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Journal articles on the topic 'MMORPG'

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1

Samudera, Marvella, Elissa Dwi Lestari, and Florentina Kurniasari. "Analysis of the Effect of Effort Expectancy, Social Influence, Hedonic Motivation, Price Value, Habit, and Flow on MMORPG’s Intention to Play." Environment-Behaviour Proceedings Journal 9, SI19 (2024): 67–72. http://dx.doi.org/10.21834/e-bpj.v9isi19.5770.

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With more Internet access, MMORPGs have grown in popularity. In Indonesia, the biggest gaming market in Southeast Asia, this genre is less popular. Therefore, studying what inspires Indonesian MMORP users is necessary. The study used a quantitative research design on 221 online gamers who were familiar with MMORPGs but had never played them. The study tested research hypotheses using multivariate linear regression analysis. The study discovered that hedonic motivation, price value, habit, and flow all have a positive impact on one's intention to play MMORPG online games, but effort expectation
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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 kult
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Yan, Wenjun, and Ken Nah. "A Study on the Application of Emotional Design in Smartphone MMORPGs and Impact on Player Immersion." Korea Institute of Design Research Society 9, no. 4 (2024): 11–32. https://doi.org/10.46248/kidrs.2024.4.11.

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The purpose of this paper is to analyze the impact of emotional design on the players’ immersion in a massively multiplayer online role-playing game (MMORPG) running on a smartphone, and to propose a design direction for future MMORPGs suitable for smartphones. To this end, the literature analysis revealed that with the rapid development of communication technology, smartphones have become a very important gaming platform. the MMORPG genre has become the central genre of gaming platforms. Most of the existing research focuses on improving player immersion through sensory stimulation, which pos
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Miftahuddin, Damar, and Noor Malihah. "Massive Multiplayer Online Role-Playing Games to Enrich Vocabulary to Foreign Language Learners: The Implementation." Journal of English Teaching and Learning Issues 5, no. 2 (2022): 81. http://dx.doi.org/10.21043/jetli.v5i2.17090.

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Massive Multiplayer Online Role-Playing Games (MMORPGs) are increasingly used to improve language learning. Many games have been created as products to help players improve their learning abilities. This research explores the execution of the MMORPGs to improve their vocabulary. The information was gathered through observation, documentation, and interview. There are seven chosen experienced players of MMORPG in worldwide servers who meet the requirements. Results demonstrated that implementing MMORPG can assist the EFL learners with acquiring new vocabulary from the aspect of the game like so
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Kozoriz, O. "Influence of MMORPG on modern culture: historiographical aspect." Culture of Ukraine, no. 88 (March 20, 2025): 26–37. https://doi.org/10.31516/2410-5325.088.03.

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The relevance of the topic refers to the growing popularity of massively multiplayer online role-playing games (MMORPGs) among users of various ages, genders, ethnicities, and social statuses, which influences contemporary cultural processes both globally and in Ukraine. The purpose of the article is, based on scientific publications and personal observations, to examine the impact of MMORPG games on the cultural processes of the XXI century within the framework of the gaming concept of culture, as well as to identify the main features and characteristics of Ukrainian player communities. The m
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Chen, Chun Chih, and Han Yu Lin. "Identifying the Attractive Attributes of the Massively Multiplayer Online Role-Playing Game Designs." Applied Mechanics and Materials 236-237 (November 2012): 1095–100. http://dx.doi.org/10.4028/www.scientific.net/amm.236-237.1095.

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The Massively Multiplayer Online Role-Playing Game (MMORPG) industry is growing rapidly. A MMORPG is composed of many design attributes; therefore, the game developers cannot satisfy all of the design attributes due to the constraint of development resources and the time-to-market pressure of the product. The purpose of this study is to help game developers to make the trade-off decision of where to invest their limited resources to implement critical design attributes. To better understand the relationship between attributes performance and satisfaction, the two-dimensional quality model, Kan
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Raghbir, Rino Shafierul Azizie Shahrir, Ng Lee Luan, and Chew Shin Yi. "Collaborative Discussion during MMORPG: How Game Features and Incidental Vocabulary Learning Influence ESL Learners’ Language Learning." International Journal of Learning, Teaching and Educational Research 24, no. 6 (2025): 971–92. https://doi.org/10.26803/ijlter.24.6.44.

