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1

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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10

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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Corredor, 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.

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This article aims at investigating the differences among three groups having distinct levels of experience in massively multiplayer online role-playing games (MMORPG), when solving a character design task in the videogame World of Warcraft (WoW), and when planning how to use the character during gameplay. These groups consisted of inexperienced players, general experts in MMORPGs and specialized WoW domain experts. The evaluation showed that MMORPG experience developed character design abilities that could be applied to other videogames (e.g., general expertise skills). Such skills were related to the ability to identify deep features related to particular types of characters (e.g., Rogue). The results also showed that there are domain expertise specific abilities, which only experts in WoW have. Such abilities were related to building game descriptions that could be considered narrative in the cognitive sense of the term, because they include time, intention and interaction, and also to identifying WoW-specific variables.
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Aimsupasit, 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.

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Nowadays, Online gaming industry has been fast growing in Bangkok especially massively multiplayer online role-playing game (MMORPG). As online games grow in importance as an electronic commerce application, game developers and publishers increasingly believe that understanding factors affecting the quality of MMORPG online games is critical to the success of online game industry. Nevertheless, scant attention is given to the empirical investigation of the influence of online gaming perceived MMORPG quality. As for the study of factors affecting the quality of MMORPG online games in Bangkok, the researchers had set the regulations of quantitative research as a survey research with a questionnaire as the tool for data collection, the study results could be useful for online game industry.
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Acevedo, 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.

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Chou, 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.

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Players of massively multiplayer online role-playing games (MMORPG) frequently select avatars of the opposite gender, a phenomenon known as gender swapping. While this phenomenon is widely recognized, little is known about the underlying reasons. This study thus examines why players use opposite-gender avatars. Heterogeneity sampling is used to maximize information completeness. Data are obtained from interviews with 21 MMORPG players in Taiwan. The core theme identified is “increased enjoyment”, which itself integrates six more specific themes or aspects (social interaction, harassment avoidance, obtaining free gifts, fooling others, fantasy experiences and playing superior avatars) through which players derive increased enjoyment from game playing with gender-swapped avatars. This exploratory work creates a foundation for future research to develop and test hypotheses linking gender-swapping with player psychology or behavior.
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Bytheway, 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.

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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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Utz, 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.

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Game research suffers from using a variety of concepts to predict the (often negative) effects of playing games. These concepts often overlap (e.g., addiction or pathological gaming), include negative consequences in their definition, or are very game-specific (e.g., collective play). We argue that the field would benefit from using concepts that are well-established in other domains. Extending earlier work to the interpersonal domain, we examined the effects of obsessive and harmonious passion for massively multiplayer online role-playing games (MMORPGs) on the number and quality of online and offline friendships. Obsessive passion describes an irrepressible urge to engage in an activity, whereas harmonious passion describes the voluntary engagement in an activity. In an online survey of 406 MMORPG players, we found differential relationships between obsessive and harmonious passion and the number and quality of online and offline friendships. The results confirmed the usefulness of the dualistic model of passion for consequences of online gaming.
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Shin, 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.

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Kang, 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.

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Swoboda, 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.

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OMG! Lol n00b :)! When gamers, especially of MMORPGs (Massively Multiplayer Online Role-Playing Games) like World of Warcraft®, talk to one another they adapt language to their needs, as do all speakers. It is a common misconception that expressions such as smileys, acronyms and neologisms are a deterioration of current language. On the contrary, they can be regarded as instances of creativity, efficiency and in-group markers. Moreover, these expressions help gamers to position themselves in conversations, thus they can be regarded as active interaction strategies in the gaming discourse. But while communication is of crucial importance to achieve goals and for role-playing in MMORPGs, there are many communicative challenges for gamers, such as high-stress situations, missing paralinguistic cues and intercultural obstacles. By reference to an online-questionnaire, a self-compiled corpus and theories of pragmatics this paper sheds light on interaction strategies used by MMORPG-gamers.
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Suznjevic, Mirko, Jose Saldana, Maja Matijasevic, Julián Fernández-Navajas, and José Ruiz-Mas. "Analyzing the Effect of TCP and Server Population on Massively Multiplayer Games." International Journal of Computer Games Technology 2014 (2014): 1–17. http://dx.doi.org/10.1155/2014/602403.

