Academic literature on the topic 'Multiplayer games'

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Journal articles on the topic "Multiplayer games"

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Su, Nathan N. "Single and Multiplayer Video Gamers: Looking at Their Experiences and Psychosocial Well-Being During the COVID-19 Pandemic." International Journal of Psychological Studies 13, no. 4 (2021): 51. http://dx.doi.org/10.5539/ijps.v13n4p51.

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The COVID-19 pandemic has impacted our lives in many different ways. One significant impact on daily life was the increased indoor time due to quarantine measures. Data collected suggests video games have become more popular than ever during these unprecedented times (Epstein, 2020).
 This study aims to explore the experiences and psychosocial well-being of individuals who played single and multiplayer video games during the pandemic.
 Data was collected through a questionnaire distributed to multiple online communities and forums from June 28th to July 29th, 2021. The total collecte
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Bergstrom, Kelly, and Nathaniel Poor. "We have always been social: Comparing social expressiveness between single-player and multiplayer gamers." Journal of Gaming & Virtual Worlds 15, no. 3 (2023): 247–66. http://dx.doi.org/10.1386/jgvw_00081_1.

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Organizing games by categories based on playstyle (e.g. single-player vs. multiplayer) makes sense from a marketing perspective, but when it comes to organizing players into such categories, things get tricky. To illustrate that categorizing players based on preferences for single-player vs. multiplayer games may be problematic, we analysed millions of posts in Reddit for single-player and multiplayer games to see which players use more extroversion (pro-social) words, citing research suggesting that those who prefer multiplayer games should use more extroversion words. We found no noticeable
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Bainbridge, William Sims. "Online Multiplayer Games." Synthesis Lectures on Information Concepts, Retrieval, and Services 1, no. 1 (2009): 1–113. http://dx.doi.org/10.2200/s00232ed1v01y200912icr013.

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Gokhale, Chaitanya S., and Arne Traulsen. "Evolutionary Multiplayer Games." Dynamic Games and Applications 4, no. 4 (2014): 468–88. http://dx.doi.org/10.1007/s13235-014-0106-2.

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Alshammari, Ali, and David Whittinghill. "Multiplayer Kinect Serious Games." International Journal of Game-Based Learning 5, no. 3 (2015): 45–61. http://dx.doi.org/10.4018/ijgbl.2015070104.

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Single and multiplayer serious Kinect games have been used in many different areas, including education. Due to its relative newness as a technology, a dearth of literature exists concerning the requirements for the use of Kinect games in educational settings. A comprehensive review was conducted to include various perspectives in order to provide background information on the existing research base that upholds the educational uses of these games. The review was built on empirical and theoretical studies conducted in the area of multiplayer Kinect games. A total of (748) articles were screene
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Pozzan, Gabriele, and Tullio Vardanega. "Rafting multiplayer video games." Software: Practice and Experience 52, no. 4 (2021): 1065–91. http://dx.doi.org/10.1002/spe.3048.

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Zagal, José Pablo, Miguel Nussbaum, and Ricardo Rosas. "A Model to Support the Design of Multiplayer Games." Presence: Teleoperators and Virtual Environments 9, no. 5 (2000): 448–62. http://dx.doi.org/10.1162/105474600566943.

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Extensive research has shown that the act of play is extremely important in the lives of human beings. It is thus not surprising that games have a long and continuing history in the development of almost every culture and society. The advent of computers and technology in general has also been akin to the need for entertainment that every human being seeks. However, a curious dichotomy exists in the nature of electronic games: the vast majority of electronic games are individual in nature whereas the nonelectronic ones are collective by nature. On the other hand, recent technological breakthro
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Suetsugu, Koki. "Multiplayer games as extension of misère games." International Journal of Game Theory 48, no. 3 (2019): 781–96. http://dx.doi.org/10.1007/s00182-019-00662-8.

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Lober, Andreas, and Timo Conraths. "Cheat software – ‘doping’ in online games." Interactive Entertainment Law Review 2, no. 2 (2019): 78–83. http://dx.doi.org/10.4337/ielr.2019.02.03.

