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Dissertations / Theses on the topic 'Multiplayer games'

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1

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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9

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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Ashton, Martin. "Measuring cooperative behavior in contemporary multiplayer games." Thesis, McGill University, 2012. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=110546.

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Social aspects of multiplayer games are well known as contributors to game success, with online friendships and socialization expected to expand and strengthen a player-base. Understanding the nature of social behavior and determining the impact of cooperation on gameplay is thus important to game design. In this work, we make use of data exposed through in-game and web-based API's of two contemporary multiplayer games, World of Warcraft and Halo: Reach. We use this data to investigate the extent of cooperation among players and the effect on individual player behavior. We moreover show how th
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KOZOVITS, LAURO EDUARDO. "MESSAGE OPTIMIZATION AND BALANCING OF MULTIPLAYER GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2004. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=4720@1.

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CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO<br>A tecnologia de jogos multi-jogador é uma especialização dentro da área de ambientes virtuais distribuídos. Com a crescente popularidade de jogos pela Internet, torna-se interessante analisar os seus principais problemas e encontrar soluções de arquiteturas destes ambientes, a fim de adaptá-las para as necessidades específicas destes jogos. Uma arquitetura híbrida usando as abordagens cliente- servidor e peer-to-peer é proposta e implementada neste trabalho, visando atender uma certa classe de jogos multi- jogador. Com o ob
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Vargas, David Anthony. "Multiplayer collaboration in educational virtual reality games." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119701.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (page 59).<br>Recent innovations in Virtual Reality technology has made it more affordable and accessible to consumers and classrooms. This research works toward investigating the impact of VR in a collaborative learning environmen
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Goeminne, Aline. "Equilibria in Multiplayer Games Played on Graphs." Doctoral thesis, Universite Libre de Bruxelles, 2021. https://dipot.ulb.ac.be/dspace/bitstream/2013/322079/4/contents.pdf.

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Today, as computer systems are ubiquitous in our everyday life, there is no need to argue that their correctness is of capital importance. In order to prove (in a mathematical sense) that a given system satisfies a given property, formal methods have been introduced. They include concepts such as model checking and synthesis. Roughly speaking, when considering synthesis, we aim at building a model of the system which is correct by construction. In order to do so, models are mainly borrowed from game theory. During the last decades, there has been a shift from two-player qualitative zero-sum ga
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Miller, Mitchell. "Bootstrapping Massively Multiplayer Online Role Playing Games." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2191.

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Massively Multiplayer Online Role Playing Games (MMORPGs) are a prominent genre in today's video game industry with the most popular MMORPGs generating billions of dollars in revenue and attracting millions of players. As they have grown, they have become a major target for both technological research and sociological research. In such research, it is nearly impossible to reach the same player scale from any self-made technology or sociological experiments. This greatly limits the amount of control and topics that can be explored. In an effort to make up a lacking or non-existent player-base f
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White, Dustin. "Role recognition in massively multiplayer online games." Winston-Salem, NC : Wake Forest University, 2009. http://dspace.zsr.wfu.edu/jspui/handle/10339/43154.

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Thesis (M.S.)--Wake Forest University. Dept. of Computer Science, 2009.<br>Title from electronic thesis title page. Thesis advisor: William H. Turkett Jr. Vita. Includes bibliographical references (p. 61-62).
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Veron, Maxime Pierre Andre. "Scalable services for massively multiplayer online games." Thesis, Paris 6, 2015. http://www.theses.fr/2015PA066212/document.

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Les jeux massivement multi-joueurs en ligne (jeux MMOGs) visent à rassembler un nombre infini de joueurs dans le même univers virtuel. Pourtant, tous les MMOG existants reposent sur des architectures client / serveur centralisé qui imposent une limite sur le nombre maximum de joueurs (avatars) et sur les ressources qui peuvent coexister dans un univers virtuel donné. Cette thèse vise à proposer des solutions pour améliorer l'évolutivité de MMOG. Cette thèse explore deux services qui sont essentiels à toutes les variantes de MMOG: jumelage et détection de triche. Ces deux services sont les goul
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Veron, Maxime Pierre Andre. "Scalable services for massively multiplayer online games." Electronic Thesis or Diss., Paris 6, 2015. http://www.theses.fr/2015PA066212.