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Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft) real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on player’s activities during the day, to also incorporate the impact of the number of players sharing a server (server population) on network traffic. Based on real traffic traces, we statistically model the influence of the variation of the server’s player population on the network traffic, depending on the action categories (i.e., types of in-game player behaviour). Using the developed traffic model we prove that while server population only modifies specific action categories, this effect is significant enough to be observed on the overall traffic. We find that TCPVegasis a good option for competing flows in order not to throttle the MMORPG flows and that TCP SACK is more respectful with game flows than other TCP variants, namely,Tahoe, Reno,andNew Reno. Other tests show that MMORPG flows do not significantly reduce their sending window size when competing against UDP flows. Additionally, we study the effect of RTT unfairness between MMORPG flows, showing that it is less important than in the case of network-limited TCP flows.
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Park, 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.

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A narrative structure is one of the main components to constitute the genre of Massively Multiplayer Online Role-Playing Games (MMORPGs). Meanwhile Real Money Trade (RMT) enables a player to adjust an ex post level of challenge by skipping the narrative structure of a game. However, RMT may concurrently disturb a player who enjoys game following the narrative structure hierarchically. In pursuance of developing the knowledge about the relationship between RMT and the usage of MMORPG, we investigate the role of the strictness of predetermined narrative structure. We present the dual structure of societies to describe a player that arbitrarily decides to reside in a virtual society. Then we adopt the social nominalism to explain how individual motif of playing a game is expanded to the nature of game. Finally, we argue that a game with weakly predetermined narrative structure is more positively associated with RMT volume, since these games arouse a player’s sentiment of fun by relying more on their socially oriented motivation. With empirical evidence from the Korean MMORPGs market, we proved the hypothesis.
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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." International Journal of Game-Based Learning 1, no. 4 (October 2011): 20–36. http://dx.doi.org/10.4018/ijgbl.2011100103.

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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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Grimes, 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.

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Virtual worlds have become increasingly popular with the growth of high speed Internet access worldwide and online gaming. The popularity of massively multiplayer online role playing games (MMORPG), such as World of Warcraft, and virtual worlds, such as Second Life, has created an opportunity for educators to build a learning platform that students can readily relate to. This paper explores some of the possibilities of utilizing one particular virtual world (Second Life) as a platform for network and information security training with a focus on the profiling of online behavior. In particular it describes the initial attempts of its use at one of the Pennsylvania State University’s campuses.
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Swoboda, 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.

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OMG! Lol n00b :)! Quando os jogadores, sobretudo de MMORPG (Massively Multiplayer Online Role-Playing Games, i.e. jogos de interpretação online em massa para múltiplos jogadores) como o World of Warcraft®, falam entre si, adaptam a linguagem às suas necessidades, a exemplo do que fazem os falantes de uma língua. É errado presumir que expressões como smileys, acrónimos e neologismos constituem uma deterioração da linguagem atual. Antes pelo contrário, estas expressões podem ser vistas como exemplos de criatividade, eficiência e marcadores de grupo. Além disso, estas expressões ajudam os jogadores a posicionarem-se nas conversas, podendo por conseguinte ser vistas como estratégias de interação ativas no discurso dos jogos. Mas embora a comunicação seja de importância primordial para alcançar os objetivos e para efeitos de interpretação nos MMORPG, há vários desafios que se colocam aos jogadores, como situações de elevado stress, falta de pistas paralinguísticas e obstáculos interculturais. Recorrendo a um inquérito online, a um corpus compilado pela própria e a teorias de pragmática, este artigo estuda as estratégias de interação utilizadas pelos jogadores de MMORPG.
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You, 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.

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Bacchini, 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.

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Zhong, 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.

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Scott, 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.

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Introduction. For many people, the online environment has become a significant arena for everyday living, and researchers are beginning to explore the multifaceted nature of human interaction with the Internet. The burgeoning global popularity and distinct design features of massively multiplayer online role-playing games (MMORPGs) have received particular attention, and discourses about the phenomenon suggest both positive and negative impact upon gamer health.Aim. The purpose of this paper was to critically appraise the research literature to determine if playing MMORPGs impacts upon the psychosocial well-being of adolescents and young adults.Method. Initial searches were conducted on nine databases spanning the years 2002 to 2012 using key words, such as online gaming, internet gaming, psychosocial, and well-being, which, in addition to hand searching, identified six studies meeting the inclusion and exclusion criteria for this review.Results. All six studies strongly associated MMORPG playing with helpful and harmful impact to the psychosocial well-being of the populations under study; however due to the methodologies employed, only tentative conclusions may be drawn.Conclusion. Since both helpful and harmful effects were reported, further multidisciplinary research is recommended to specifically explore the clinical implications and therapeutic potentialities of this modern, growing phenomenon.
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Li, 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.