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This article considers the legal issues surrounding the use of cheat software in online games, especially with reference to those games featuring significant online multiplayer functionality, such as massively multiplayer online games. Given the propensity of cheat software to ruin the gaming experience of bona fide players in such multiplayer settings, potentially resulting in significant economic and reputational losses for game publishers, the article evaluates the methods which may be employed by the game publisher to restrict the development, distribution and use of cheat software by the
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He, Ziyi. "Research on the Effects of Cooperation in Multiplayer Games on Players Behavior." Communications in Humanities Research 5, no. 1 (2023): 281–84. http://dx.doi.org/10.54254/2753-7064/5/20230280.

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Cooperation in multiplayer games is crucial to competitive multiplayer games. Mechanisms in the settings of multiplayer games are influencing players in a way that leads them either to be extremely positive towards the success of the result or completely disappointed by their experience. It is questionable whether designs for cooperation in games trigger coordination between players cooperative behavior and reliance and can possibly lead to cooperation between players, with the following consequences if the design fails to achieve its original goal. A literature review and a number of case stu
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Dissertations / Theses on the topic "Multiplayer games"

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Carlsson, Robert. "The Illusion That Is Multiplayer Games : Position disparities in Client-serverstructured multiplayer games." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-27556.

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The goal of this study is to research the disparities in character positions between clients and server when playing an online game. The data needed was gathered by letting three players play a game made by me against each other, using extrapolation methods like the Kalman Filter on the characters’. During the play-through each client saved all characters positions together with the input made by the players. The clients logged the information every network update, in synch with the server. When the time came, all clients sent their information to the server, where it was collected, analyzed a
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Suetsugu, Koki. "Multiplayer Games as Extension of Misère Games." Kyoto University, 2019. http://hdl.handle.net/2433/242740.

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Kyoto University (京都大学)<br>0048<br>新制・課程博士<br>博士(人間・環境学)<br>甲第21863号<br>人博第892号<br>新制||人||213(附属図書館)<br>2018||人博||892(吉田南総合図書館)<br>京都大学大学院人間・環境学研究科共生人間学専攻<br>(主査)教授 立木 秀樹, 教授 日置 尋久, 准教授 櫻川 貴司, 特定講師 DE BRECHT Matthew<br>学位規則第4条第1項該当
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Hardy, Robert Stafford. "Cheating in Multiplayer Video Games." Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/31881.

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Cheating in video games has been prevalent ever since the days of Pong. Games have evolved much since then and the ways in which people play together have changed as well. Older systems required people to play together in the same room, but with the advent of the internet, gaming consoles allow us to play games together with people located all over the globe. Cheating has evolved as well, since gamers no longer have the luxury of monitoring the person sitting next to them; anti-cheating mechanisms are built into most online systems and suspicious behavior is monitored by gaming companies.
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Helin, Henry. "Rewarding the Multiplayer : How rewards and objectives influence Multiplayer games." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-226791.

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In this thesis I analyse the reward systems of cooperative and competitive Multiplayer games – the games I have chosen were built for a Single-player campaign with Multiplayer as additional content. My main focus is on the Multiplayer and the reward systems of that game mode. The reward systems are important to consider when designing a game for fans of Multiplayer games, as a faulty reward system might hinder the aspect which makes Multiplayer games special – to be playing together and go for the same goals with other people whether it is of a competitive or cooperative nature.The games I res
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Liu, Tanya X. "TaleBlazer multiplayer : expanding multiplayer functionality for meaningful location-based AR games." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/91839.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2014.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (page 69).<br>TaleBlazer is a location-based, augmented reality game platform. Its web-based editor provides game designers with a method to create games regardless of programming experience. Users play these games while walking in the real world, using the mobile application as a gateway for interactions with the virtual world. This thesis extends previous work done on the TaleBlazer multiplayer
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Badar, Mian, and Nikhil Thakrar. "Development Guidelines for Mobile Multiplayer Games." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-134824.

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In the past decade the advances in mobile technology have produced new powerful genera-tions of mobile devices that come with ever-increasing computing powers and high-speed wireless connection technologies. It is more attractive than ever to develop mobile multiplayer games and many developers are straining to bring more and more multiplayer games into the market. However, there are not many concrete guidelines or helping-tools for developers programming and designing them. The purpose of this thesis is to investigate the relevant infrastructures of mobile multiplayer games and with the obtai
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Hawker, Michael. "Subgames in massively multiplayer online games." Thesis, McGill University, 2008. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=21992.