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Les jeux massivement multi-joueurs en ligne (jeux MMOGs) visent à rassembler un nombre infini de joueurs dans le même univers virtuel. Pourtant, tous les MMOG existants reposent sur des architectures client / serveur centralisé qui imposent une limite sur le nombre maximum de joueurs (avatars) et sur les ressources qui peuvent coexister dans un univers virtuel donné. Cette thèse vise à proposer des solutions pour améliorer l'évolutivité de MMOG. Cette thèse explore deux services qui sont essentiels à toutes les variantes de MMOG: jumelage et détection de triche. Ces deux services sont les goul
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Hughes, Chelsea M. "A MEASURE OF SOCIAL BEHAVIOR IN TEAM-BASED, MULTIPLAYER ONLINE GAMES: THE SOCIALITY IN MULTIPLAYER ONLINE GAMES SCALE (SMOG)." VCU Scholars Compass, 2015. http://scholarscompass.vcu.edu/etd/3884.

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Video games have become a new platform for social interaction. I review the sociality of video games and the relationship between virtual- and real-world behaviors. I review and address the pros and cons of methods of measuring social behavior. Finally, I present two studies drawn from internet populations. In Study 1 (N = 250), I develop a scale, The Sociality in Multiplayer Online Games Scale (SMOG), which measures the frequency of social gaming behaviors in team-based, multiplayer online games. I hypothesized these to align on dominance and affiliation dimensions of social interaction (Kies
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Kubo, Mario Massakuni. "FMMG: um framework para jogos multiplayer móveis." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-08122006-163240/.

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A área de jogos para dispositivos móveis vem despertando o interesse cada vez maior de diversas pessoas, seja na área acadêmica ou de empresas comerciais, principalmente quando o desafio é desenvolver jogos multiusuário. No entanto, apesar do crescimento no número de frameworks e engines, e da ampliação das pesquisas nessa área, não existe ainda uma arquitetura padrão para o desenvolvimento de jogos para dispositivos móveis, devido principalmente à complexidade do problema, à grande diversidade de tipos de dispositivos móveis disponíveis no mercado e aos requisitos que diferem para cada tipo d
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Janssen, Anna Beatrice. "Healthy Competition: Multiplayer Digital Games in Health Education." Thesis, The University of Sydney, 2017. http://hdl.handle.net/2123/18966.

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The focus of this dissertation is on the role of multiplayer digital games in adult education, with a particular emphasis on health education. Although interest in the use of digital games for serious applications has been increasing since the early 2000s, there is a significant gap in understanding on the use of multiplayer digital games in adult education. In the context of health education, there has been a large amount of research conducted in to the use of repurposed commercial games for predicting performance of trainees and health students on surgical simulators. However, beyond this ni
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Chan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.

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Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game
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Ummels, Michael [Verfasser]. "Stochastic multiplayer games : theory and algorithms / Michael Ummels." Aachen : Hochschulbibliothek der Rheinisch-Westfälischen Technischen Hochschule Aachen, 2011. http://d-nb.info/1018227938/34.

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Bahramshahry, Armin. "MCCA : a communication architecture for online multiplayer games." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12537.

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Over the last decade the ability of the Internet infrastructure to carry traffic has not improved at the same rate as the desktop technology. This imbalance has increased the perceived difference in the quality of service (QoS) offered by online multiplayer games compared to single player games. This thesis introduces MCCA, a communication architecture for online multiplayer games to improve the observed QoS and to lower the development complexity. MCCA takes advantage of online game’s relaxed state consistency and predictable workload. MCCA enables a game to label its traffic as belonging t
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Zhang, Kaiwen. "Persistent transaction models for massively multiplayer online games." Thesis, McGill University, 2010. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=95121.

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Massively Multiplayer Online Games (MMOGs) can be treated as a database application. Players request actions concurrently to alter the state of objects in the game. Since the world state is the most valuable asset of MMOGs, it is extremely important to ensure its consistency. On the other hand, the defining feature of such games is their capacity to support thousands of clients playing simultaneously, thus requiring scalability. This thesis proposes a solution which leverages typical game semantics and architectures to design scalable transaction models for action handling while maintaining t
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Chen, Bei Di 1978. "Cheat controlled synchronization schemes for online multiplayer games." Thesis, McGill University, 2004. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=81270.

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One of the key issues with online multiplayer games is game play fairness. In both centralized and decentralized architectures the ordering of command messages from clients for execution is an important issue that impacts fairness and response time of game play. Recently, a fair-ordered message exchange protocol (FMEP), based on "reaction" times was proposed to order command messages for a client-server model. This thesis presents a cheat controlled protocol (CCP) that can be used to control cheating in the FMEP. We examined the performance of the CCP by emulating wide-area game play sc
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Abdulazeez, S. "Dynamic load balancing for massively multiplayer online games." Thesis, Liverpool John Moores University, 2018. http://researchonline.ljmu.ac.uk/7864/.