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Digital games could potentially foster learners’ motivation to collaborate with peers and self-directed learning. In line with that, this study aims to explore the influence of game features in massively multiplayer online role-playing games (MMORPGs) that motivates collaboration among ESL learners. 16 ESL game players who have experience playing online games were recruited for the study. The participants were required to play Lost Ark for 60 hours, and their interactions during the gameplay sessions were video recorded. The participants were interviewed, and the sessions were audio recorded.
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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 netwo
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Wijaya, Surya Agung, Abdul Asib, and Suparno Suparno. "Portraying Informal Digital Learning of English from Management, Beliefs, and Practices." Register Journal 14, no. 2 (2021): 157–84. http://dx.doi.org/10.18326/rgt.v14i2.157-184.

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In a couple of years, massively multiplayer online role-playing game (MMORPG) previous works reported various informal digital learning of English (IDLE) activities within and around video games that could enhance student-gamer vocabulary outcomes; receptive and productive language skills; and language socialization. The lack of multidisciplinary literature reviews between IDLE and language policy (LP) gives this study to open discussion on both areas. The urgency of this study is the high adoption of IDLE framework without considering LP where the reason for student’s engagement from MMORPG a
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Hartshorne, Richard, Phillip J. VanFossen, and Adam Friedman. "MMORPG Roles, Civic Participation and Leadership Among Generation Y." International Journal of Gaming and Computer-Mediated Simulations 4, no. 1 (2012): 55–67. http://dx.doi.org/10.4018/jgcms.2012010103.

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The notion of an ‘effective citizen’ is very complex and has very different meanings for varying individuals. However, the development of an effective citizenry is critical for a democratic society to thrive. One potential method of developing an effective citizenry is through the use of MMORPGs in civic education. In this paper, the authors report the results of a survey of the civic engagement and civic participation of college student players of the massively multi-player online role playing game (MMORPG) World of Warcraft (WoW). Findings indicate that respondents reported being more civica
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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 (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 relate
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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 (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 collec
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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
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Ge, Qian. "MMORPGs: The Perspective from Psychology." Key Engineering Materials 460-461 (January 2011): 388–93. http://dx.doi.org/10.4028/www.scientific.net/kem.460-461.388.

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Every day, millions of users interact, collaborate, and form relationships with each other through avatars in online environments known as Massively Multi-User Online Role-Playing Games (MMORPGs). These online environments offer tantalizing glimpses of how millions of avatars interact on a daily basis outside of a laboratory setting and what users derive from that experience. In this paper, the demographics, motivations, experiences among Chinese MMORPG Players will be presented, analyzed and discussed.
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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 (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 o
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Changkwian, Wanwisa, and Suksan Suppasetseree. "The Effects of an MMORPG on Thai EFL University Students’ Reading for Main Ideas." International Journal of Learning, Teaching and Educational Research 22, no. 6 (2023): 415–34. http://dx.doi.org/10.26803/ijlter.22.6.22.

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This study aimed to explore the effectiveness of using a massively multiplayer online role-playing game (MMORPG) as a tool for improving students’ English reading skills, specifically in identifying main ideas. The study employed a quasi-experimental method to gather comprehensive data, including pre-tests and post-tests consisting of 25 items each, to measure students’ performance before and after utilizing the MMORPG. Additionally, a 15-question questionnaire was used to assess students’ perceptions of using an MMORPG for reading instruction, and semi-structured interviews comprised of five
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17

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, t
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Hurkens, Amélie. "Worldlit as MMORPG?" Journal of World Literature 7, no. 3 (2022): 449–69. http://dx.doi.org/10.1163/24056480-00703009.

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Abstract The marketing of world literature today is marked by the larger migration of literary culture to Web 2.0. This has gone hand in hand with a reconsignment of influence of orthodox authorities, from established reviewing organs to awards, to the amateur readers congregating on social media platforms, first and foremost on Goodreads, the world’s largest online community for circulating literary recommendations and socialization. The present paper traces this reconsignment of influence by examining the engagement of the Goodreads community with the works that were awarded the Booker Prize
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19

Giustiniani, Julie, Magali Nicolier, Madeline Pascard, et al. "Do Individuals with Internet Gaming Disorder Share Personality Traits with Substance-Dependent Individuals?" International Journal of Environmental Research and Public Health 19, no. 15 (2022): 9536. http://dx.doi.org/10.3390/ijerph19159536.