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Falcão, 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.

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A ação é o mais crucial elemento da experiência para com jogos eletrônicos. Não apenas a ação humana, mas mesmo o modo como partes do sistema interagem consigo. Considerando para além da fruição do indivíduo este aspecto material do meio, este artigo reflete a respeito da organização do tecido social em um Massive Multiplayer Online Role-playing Game (MMORPG). Observando, em especial, grupos voltados para a prática do raiding em World of Warcraft, questionamos que modo de existência pode ser encontrado neste contexto e, principalmente, de que forma este fornece uma chave de interpretação para as agências desta rede, ampliando, afinal, a teoria que discursa sobre este problema.
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Zhang, 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.

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The construction of linked lists is an unfortunate problem. After years of robust research into Byzantine fault tolerance, we validate the development of the transistor. In this paper we propose a virtual tool for enabling multi-processors (PilousGnu), verifying that active networks and massive multiplayer online role-playing games can interfere to answer this question.
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Wang, 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.

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The implications of stochastic epistemologies have been far-reaching and pervasive. After years of natural research into massive multiplayer online role-playing games, we show the compelling unification of courseware and the Internet. Our focus in this work is not on whether courseware and hash tables can interact to overcome this issue, but rather on describing a novel application for the improvement of Internet QoS (WEY).
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Wiguna, 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.

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Background: One type of psychiatric disorder that is still controversial is online game addiction. A massively multiplayer online role-playing game (MMORPG) has the highest prevalence of game addiction, especially in Asian countries. The goal of this study was to see the correlation between personality traits, openness, conscientiousness, extraversion, agreeableness, and neuroticism with the occurrence of online game addiction. Methods: A cross-sectional study was conducted on 248 adult online games players throughout Denpasar through proportional stratified random sampling randomization by searching for online game addiction status based on Indonesian Game Online Questionnaires’ (IGOQ) and Five-Factor Personality Traits based on the International Personality Item Pool (IPIP NEO- PI). Results: The prevalence rate of online game addiction in online game center players in Denpasar obtained 27%, the majority are students, male, Hindu, Bali. On average, playing more than 35 hours a week and playing more than 12 hours in 1 session. From the analysis of personality traits, it was found that the traits of conscientiousness had a protective relationship between the occurrence of online game addiction with adjusted Odd Ratio was 0.895 (p <0.001). Conclusion: Personality traits tests focused on trait conscientiousness can be used as a screening for potential addictions.
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Li, 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.

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35

Toft-Nielsen, Claus. "Worlds at Play." Nordicom Review 35, s1 (March 13, 2020): 237–50. http://dx.doi.org/10.2478/nor-2014-0115.

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AbstractThe relationship between the fantasy genre and the medium of computer games has always been a very tight-knit one. The present article explores the close connection between fantasy and computer games through different media, arguing that the fantasy genre's specific ‘mode of function’ is the ability to build complete fictional worlds, whereby it creates specific experiences for its users. Based on empirical data from focus group interviews with players of the most popular Western Massively Multiplayer Online Role-Playing Game (MMORPG) of all times, World of Warcraft, the article develops the concept of worldness as an experiential, phenomenological understanding of player experience. I discuss how this way of framing a core quality of the fantasy genre (of world-building) functions across single fictional universes and aims to grasp a specific fantasy experience of being in the world. This experience works on the level of genre, by anchoring the specific fantasy world in the larger, surrounding fantasy genre matrix.
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Son, 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.

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Qu, 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.

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In recent years, much research has been devoted to the refinement of IPv6; on the other hand, few have investigated the confusing unification of interrupts and Internet QoS. In this position paper, it demonstrates the emulation of interrupts. In order to overcome this quagmire, a novel system is presented for the intuitive unification of expert systems and massive multiplayer online role-playing games. It is concluded that erasure coding can be verified to make heterogeneous, interposable, and event-driven, which is proved to be applicable.
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Wang, 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.