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With the launch of World of Warcraft in 2004, Massively Multiplayer Online Games (MMOGs) really came into their own as millions of people started playing worldwide. Providing scalability to such a large audience while maintaining a consistent gameplay experience is a diffcult task which many companies face in an industry where only few succeed. This thesis focuses on the issues of how a MMOG can be scaled to support more concurrent players and how consistency can be maintained in a Distributed Multi-Server Environment (DMSE). As a basis for investigation the notion of "Subgames" (i.e. games wi
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Boulanger, Jean-Sebastien. "Interest management for massively multiplayer games." Thesis, McGill University, 2007. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=18280.

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The popularity of massively multiplayer games has increased in recent years and game providers are facing scalability problems to accomodate growing populations of users. Broadcasting all state changes to every player is not a viable solution to maintain a consistent game state in a massively multiplayer game. To successfully overcome the challenge of scale, massively multiplayer games have to employ sophisticated interest management techniques that only send relevant state changes to each player. In this thesis we develop a space partitioning technique based on triangulation that adapts to t
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MACHADO, LUCAS EUZEBIO. "DISTRIBUTED TECHNIQUES FOR MASSIVELY MULTIPLAYER GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=7692@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>Essa dissertação apresenta diversas técnicas e tecnologias úteis na criação de ambientes virtuais distribuídos com milhares de jogadores conectados. Explicações sobre o uso adequado de TCP e UDP são fornecidas. São mostradas algumas técnicas de aceleração no uso de sockets. São explicadas tecnologias que permitem tratar de muitos sockets ao mesmo tempo como a poll e a kqueue do Unix e o IO Completion Ports do Windows. Técnicas específicas de ambientes virtuais distribuídos são mostradas. Uma ferramenta que faz uso de vári
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Andersson, Anders. "Multiplayer Game Server for Turn-Based Mobile Games in Erlang." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-205361.

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This master's thesis presents the analysis, design and implementation of a game server. The server is specialized for handling traffic for turn-based games, with additional focus on handling traffic over mobile networks. The content of the analysis includes defining requirements, the theory behind the network stack and choices in concurrency model construction. The design part focuses on creating valuable design documents that work as blueprints for the server implementation. The documentation for two prototype  implementations are also included, one with basic functionality and one that can b
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Books on the topic "Multiplayer games"

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Bainbridge, William Sims. Online Multiplayer Games. Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02268-5.

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Mulholland, Andrew. Programming multiplayer games. Wordware Pub., 2004.

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Jennings, Scott. Massively multiplayer games for dummies. Wiley, 2006.

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Engelbrecht, Dylan. Building Multiplayer Games in Unity. Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-7474-3.

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Rajiv, Yadu. Developing Turn-Based Multiplayer Games. Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3861-5.

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Mulholland, Andrew. Developer's guide to multiplayer games. Wordware Pub., 2002.

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Inc, ebrary, ed. Stochastic multiplayer games: Theory and algorithms. Amsterdam University Press, 2010.

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Fong, Bryant. StarCraft: Unofficial multiplayer strategies & secrets. Sybex, 1998.

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Inc, ebrary, ed. Flash 10 multiplayer game essentials: Create exciting real-time multiplayer games using Flash. Packt Pub., 2010.

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Chew, Matthew. Policy implications of massively multiplayer online games for Hong Kong. Hong Kong Institute of Asia-Pacific Studies, Chinese University of Hong Kong, 2006.

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Book chapters on the topic "Multiplayer games"

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Jessie, Daniel T., and Donald G. Saari. "Multiplayer Games." In Static & Dynamic Game Theory: Foundations & Applications. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-35847-1_6.

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Shankar, Aditya Ravi. "Multiplayer Gameplay." In Pro HTML5 Games. Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4711-1_12.

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Shankar, Aditya Ravi. "Multiplayer Gameplay." In Pro HTML5 Games. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2910-1_13.

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Wendel, Viktor, and Johannes Konert. "Multiplayer Serious Games." In Serious Games. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40612-1_8.

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Tagliaferri, Matthew. "Creating Multiplayer Games." In Learn VB.NET Through Game Programming. Apress, 2003. http://dx.doi.org/10.1007/978-1-4302-0808-2_7.

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Bura, Juriy. "Making Multiplayer Games." In Pro Android Web Game Apps. Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3820-1_12.

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Bainbridge, William Sims. "Avatars and Characters." In Online Multiplayer Games. Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02268-5_6.