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(1) Background: Internet gaming disorder (IGD) shares many similarities with substance use disorder (SUD), contributing to its recognition as an addictive disorder. Nevertheless, no study has compared IGD to other addictive disorders in terms of personality traits established as highly co-occurring with SUDs. (2) Methods: We recruited a sample of gamers (massively multiplayer online role-playing games) (MMORPGs) via online in-game forums. We compared 83 individuals with IGD (MMORPG-IGD group) to 47 former heroin addicts under methadone maintenance treatment (MMT; MMT group) with regard to alex
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Ichitovkina, Elena G., Alexandra M. Shishkova, and Sergey V. Zhernov. "Massively multiplayer online role-playing games and their impact on the psychosocial well-being of adolescents and young people." Psychological-Pedagogical Journal GAUDEAMUS 24, no. 1 (2025): 9–21. https://doi.org/10.20310/1810-231x-2025-24-1-9-21.

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Massively Multiplayer Online Role-Playing Games (MMORPG) are an integral part of leisure for millions of people worldwide. They significantly influence the development of interpersonal skills, self-esteem, and personal identity. The inclusion of gaming disorder as a type of behavioral disorder in the 5th edition of the Diagnostic and Statistical Manual and the 11th edition of the International Classification of Diseases has stimulated an increase in research on the negative consequences of video games. Many authors note the potential positive effects of participating in MMORPG: mental stimulat
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Cong, Hongcheng, and Nuttapong Jotikasthira. "A Comparative Study on Factors Affecting the User’s Satisfaction of Gaming Platforms: A Mobile Device or Desktop Computer." Frontiers in Business, Economics and Management 13, no. 1 (2024): 124–31. http://dx.doi.org/10.54097/0d4f2m17.

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The research purpose : (1) The factors affecting the satisfaction of mobile devices and desktop players of MMORPG games in China are discussed. (2) Investigate the relative importance of the satisfaction of MMORPG players on mobile devices and desktop computer in China. (3) According to the research results, make a guide for MMORPG players in the choice of platform, and give relative suggestions, so that players can choose their own game platform more quickly. Using this quantitative research, mainly MMORPG players in Hunan Province, including players from other provinces. By publishing questi
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Carr, Diane, and Martin Oliver. "Tanks, Chauffeurs and Backseat Drivers: Competence in MMORPGs." Eludamos: Journal for Computer Game Culture 3, no. 1 (2009): 43–53. http://dx.doi.org/10.7557/23.5994.

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In this paper learning and competence in the MMORPG World of Warcraft are explored. In order to facilitate movement between in-game and the real-world contexts of play, data was collected from couples who play the game together while sharing real space. Through the collection and analysis of interview data the authors develop a framework for the examination of learning practices. The ways in which players acquire and assess skills, balance different skill levels, and accommodate different play preferences, are discussed. It is argued that competence in MMORPGs is complex, variously constituted
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Putra, Reihan, Betty Purwandari, and Riri Satria. "Analisis Faktor-Faktor yang Mempengaruhi Adiksi Pada MMORPG (Studi Kasus: Final Fantasy XIV)." JITSI : Jurnal Ilmiah Teknologi Sistem Informasi 4, no. 4 (2023): 171–79. http://dx.doi.org/10.30630/jitsi.4.4.195.

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Jumlah pemain permainan video di seluruh dunia meningkat setiap tahunnya. Kemudahan akses ke permainan telah tak terbantahkan memimpin banyak individu mengalami kecanduan. Pada tahun 2019, Organisasi Kesehatan Dunia (WHO) secara resmi mengklasifikasikan kecanduan permainan sebagai penyakit. Di antara berbagai genre, genre Massive Multiplayer Online Role-Playing Game (MMORPG) menjadi salah satu yang paling adiktif. Permainan MMORPG yang mendominasi pasar adalah Final Fantasy XIV, dengan jumlah pemain yang mengesankan mencapai 27 juta. Penelitian ini bertujuan untuk mengidentifikasi faktor-fakto
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Putra, Reihan, Betty Purwandari, and Riri Satria. "Analisis Faktor-Faktor yang Mempengaruhi Adiksi Pada MMORPG (Studi Kasus: Final Fantasy XIV)." JITSI : Jurnal Ilmiah Teknologi Sistem Informasi 4, no. 4 (2023): 171–79. https://doi.org/10.62527/jitsi.4.4.195.