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Due to the advent of the Internet, massively multiplayer online role-playing games (MMORPGs) have been enjoyed worldwide by many players simultaneously, and game publishers’ revenues have reached billions of dollars from subscriptions alone. Frequent updates (e.g., versioning) and new contents (e.g., quest system) are the typical strategies adopted by developers to keep MMORPG experiences fresh and attractive. What makes such strategies attractive and retains the interest of players in MMORPGs? This study focuses on one aspect of a popular MMORPG: the player’s experience of the quest systems of Final Fantasy XIV (FF14). The different quest systems were analyzed considering Bartle’s players’ classification, specifically for the explorers and achievers. From an information science perspective, such an analysis can be achieved via game refinement (GR) theory, which formulates the information of the game’s progression into a measurable model of game sophistication. On top of that, we used the concept of motion in mind, which was derived from concepts in physics. It maps game progression information to enable the possible quantification and approximation of players’ mental movements and affective experiences in the game. Based on the analysis of the collected data using the proposed measures of GR and motion in mind, the impact of regular updates on players in long-term games is discussed. Insights from the study provide guidance and suggestions for potential improvements in long-term game design.
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Hota, 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.

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Purpose The purpose of this paper is to examine whether children’s online play and participation in massively multiplayer online role playing games (MMORPGs) is leading to the development of virtual retail shopping motivations and behaviours. This exploratory study also examines the influence of age-related differences in children’s social and consumer development vs adults and gender on this. Design/methodology/approach The study was conducted using two focus groups and ten in-depth interviews with 20 French children between the ages of eight and 12 years. Findings Results show that children’s online play and participation in MMORPG communities is leading to the development of virtual retail shopping motivations and behaviour through the purchase of virtual tools and accessories by all children using virtual in-game money. But these motivations are very gender specific due to the overarching importance of gender-specific motivations for achievement. Boys engage in virtual retail shopping because they need in-game progress and power gains, while girls engage in virtual retail shopping because they need social status enhancement. Research limitations/implications Research should be conducted on children in different age groups. All aspects of the process and consequences of children’s participation in online gaming communities should be examined more comprehensively. Quantitative research is required. Results may also vary with country and cultural context. Practical implications First, children between eight and 12 years of age are active consumers (influencers and buyers) for all companies. MMORPGs provide the perfect setting for better understanding of children’s motivations and behaviour regarding virtual retail shopping because they provide virtual in-game money for different achievements that children use to engage in such behaviour. Second, MMORPG companies can benefit by taking into account gender differences in children’s motivations and the importance of the games’ social dimensions and interactions when designing the games. Social implications First, the risks of playing computer games for children in terms of playing violent games and leading a virtual life must be considered and studied carefully by public policy officials. Second, public policy officials that look into online gaming should take into account gender differences in children’s motivations and the importance of the games’ social dimensions and interactions when monitoring online games. These are issues that are not only developing children’s abilities as social actors but may well be promoting excessive materialism aided by the formation of online peer groups. Originality/value This is the first study on children’s online play and participation in MMORPGs in the consumer context and will help us to understand children’s mind-set and motivations for retail activities in this unique retail setting. The study results show that children’s online play and participation in MMORPGs is leading to the development of virtual retail shopping motivations and behaviour that are very gender specific unlike adults.
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Park, 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.

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Kim, 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.

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42

Vasić, 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.

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We present a scalable software architecture for distributed traffic generation capable of producing Massively Multiplayer Online Role-Playing Game (MMORPG) packet flows in a statistically accurate manner for thousands of concurrent players. The main challenge, to achieve truly massive scale traffic generation, has been achieved by introducing kernel based virtualization, pioneered by the network simulator/emulator IMUNES, into the User Behaviour Based Network Traffic Generation (UrBBan-Gen, introduced in our earlier work). The UrBBan-Gen software architecture consists of four modules: Service repository, Control function and user interface, Behaviour process, and Traffic generation process. IMUNES has been integratedinto the virtualization part of the Traffic generation process,which has resulted in two improvements: 1) increasing thenumber of generated packet flows while accurately replicating the required statistical properties, and, 2) introducing the ability to run various network scenarios in simulated, as well as real networks, under realistic traffic loads. With respect to the traffic generation capabilities of the previous version of UrBBan-Gen, which was based on Linux containers, the IMUNES based solution demonstrates higher scalability, lower packet loss rates, and lower CPU load for both the UDP traffic at high packet rate and “thin” TCP traffic flows typical for MMORPGs.
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Wu, 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.