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In recent years, there has been an important growth of online gaming. Today’s Massively Multiplayer Online Games (MMOGs) can contain millions of synchronous players scattered across the world and participating with each other within a single shared game. Traditional Client/Server architectures of MMOGs exhibit different problems in scalability, reliability, and latency, as well as the cost of adding new servers when demand is too high. P2P architecture provides considerable support for scalability of MMOGs. It also achieves good response times by supporting direct connections between players.
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Moon, Kyung Seob. "Consistency Maintenance Algorithms for Multiplayer Online Digital Games." Thesis, Griffith University, 2007. http://hdl.handle.net/10072/367081.

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Multiplayer Online Digital Games (MODIGs) are gaining in popularity because of the strategic sophistication added when games are played against other humans, as opposed to computer artificial intelligence (AI) opponents. However, the actualisation of multiplayer games is not easy, due to their complexity. Multiplayer games are the combined applications of various areas, such as networking, graphics, AI, sound, and process optimisation. Among them, problems related to networking -- such as limitations in data transfer rate, latency, and jitter -- are the most difficult to resolve. Network laten
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Webb, Steven Daniel. "Referee-based architectures for massively multiplayer online games." Thesis, Curtin University, 2010. http://hdl.handle.net/20.500.11937/498.

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Network computer games are played amongst players on different hosts across the Internet. Massively Multiplayer Online Games (MMOG) are network games in which thousands of players participate simultaneously in each instance of the virtual world. Current commercial MMOG use a Client/Server (C/S) architecture in which the server simulates and validates the game, and notifies players about the current game state. While C/S is very popular, it has several limitations: (i) C/S has poor scalability as the server is a bandwidth and processing bottleneck; (ii) all updates must be routed through the se
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Strong, S. A. "Gamer-generated language and the localisation of Massively Multiplayer Online Role-Playing Games." Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10046921/.

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Video game localisation has received increased academic attention over the past few years. Despite the call for user-oriented research, few researchers have chosen to focus on issues that are central to end-user experience and its relation to the localised text. With the increased connectivity of gaming in general, and certain game genres in particular, gamers’ language use has become an integral aspect of the game experience. As a result, gamers have become innovative, creating and re-appropriating language, often using non-standard forms to coordinate their gameplay. This innovative and non-
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Cai, Yang Ph D. Massachusetts Institute of Technology. "The complexity of Nash equilibria in multiplayer zero-sum games and coordination games." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/62458.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 47-48).<br>We prove a generalization of von Neumann's minmax theorem to the class of separable multiplayer zero-sum games, introduced in [Bregman and Fokin 1998]. These games are polymatrix-that is, graphical games in which every edge is a two-player game between its endpoints-in which every outcome has zero total sum of players' payoffs. Our generalization of the minmax theorem implies convexity of
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Kinert, Jenny. "Increase long-term retention by adding social features in mobile multiplayer games." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-156725.

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This paper investigates if the social aspects of playing with friends and participate in clans can increase long-term retention for mobile games. Specifically for the game Edge of Combat developed by the company Level Eight. To gain knowledge about how the players and industry perceive these features, a background study was conducted. The study reveals that playing with friends increases long-term retention in mobile games. It also indicates that participating in clans increases long-term retention but the evidence is not that strong. The next phase of the project indicates that playing with fr
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Grimm, Henrik. "Distributed database support for networked real-time multiplayer games." Thesis, University of Skövde, Department of Computer Science, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-734.

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<p>The focus of this dissertation is on large-scale and long-running networked real-time multiplayer games. In this type of games, each player controls one or many entities, which interact in a shared virtual environment. Three attributes - scalability, security, and fault tolerance - are considered essential for this type of games. The normal approaches for building this type of games, using a client/server or peer-to-peer architecture, fail in achieving all three attributes. We propose a server-network architecture that supports these attributes. In this architecture, a cluster of servers co
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Ørbekk, Kjetil. "Distributed Shared Objects for Mobile Multiplayer Games and Applications." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18890.

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Mobile gaming for smartphones has gained huge popularity in recent yearsand has become a big industry. In 2011 Google Play passed 10 billiondownloads. The game Angry Birds alone has been installed on devices morethan 50 million times.Increased performance of mobile devices means that new developmenttechniques can be used to make more advanced games. This projectpresents a new technique to develop multiplayer games using adistributed system.Multiplayer games often use a client-server architecture in order tocommunicate. Many games present a shared game universe to theplayers. Updates to the g
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Khan, Nadeem. "A distributed server architecture for massively multiplayer online games /." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=101150.