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Jumlah pemain permainan video di seluruh dunia meningkat setiap tahunnya. Kemudahan akses ke permainan telah tak terbantahkan memimpin banyak individu mengalami kecanduan. Pada tahun 2019, Organisasi Kesehatan Dunia (WHO) secara resmi mengklasifikasikan kecanduan permainan sebagai penyakit. Di antara berbagai genre, genre Massive Multiplayer Online Role-Playing Game (MMORPG) menjadi salah satu yang paling adiktif. Permainan MMORPG yang mendominasi pasar adalah Final Fantasy XIV, dengan jumlah pemain yang mengesankan mencapai 27 juta. Penelitian ini bertujuan untuk mengidentifikasi faktor-fakto
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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 executi
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Ojeda García, Francisco Miguel, and Francisco Javier Ogáyar-Marín. "Convergencias narrativas entre videojuegos y animación: análisis del anime Log Horizon y cómo los MMORPG nutren el subgénero isekai." Con A de animación, no. 20 (March 7, 2025): 146–67. https://doi.org/10.4995/caa.2025.22221.

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En la última década, la animación comercial japonesa se ha visto marcada por el ascenso y éxito del isekai. Un subgénero anime cuya característica principal es transportar a sus protagonistas a mundos alternativos. Para construir esos otros mundos se percibe una clara inspiración en los videojuegos MMORPG de fantasía, puesto que dichos universos operan en lógicas similares a las del videojuego. Ahora bien, si el isekai se nutre de los MMORPG, ¿explican sus producciones en qué consisten estos videojuegos? El presente artículo examina cómo el anime Log Horizon (Touno, 2013) describe al espectado
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Чукуров, А. Ю. "Многопользовательская ролевая онлайн-игра (MMORPG1) как феномен культуры в контексте трансмедийного сторителлинга (Часть I)". Society. Environment. Development, № 3(68) (28 вересня 2023): 64–71. http://dx.doi.org/10.53115/19975996_2023_03_064-071.

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Анализируется многоаспектный феномен многопользовательских ролевых онлайн-игр в контексте трансмедийного сторителлинга. Компьютерные игры жанра MMORPG рассматриваются не как вид художественного творчества, а как продукт креативных индустрий и трансмедийный проект, т.е. в русле медиаконвергенции. Тем не менее, в статье выявляются пересечения подобного цифрового продукта со сферой искусства. Мы полагаем неверным использование одинаковых методологических подходов к анализу однопользовательских (сингловых) игр и многопользовательских онлайн- проектов, MMORPG в частности. В первой части статьи анал
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Fujita, Atsushi, Hiroshi Itsuki, and Hitoshi Matsubara. "Detecting Real Money Traders in MMORPG by Using Trading Network." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 7, no. 1 (2011): 26–31. http://dx.doi.org/10.1609/aiide.v7i1.12427.

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We have developed a method for detecting real money traders (RMTers) to support the operators of massively multiplayer online role-playing games (MMORPGs). RMTers, who earn currency in the real world by selling properties in the virtual world, tend to form alliances and frequently exchange a huge volume of virtual currency within such a community. The proposed method exploits (1) the trading network, to identify the communities of characters, and (2) the volume of trades, to estimate the likelihood of communities and characters becoming engaged in real money trading. The results of an experime
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Phillips, J. "The MMORPG the merrier." Journal of Intellectual Property Law & Practice 1, no. 7 (2006): 427. http://dx.doi.org/10.1093/jiplp/jpl066.

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Cassel, Paula Argemi, Thomaz Girardi Terribile, and Jéssica Costa Machado. "Por trás da tela: uso e consequências dos jogos online para multijogadores." Research, Society and Development 8, no. 10 (2019): e498101421. http://dx.doi.org/10.33448/rsd-v8i10.1421.

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Realizou-se uma revisão assistemática da literatura nacional e internacional, com o objetivo de refletir sobre o uso e as consequências do uso do MMORPG. Buscou-se material teórico nas seguintes bases eletrônicas de dados: Scielo, Google Acadêmico, Pepsic, Scopus, Sciense Direrct, livros, teses e dissertações da CAPES, com os seguintes descritores “videogame”, “MMORPG”, “online gaming”, “gaming disorder”, “internet”, “behavioral addiction”, sem delimitação de ano de publicação, nas línguas inglês, português e espanhol para isso foram analisados 75 artigos, em duas categorias: Efeitos psicológi
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Ham, Jongsuk. "Fluid Identities in the Structure of Cyberspace: A Comparison of Philippine and Korean Experiences." Plaridel 8, no. 2 (2011): 71–84. http://dx.doi.org/10.52518/2011.8.2-04ham.

