022.
Full textJin, Wei, Yongqiang Sun, Nan Wang, and Xi Zhang. "Why users purchase virtual products in MMORPG? An integrative perspective of social presence and user engagement." Internet Research 27, no. 2 (April 3, 2017): 408–27. http://dx.doi.org/10.1108/intr-04-2016-0091.
Full textPark, Semi, and Kyungho Lee. "Improved Mitigation of Cyber Threats in IIoT for Smart Cities: A New-Era Approach and Scheme." Sensors 21, no. 6 (March 11, 2021): 1976. http://dx.doi.org/10.3390/s21061976.
Full textPutra, Dhanu Ario, Djatmika Djatmika, and Tri Wiratno. "ANALISIS KUALITAS TERJEMAHAN TERHADAP ISTILAH-ISTILAH TEKNIS DIDALAM GAME RAGNAROK ONLINE KARYA GRAVITY (Kajian Terjemahan dengan Pendekatan Morfologi)." PRASASTI: Journal of Linguistics 2, no. 1 (May 18, 2017): 36. http://dx.doi.org/10.20961/prasasti.v2i1.1738.
Full textMalakhaeva, Svetlana. "Motivation and Risk Sentiment of Massive Multiplayer Online Role-Playing Games (MMORPG) Players." Baikal Research Journal 9, no. 3 (October 25, 2018). http://dx.doi.org/10.17150/2411-6262.2018.9(3).5.
Full textSalazar, Javier A. "Analyzing Social Identity (Re) Production: Identity Liminal Events in MMORPGs." Journal For Virtual Worlds Research 1, no. 3 (January 17, 2009). http://dx.doi.org/10.4101/jvwr.v1i3.353.
Full textCarmona, Jayson, and Jason Whiting. "Escaping the Escapism: A Grounded Theory of the Addiction and Recovery Process in Online Video Gaming." Qualitative Report, July 16, 2021. http://dx.doi.org/10.46743/2160-3715/2021.4643.
Full textM. Vizzotti, Martín. "De Tolkien al LitRPG: MMORPGS y transmediación." Cuadernos del Centro de Estudios de Diseño y Comunicación, no. 110 (September 15, 2020). http://dx.doi.org/10.18682/cdc.vi110.4068.
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