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Bainbridge, William Sims. "Personality and Motivation." In Online Multiplayer Games. Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02268-5_5.

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Bainbridge, William Sims. "Rolecoding and Social Control." In Online Multiplayer Games. Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02268-5_4.

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Bainbridge, William Sims. "Implications for External Society." In Online Multiplayer Games. Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02268-5_9.

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Conference papers on the topic "Multiplayer games"

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Oliveira, Saulo Soares de, Carlos Henrique R. Souza, and Sergio T. Carvalho. "A Multiplayer Cloud Gaming Architecture for Scalable Physics." In 2024 IEEE Conference on Games (CoG). IEEE, 2024. http://dx.doi.org/10.1109/cog60054.2024.10645556.

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Jang, Hyeong-Gyu, Sung-Yun Park, and Sang-Kwang Lee. "Predicting Player of the Game in Multiplayer Online Battle Arena Games." In 2024 15th International Conference on Information and Communication Technology Convergence (ICTC). IEEE, 2024. https://doi.org/10.1109/ictc62082.2024.10827579.

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Holly, Michael, Lisa Habich, Maria Seiser, et al. "FemQuest - An Interactive Multiplayer Game to Engage Girls in Programming." In 2024 IEEE Conference on Games (CoG). IEEE, 2024. http://dx.doi.org/10.1109/cog60054.2024.10645537.

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Pfau, Johannes. "The Real MVP: Quantifying Individual Performances in Multiplayer Online Games." In 2024 IEEE Conference on Games (CoG). IEEE, 2024. http://dx.doi.org/10.1109/cog60054.2024.10645665.

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Cuerdo, Marjorie, Derusha Baskaran, Tsunghan Yang, and Edward Melcer. "(Anti)Social Challenge: Emotionally Challenging Interaction Dynamics in Multiplayer Experiences." In 2024 IEEE Conference on Games (CoG). IEEE, 2024. http://dx.doi.org/10.1109/cog60054.2024.10645655.

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Wodarczyk, Sebastian, and Sebastian von Mammen. "Emergent Multiplayer Games." In 2020 IEEE Conference on Games (CoG). IEEE, 2020. http://dx.doi.org/10.1109/cog47356.2020.9231834.

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Nussbaum, Miguel, Heinz Susaeta, Felipe Jimenez, et al. "Classroom multiplayer presential games." In 2009 International Workshop on Technology for Education (T4E). IEEE, 2009. http://dx.doi.org/10.1109/t4e.2009.5314109.

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Xu, Zinuo, and Soroush Mirzaee. "An Educational Platform to Enhance Financial Literacy using Multiplayer Interaction and Innovative Game Mechanics." In 5th International Conference on Artificial Intelligence and Big Data. Academy & Industry Research Collaboration Center, 2024. http://dx.doi.org/10.5121/csit.2024.140431.

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This paper addresses the gap in financial literacy education for teenagers by introducing Landlord Legends, an innovative multiplayer video game designed to impart essential skills in property and money management [1][2]. Grounded in the recognition of underutilized potential in video games for education, the project draws inspiration from the diverse methodologies discussed in "Video Games in Education,""Using a Financial Education Curriculum for Teens," and "How Multiplayer Games Increase Social Closeness." [3] Landlord Legends provides an engaging platform for teenagers to learn and apply f
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Rushing, John, and John Tiller. "Rule learning approaches for symmetric multiplayer games." In Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000326.

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Mindek, Peter, Ladislav Čmolík, Ivan Viola, Eduard Gröller, and Stefan Bruckner. "Automatized summarization of multiplayer games." In SCCG'15: Spring Conference on Computer Graphics. ACM, 2015. http://dx.doi.org/10.1145/2788539.2788549.

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Reports on the topic "Multiplayer games"

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McCracken, Arienne. Exploring the uses and importance of avatar dress in a multiplayer online game: A qualitative study of women gamers. Iowa State University, Digital Repository, 2015. http://dx.doi.org/10.31274/itaa_proceedings-180814-1165.

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Landwehr, Peter M. A Collection of Economic and Social Data from Glitch, a Massively Multiplayer Online Game. Defense Technical Information Center, 2013. http://dx.doi.org/10.21236/ada586978.

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Kwinda Nyama: A multiplayer hunting game for social learning and sustainable use. FAO, 2024. http://dx.doi.org/10.4060/cc9856en.

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