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There has been a tremendous growth in the popularity of Massively Multiplayer Online Games (or MMOGs) with millions of players interacting in their virtual game space at the same time. However, the centralized server architecture of most modern day MMOGs is unable to cope with this increase in the number of participating players. Hence, there is a need for a scalable network architecture which can support these large number of players without affecting the overall gaming experience for each player. In this thesis we propose a scalable distributed server architecture which divides the virtual g
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Medlock-Walton, Michael Paul. "TaleBlazer : a platform for creating multiplayer location based games." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/77448.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2012.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 70-71).<br>TaleBlazer is a platform that allows users to create location-based games for their mobile device. Using a block-based programming language, game designers can control the behavior of agents that interact with the game players as they walk around in the world with their GPS enabled device. This thesis describes the design decisions and implementation of the repository server which hold
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Roy, Daniel S. M. Massachusetts Institute of Technology. "Mastery and the mobile future of massively multiplayer games." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39150.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2007.<br>Includes bibliographical references (p. 64-66).<br>What game design opportunities do we create when we extend massively multiplayer online games (MMOs) to cell phones? MMOs allow us to create representations of our own increasing mastery, and mobile gives us better access to this mastery and allows us to integrate it more fully into the ways we see ourselves. MMOs motivate mastery by making that mastery personally and socially relevant, and visibly showing it increase. Virtual worlds that make pl
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Meredith, A. D. "The presentation of self in Massively Multiplayer Online games." Thesis, Nottingham Trent University, 2014. http://irep.ntu.ac.uk/id/eprint/240/.

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This thesis examined the presentation of self in Massively Multiplayer Online games, to investigate how players create and maintain versions of self in these environments. Key research questions concerned the motivation for engaging in these behaviours, the impact of such activities on their offline lives and for those that did not engage in the active presentation of self, why they did not do this. There were three studies in the thesis, employing a combination of qualitative and quantitative methods. The first study consisted of interviews (n=29), analysed using Grounded theory, and the seco
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Chen, Xu. "Performance Analysis of Wireless Multiplayer Games on Terraplay Systems." Thesis, KTH, Mikroelektronik och Informationsteknik, IMIT, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-92263.

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This thesis project was sponsored by Terraplay System AB. Terraplay System is a wireless online multiplayer game service provider in Europe. The purpose of this project was to provide a convenient and free latency test tool named Terraplay Test Toolkit (TTK) for game developers who utilize the Terraplay platform. Since wireless multiplayer games are latency sensitive, it’s necessary for game developers to estimate the real-time game latency before their development. TTK is based on Java Mobile Edition (J2me) technology, it can performs a real-time Round Trip Time (RTT) latency test. This proje
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Westerlund, Anton. "Using Video Communication in Online Multiplayer Games : The effects of adding a video chat overlay on the game experience in online multiplayer video games - a quasi-experimental design." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105928.

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The focus of this thesis is to investigate whether adding video communication inonline multiplayer video games will affect the game experience. The work uses usercentered design and a combination of qualitative and quantitative methods. Literaturereview, pre-study questionnaire and semi-structured interviews are used to create aprototype of a video chat overlay that can be used in games. The prototype is thenused in a quasi-experiment to test if adding a video chat will result in better gameexperience. Participants in the experiment play the same online multiplayer videogame without and with v
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Bawa, Papia. "Game On| Massively Multiplayer Online Games (MMOG) as Tools to Augment Teaching and Learning." Thesis, Purdue University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10681049.

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<p> The study investigated the use of Massively Multiplayer Online Games (MMOG) in English and Business classrooms in Higher Education from the context of learners&rsquo; performance outcomes, as well as stakeholders&rsquo; (learners, administrators, and faculty) perceptions pertaining to their experiences when using an MMOG based curriculum. The findings strongly suggest that MMOGs helped enhance learner performances in statistically significant ways, and provided valuable insights into elements of interest and concerns of stakeholders about MMOG usage in classrooms. Based on these insights,
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Achterbosch, Leigh. "Causes, magnitude and implications of Griefing in Massively Multiplayer Online Role-Playing Games." Thesis, Federation University Australia, 2015. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/97562.

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This thesis presents findings from research into the global phenomenon known as griefing that occurs in Massively Multiplayer Online Role-Playing Games (MMORPGs). Griefing, in its simplest terms, refers to the act of one player intentionally disrupting another player’s game experience for personal pleasure and potential gain. For too long it has been unknown how pervasive griefing is, how frequently griefing occurs and, in particular, the impact on players that are subjected to griefing. There has also been limited research regarding what causes a player to perform griefing. This thesis addres
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Bozcan, Selcuk. "A Tool For Network Simulation Of Massively Multiplayer Online Games." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609985/index.pdf.