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Massive Multiplayer Online Role Playing Games (MMORPG), one of the most popular Internet cyberspace forms in the world, is regarded as a male-dominated space, constituting over 90 percent of participants, according to statistics collected by Nick Yee (2005). Most players participate in war games, which comprise the main theme for most MMORPG, and grow with their avatar through a series of battles. However, according to theorists like Sadie Plant (1997), cyberspace itself is feminine rather than masculine and, consequently, male identities are inevitably dispersed in this matrix. This assertion
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Griffiths, Mark, Zaheer Hussain, Sabine M. Grüsser, et al. "Social Interactions in Online Gaming." International Journal of Game-Based Learning 1, no. 4 (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% o
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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 soci
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Zhao, Chuang, Hongke Zhao, Runze Wu, et al. "Multi-Dimensional Prediction of Guild Health in Online Games: A Stability-Aware Multi-Task Learning Approach." Proceedings of the AAAI Conference on Artificial Intelligence 36, no. 4 (2022): 4371–78. http://dx.doi.org/10.1609/aaai.v36i4.20358.

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Guild is the most important long-term virtual community and emotional bond in massively multiplayer online role-playing games (MMORPGs). It matters a lot to the player retention and game ecology how the guilds are going, e.g., healthy or not. The main challenge now is to characterize and predict the guild health in a quantitative, dynamic, and multi-dimensional manner based on complicated multi-media data streams. To this end, we propose a novel framework, namely Stability-Aware Multi-task Learning Approach(SAMLA) to address these challenges. Specifically, different media-specific modules are
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Goh, Shu Li. "Learning strategies and learner attitudes in the massively multiplayer online roleplaying game cube world." JALT CALL Journal 12, no. 3 (2016): 203–16. http://dx.doi.org/10.29140/jaltcall.v12n3.j208.

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The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth mmorpgs). Recent research has drawn attention to the potential of these games as arenas for language learning (Peterson, 2013). This paper will analyze the findings of exploratory research focusing on the use of the mmorpg Cube World involving a group of efl learners based at a university in Japan. Data analysis o
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Casañ-Pitarch, Ricardo. "análisis de los actos de comunicación social entre los jugadores de MMORPG." Texto Livre: Linguagem e Tecnologia 14, no. 3 (2021): e33890. http://dx.doi.org/10.35699/1983-3652.2021.33890.

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Esta investigación tiene como objetivo analizar los actos comunicativos que utilizan los jugadores de videojuegos para socializar en MMORPG. El método de análisis de estos actos comunicativos se basa en los resultados obtenidos a partir de un cuestionario en el que participaron jugadores de MMORPG respondiendo a una serie de preguntas cerradas. Este cuestionario se centró en el análisis de algunos hábitos comunicativos socializadores de los participantes según la clasificación de Guntermann y Phillips (1982, p. 26), y tiene como objetivo determinar cómo una serie de variables interfieren en el
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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 o
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Salsabil, Muhammad, Nur Arifah Drajati, and Sri Haryati. "The Effect of Massively Multiplayer Online Role-Playing Games (MMORPG) Vocabulary on Students’ Willingness to Communicate: A Narrative Inquiry." Pedagogy : Journal of English Language Teaching 11, no. 2 (2023): 217. http://dx.doi.org/10.32332/joelt.v11i2.7742.

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Learning is not only done in the classroom but also outside the classroom through game media. This study focuses on the effect of vocabulary knowledge from massively multiplayer online role-playing games on students' willingness to communicate. The subjects of this research are three EFL learners who play MMORPG games. This study uses a biographical narrative inquiry method and collects data through semi-structured interviews and artefacts. EFL learners were assigned to share their experiences playing MMORPGs related to vocabulary knowledge and the desire to communicate. The data is analysed u
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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 jogador
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Reis, Leoncio José de Almeida, and Fernando Renato Cavichiolli. "Jogando junto." Tríade: Comunicação, Cultura e Mídia 9, no. 22 (2022): 204–28. http://dx.doi.org/10.22484/2318-5694.2021v9n22p204-228.