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Digital game-based learning (DGBL) has gained traction on various educational levels in recent years as educators continue to seek best practices and researchers keep conducting studies to investigate the affordances and constraints of such technology-mediated instruction. This paper discusses the intersections between the historical development of educational digital games and contemporary theories of learning. Resultant from the review, a typology of educational digital games consisting of four genres -- edutainment and educational game applications, serious games, commercial off the shelf and massive multiplayer online role-playing games, and educational game design tools--is devised to help teachers interested in digital games better understand the pedagogical processes and cope with challenges involved in implementing DGBL. The paper concludes with the importance that the implementation of different genres of educational digital games in instruction entails teachers’ usage of different pedagogical strategies in accordance with the chosen game genre and opportunities to teach subject area content.
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Jin, 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.

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Purpose Prior studies on virtual product purchase have focused on external technological factor but have paid less attention to internal user factors. Thus, drawing upon the social presence and user engagement theories, the purpose of this paper is to develop a research model considering both technological factors and user factors and empirically examine the validity of the proposed research model. Design/methodology/approach A survey from 214 World of Warcraft players was conducted to test the proposed research model, and structural equation modelling approach (specifically, PLS) was used to test the proposed hypotheses. Findings The data analysis results suggest that both social presence and user engagement positively influence the intention to purchase virtual products. Furthermore, two technological factors, interactivity and sociability, are found to affect social presence, and two social factors, social ties and social identity, are found to affect user engagement. Originality/value This study proposes a dual factor framework (i.e. technological and user factors) to investigate the factors influencing the intention to purchase by integrating the social presence perspective and user engagement perspective. The findings would be beneficial for service provider of massively multiplayer online role-playing games to recognize that triggering user demand is of equal importance with offering better technologies and suggest new ways to promote users’ virtual product purchase intentions.
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Park, 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.

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Cybersecurity in Industrial Internet of Things (IIoT) has become critical as smart cities are becoming increasingly linked to industrial control systems (ICSs) used in critical infrastructure. Consequently, data-driven security systems for analyzing massive amounts of data generated by smart cities have become essential. A representative method for analyzing large-scale data is the game bot detection approach used in massively multiplayer online role-playing games. We reviewed the literature on bot detection methods to extend the anomaly detection approaches used in bot detection schemes to IIoT fields. Finally, we proposed a process wherein the data envelopment analysis (DEA) model was applied to identify features for efficiently detecting anomalous behavior in smart cities. Experimental results using random forest show that our extracted features based on a game bot can achieve an average F1-score of 0.99903 using 10-fold validation. We confirmed the applicability of the analyzed game-industry methodology to other fields and trained a random forest on the high-efficiency features identified by applying a DEA, obtaining an F1-score of 0.997 using the validation set approach. In this study, an anomaly detection method for analyzing massive smart city data based on a game industry methodology was presented and applied to the ICS dataset.
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46

Putra, 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.

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<p>Penelitian ini membahas tentang kualitas terjemahan istilah-istilah teknis didalam game <em>Ragnarok Online </em>(RO)<em> </em>karya <em>Gravity. Co.Ltd.</em> Penelitian ini menggunakan pendekatan Morfologi penerjemahan. Tujuan penelitian ini adalah: (1) menemukan apa saja istilah teknis dan proses pembentukan istilah-istilah tersebut didalam game RO; (2) menemukan teknik penerjemahan yang digunakan di dalam game RO; Menemukan hubungan antara penggunaan teknik penerjemahan terhadap proses pembentukan istilah dan unit istilah-istilah didalam game RO(4) mengetahui kualitas terjemahan istilah-istilah teknis didalam game RO.</p><p>Penelitian ini merupakan penelitian kualitatif yang bersifat deskriptif. Sumber data penelitian ini adalah video game berjudul <em>Ragnarok Online</em> yang berjenis <em>MMORPG</em> (<em>Massive Multiplayer Online Role Playing Game</em>) dan para informan untuk menilai kualitas terjemahannya. Pengumpulan data pada penelitian ini dilakukan dengan cara mengkaji sumber data, kuiosioner dan melakukan FGD (Focus Group Discussion).</p><p>Ditemukan sebanyak 7 proses dalam pembentukan istilah-istilah teknis di dalam game <em>RO</em>, proses pembentukan istilah teknis melalui proses <em>Compounding </em>yang lebih banyak ditemukan. Ditemukan 13 Teknik Penerjemahan yang digunakan oleh penerjemah dalam menerjemahkan istilah-istilah teknis. Untuk kualitas terjemahan istilah-istilah teknis, terjemahannya tergolong akurat, berterima, dan memiliki keterbacaan tinggi.</p><p>Penggunaan teknik peminjaman-murni yang dominan digunakan disebabkan karena pengaruh domain, tidak mengurangi kualitas terjemahannya. Penggunaan teknik terjemahan peminjaman-murni lebih dominan digunakan pada unit kata tunggal, tetapi jika di dalam bentuk phrase, maka peminjaman-murni tidak lagi mendominan dalam penggunaannya. Penggunaan teknik reduksi-penghilangan, menyebabkan keakuratan dan keberterimaannya tergolong rendah, namun tidak mempengaruhi kualitas terjemahan dari segi keterbacaan.</p><p> </p><p>Kata Kunci: istilah teknis, pembentukan istilah, teknik penerjemahan, kualitas terjemahan istilah teknis.</p>
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47