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Massively multiplayer online games (MMOGs) have become highly popular in the last decade and now attract millions of users from all over the world to play in an evolving virtual world concurrently over the Internet. The high popularity of MMOGs created a rapidly growing market and this highly dynamic market has forced the game developers to step up competitively. However, MMOG development is a challenging and expensive process. In this study, we have developed a network simulation tool which can be used to model and simulate typical MMOGs that have client-server architectures. The main objecti
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Bluemink, J. (Johanna). "Virtually face to face: enriching collaborative learning through multiplayer games." Doctoral thesis, Oulun yliopisto, 2011. http://urn.fi/urn:isbn:9789514294235.

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Abstract This study focused on enriching collaborative learning through pedagogically scripted multiplayer games. Collaborative learning was examined in the synchronous discussions of small group problem-solving activities in face-to-face and virtual game settings. The theoretical approach is socio-cognitive and builds on the contextual and situated nature of learning. Interaction between group members in social situations is a key mechanism fostering students’ collaborative learning. In the field of Computer-Supported Collaborative Learning the underlying aim is to stimulate and structure soc
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GauthierDickey, Christopher Jay. "Cheat-proof event ordering for large-scale distributed multiplayer games /." view abstract or download file of text, 2007. http://proquest.umi.com/pqdweb?did=1324389301&sid=1&Fmt=2&clientId=11238&RQT=309&VName=PQD.

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Thesis (Ph. D.)--University of Oregon, 2007.<br>Typescript. Includes vita and abstract. Includes bibliographical references (leaves 134-139). Also available for download via the World Wide Web; free to University of Oregon users.
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McFarlane, Roger D. P. "Network software architectures for real-time massively multiplayer online games." Thesis, McGill University, 2004. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=18200.

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A real-time massively multiplayer online game (MMOG) is a networked computer or video game in which tens of thousands to hundreds of thousands of consumers may interact with one another in real-time in a shared environment, even though these users may be separated by vast geographic distances. Game industry analysis highlights trends indicating that online game usage and market penetration will grow significantly over the next five to ten years. As such, game developers and entertainment companies seek to offer subscription based mass-market online games. However, the risks, costs and compl
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Vowles, Amy. "The psychology of Massively Multiplayer Online Role-Playing Games (MMORPG's)." Thesis, University of Birmingham, 2012. http://etheses.bham.ac.uk//id/eprint/6875/.

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This paper reviews the literature on the psychological predictors of the problematic use of Massively Multiplayer Online Role Playing Games (MMORPGs). Nineteen studies were included in the review and results are discussed in terms of seven broad areas; Play time, Demographic differences, Psychological wellbeing and mental health, Personality, Cognitive factors, Physiological factors and Gamer experience and motivations. As a new area of research, the literature at present shows some limitations and inconsistencies across studies. Often factors have been considered in only one published paper,
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Wong, Christopher M. Eng Massachusetts Institute of Technology. "Kid's Survey Network : teaching data literacy with multiplayer online games." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/53130.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2009.<br>Includes bibliographical references (p. 66).<br>Current advancements in technology have permeated modern society, especially among the younger generations of computer users. Today's youth have grown up accustomed to video games and online social networking as standard elements of life. In contrast, many people of all ages today do not have a good grasp of data literacy. Many people simply do not understand statistics, charts, graphs and other survey data, which are all very c
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Ng, Matthew M. Eng Massachusetts Institute of Technology. "UbiqGames : casual, educational, multiplayer games for mobile and desktop platforms." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/61295.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2009.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 90).<br>The mission of the UbiqGames project is to develop a suite of casual, educational, multiplayer games that are playable across a wide variety of operating systems and devices. To accomplish this goal, we plan on making use of the expanding availability of wireless networks and the increasing capabilities of mobile browsers to build engaging and dynamic web-based games. This paper will docu
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Munir, Sundas, and Mirza Sanam Iqbal Baig. "Challenges and Security Aspects of Blockchain Based Online Multiplayer Games​." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-38771.

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Video gaming has always been a blooming industry. With the emergence of online multi- player video games , this industry’s worth have sky rocketed. Online multiplayer video games store data of player’s credentials, in-game progress, in-game virtual assets and payment details etc. Which mean security threats to these systems are nothing new and securing these games have always meant to protect player’s data from unauthorized breach. Integration of Blockchain technology in online multiplayer video games apart from other amazing features, provides a way to prove digital ownership of virtual asset
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