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No âmbito dos jogos digitais, popularizou-se nas últimas décadas os MMORPGs (Massive Multiplayer Online Role Playing Game), gênero nos quais os jogadores compartilham continuamente a experiência do jogar num mesmo mundo virtual. São jogos criados justamente visando proporcionar maior interação social entre os jogadores, possibilitando inclusive que estabeleçam algum tipo de relação social mais ou menos intensa e duradoura. Buscou-se, a partir de trabalho de campo etnográfico, questionário e entrevistas, explorar questões relativas a sociabilidade, tendo como campo de estudo o jogo World of War
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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 psy
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Senoprabowo, Abi, Khamadi Khamadi, Toto Haryadi, and Hen Dian Yudani. "PERSEPSI VISUAL KARAKTER WARRIOR PADA GAME ONLINE WARCRAFT, PERFECT WORLD, DAN NUSANTARA ONLINE." Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) 2, no. 02 (2017): 160–81. http://dx.doi.org/10.25124/demandia.v2i02.933.

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Visual merupakan aspek utama dalam perancangan game, sebagai stimulus yang mendorong subyek memberikan interpretasi dari berbagai aspek. Salah satu unsur visual yang penting yaitu karakter. Karakter membuat pemain menjadi fanatik, sehingga mendorongnya untuk memainkan karakter yang dianggap mewakili jati dirinya. Banyak game menjadi populer dikarenakan keunikan dari karakternya. Karakter tipe warrior menjadi karakter yang sering dipilih oleh pemain khususnya untuk genre Massively Multiplayer Online Role Playing Game (MMORPG) karena keunggulannya dalam skill kekuatan, pertahanan, ketangkasan, d
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Tisseron, Serge. "Faut-il avoir peur des MMORPG ?" Sciences Humaines N° 252, no. 10 (2013): 11. http://dx.doi.org/10.3917/sh.252.0011.

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Kim, Chul, and Kwang-Jae Lee. "Quest Automatic Creation Model on MMORPG." Joural of the Korea Entertainment Industry Association 1, no. 1 (2007): 15. http://dx.doi.org/10.21184/jkeia.2007.12.1.1.15.

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구병문. "Copyright Issues on BOT in MMORPG." HUFS Law Review 33, no. 2 (2009): 441–73. http://dx.doi.org/10.17257/hufslr.2009.33.2.441.

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Jang, Su-Min, and Jae-Soo Yoo. "An Efficient MMORPG Distributed Game Server." Journal of the Korea Contents Association 7, no. 1 (2007): 32–39. http://dx.doi.org/10.5392/jkca.2007.7.1.032.

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Donard, V. "Enjeux identitaires et relationnels des MMORPG." Pratiques Psychologiques 18, no. 1 (2012): 23–36. http://dx.doi.org/10.1016/j.prps.2011.04.002.

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Dindar, Muhterem, and Yavuz Akbulut. "Motivational characteristics of Turkish MMORPG players." Computers in Human Behavior 33 (April 2014): 119–25. http://dx.doi.org/10.1016/j.chb.2014.01.016.

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Chen, Kuan-Ta, Polly Huang, and Chin-Laung Lei. "Game traffic analysis: An MMORPG perspective." Computer Networks 50, no. 16 (2006): 3002–23. http://dx.doi.org/10.1016/j.comnet.2005.11.005.

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ЗВЕРЕВ, Максим Олегович. "ПРАВОВОЙ АНАЛИЗ ЛИЦЕНЗИОННЫХ СОГЛАШЕНИЙ К MMORPG". Труды по Интеллектуальной Собственности 48, № 1 (2024): 94–104. http://dx.doi.org/10.17323/tis.2024.19826.

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 Статья посвящена отдельным положениям в лицензионных соглашениях различных широко известных массовых многопользовательских ролевых онлайн-игр (MMORPG), таких как Linage 2 (тип игры free-to-play) и World of Warcraft тип игры pay-to-play), а также более поздней Axie Infinity (тип игры play-to- earn). Положения лицензионных соглашений к компью- терным играм являются ярким примером некорректных и зачастую не имеющих законной силы условий. Стре- мясь получить доступ к игре, игроки беспрекословно принимают их и, не зная о своих правах или стремясь избежат дорогостоящ
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