Malakhaeva, 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.

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The article examines massive multiplayer online role-playing games as a phenomenon of modern culture from philosophical, psychological and methodological points of view. It makes a survey of the latest foreign and national investigations MMORPG players motivations. It carries out an investigation of achieving success and motivation of avoiding misfortunes in terms of risk sentiment. The result of the investigation is a conclusion that gamers oftener have a higher motivation of achieving success than those who do not play, while combining it with a high motivation of avoiding failures. These are less numbered in their readiness to risk recklessly by choosing more careful variants of behavior. The players commitment to Goals and Process in the game speaks to the fact that high motivation of achieving the goal is combined with maximum diving into the game process. The players features of risk sentiment is that a person, by risking in the virtual space, checks potentially dangerous behavioral strategies in the game and can transfer them into the life already in this variant.
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Salazar, 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.

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Within Massive Multiplayer Online Role Playing Games (MMORPG) studies, there are many papers dedicated to player typologies. This is especially true when it comes to themes that directly or indirectly touch the social identity of opposing groups of players: “roleplayers” vs. “PvPers”, “helpers vs. griefers”, “power gamers” vs. “casual gamers”, etc. Every time researchers label a group of players as, for example, "roleplayers" they are indeed assuming the existence of a social identity of this group. However, in MMORPG literature there are very few pages dedicated to theorizing about social identity. In this paper, I provide practical examples of how social identity in MMORPGS can be analyzed through the application of Salazar's (2006) social identity (re)production theoretical model. The basic unit of analysis is what in this paper will be called an Identity Liminal Event (ILE), or specific MMORPG events on which the constitutive elements of social identity can be observed. The examples to be studied in this paper are ILEs taken from the World of Warcraft and Star Wars Galaxies MMORPGs. To conclude, the paper offers several suggestions for implementing this theoretical model for further studying MMORPG events.
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Carmona, 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.

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The purpose of this grounded theory study was to describe the experience of people who struggled with self-described addiction to World of Warcraft™ (WoW). WoW is a massive multiplayer online role-playing game (MMORPG), and many players have shared their stories of compulsive use and recovery efforts on two different websites: www.wowdetox.com, and a Reddit forum called /r/noWoW. We analyzed 140 unique posts on these sites to develop a process model describing how posters experienced addiction and recovery from WoW. We used grounded theory methods to create a model with categories including, time sink, impairment in work and relationships, and realization of loss. The process of recovery from compulsive WoW use included a series of realizations and the gamer “coming to themselves.” Implications for clinicians and researchers who study internet gaming disorder and related issues are offered.
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M. 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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En este artículo recorremos un derrotero transmediático que tiene como resultado el surgimiento de un nuevo género literario, el LitRPG (Literary RPG). Este proceso comienza en la década del 70 cuando se interactivizan ciertas literaturas y autores eminentes como Tolkien, Lovecraft, Moorcock, Howard et al. y aparecen los primeros RPG (Role Playing Games), luego, estos son transmediados a los nuevos soportes cibernéticos para dar origen a los CRPG (Computer RPG), MUDs (Multi User Domain/ Dungeon) y finalmente los MMORPG (Massive Multiplayer Online RPG), cuyas lógicas y características discursivas irrumpen en el terreno literario a través de las obras de LitRPG y generan un regreso a la literatura a partir de un proceso de desinteractivación. Además de analizar el proceso de transmediación, se analizan también las características principales de este nuevo género, adentrándonos en la obra de cuatro autores considerados pioneros: D. Rus, G. Akella, V. Mahanenko y Yu Wo, así como también en ciertas características prefiguradas en ciertos precursores del género (en términos de “Kafka y sus precursores”, de J. L. Borges).
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