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Journal articles on the topic 'Multiplayer'

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1

McGuire, Stephen, and Mark ET Willems. "Physiological Responses During Multiplay Exergaming in Young Adult Males are Game-Dependent." Journal of Human Kinetics 46, no. 1 (2015): 263–71. http://dx.doi.org/10.1515/hukin-2015-0054.

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AbstractRegular moderate-intensity exercise provides health benefits. The aim of this study was to examine whether the selected exercise intensity and physiological responses during exergaming in a single and multiplayer mode in the same physical space were game-dependent. Ten males (mean ±SD, age: 23 ±5 years, body mass: 84.2 ±15.6 kg, body height: 180 ±7 cm, body mass index: 26.0 ±4.0 kg·m−2) played the games Kinect football, boxing and track & field (3 × ~10 min, ~ 2 min rest periods) in similar time sequence in two sessions. Physiological responses were measured with the portable Cosme
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Riedl, Mark, Boyang Li, Hua Ai, and Ashwin Ram. "Robust and Authorable Multiplayer Storytelling Experiences." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 7, no. 1 (2011): 189–94. http://dx.doi.org/10.1609/aiide.v7i1.12450.

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Interactive narrative systems attempt to tell stories to players capable of changing the direction and/or outcome of the story. Despite the growing importance of multiplayer social experiences in games, little research has focused on multiplayer interactive narrative experiences. We performed a preliminary study to determine how human directors design and execute multiplayer interactive story experiences in online and real world environments. Based on our observations, we developed the Multiplayer Storytelling Engine that manages a story world at the individual and group levels. Our flexible s
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Henning, Michi. "Massively Multiplayer Middleware." Queue 1, no. 10 (2004): 38–45. http://dx.doi.org/10.1145/971564.971591.

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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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Tofent, Tofent, and Hendi Sama. "Analisis Pengaruh Multiplayer services terhadap Daya Tarik Game MOBA." remik 7, no. 1 (2023): 259–69. http://dx.doi.org/10.33395/remik.v7i1.12045.

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Video Game telah berkembang pesat selama beberapa dekade terakhir dan datang dalam berbagai genre. MOBA atau Multiplayer Online Battle Arena adalah salah satunya, genre ini dikenal dengan multiplayer dan adegan kompetitifnya. Penelitian ini bertujuan untuk menganalisis apakah MMO atau Massively Multiplayer Online mempengaruhi minat pemain dalam bermain game MOBA menggunakan multi-method untuk mengumpulkan konsensus responden. DeLone & McLean adalah model yang digunakan dalam penelitian ini. Temuan dalam penelitian ini menunjukkan bahwa masyarakat tertarik dengan game MOBA karena visual dan
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Tofent, Tofent, and Hendi Sama. "Analisis Pengaruh Multiplayer services terhadap Daya Tarik Game MOBA." JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING 6, no. 2 (2022): 56–63. http://dx.doi.org/10.30871/jamn.v6i1.4893.

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Video Game telah berkembang pesat selama beberapa dekade terakhir dan datang dalam berbagai genre. MOBA atau Multiplayer Online Battle Arena adalah salah satunya, genre ini dikenal dengan multiplayer dan adegan kompetitifnya. Penelitian ini bertujuan untuk menganalisis apakah MMO atau Massively Multiplayer Online mempengaruhi minat pemain dalam bermain game MOBA menggunakan multi-method untuk mengumpulkan konsensus responden. DeLone & McLean adalah model yang digunakan dalam penelitian ini. Temuan dalam penelitian ini menunjukkan bahwa masyarakat tertarik dengan game MOBA karena visual dan
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LOOHUIS, LOES OLDE, and YDE VENEMA. "LOGICS AND ALGEBRAS FOR MULTIPLE PLAYERS." Review of Symbolic Logic 3, no. 3 (2010): 485–519. http://dx.doi.org/10.1017/s1755020310000079.

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We study a generalization of the standard syntax and game-theoretic semantics of logic, which is based on a duality between two players, to a multiplayer setting. We define propositional and modal languages of multiplayer formulas, and provide them with a semantics involving a multiplayer game. Our focus is on the notion of equivalence between two formulas, which is defined by saying that two formulas are equivalent if under each valuation, the set of players with a winning strategy is the same in the two respective associated games. We provide a derivation system which enumerates the pairs of
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Lumombo, Liony, and Michael Jones. "Penerapan Multiplayer Pada Aplikasi Permainan Android Menggunakan Photon PUN dengan Metode Prototyping." JURNAL INTEGRASI 15, no. 1 (2023): 71–79. http://dx.doi.org/10.30871/ji.v15i1.5345.

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Pada perkembangan pasar industri game, salah satu fitur yang sering ditemui pada game zaman sekarang adalah kemampuan untuk bermain bersama dengan para pemain lainnya secara online dan fitur tersebut sering juga disebut dengan multiplayer. Pada fitur Multiplayer Game, terdapat penyinkronan data dari pergerakan pemain ke pemain lain. Komunikasi yang digunakan untuk mekanisme sinkronisasi dapat melalui tiga jenis mekanisme yang terdiri dari Object Synchronication, Remote Procedure Call (RPC), dan Custom Properties. Namun seiring perkembangan dari mekanisme sinkronisasi, permasalahan yang sering
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Prathama, Gede Humaswara, Ni Made Ary Esta Dewi Wirastuti, and Yoga Divayana. "Analisa Penggunaan WebRTC dan Websocket pada Real Time Multiplayer Online Game Tradisional Ceki." Majalah Ilmiah Teknologi Elektro 18, no. 1 (2019): 47. http://dx.doi.org/10.24843/mite.2019.v18i01.p07.

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Ceki adalah salah satu permainan kartu tradisional yang pernah cukup popular di Malaysia, Singapura dan Indonesia. Di Bali permainan ceki sudah menjadi tradisi, dimana permainan ceki dimainkan saat adanya kegiatan masyarakat. multiplayer online games adalah salah satu cara untuk mengenalkan dan mengembangkan games tradisional menjadi lebih menarik untuk dimainkan. Permasalahan yang sering dihadapi untuk mengembangkan multiplayer online game diantaranya adalah permasalahan latency yang berbeda dari masing-masing pemain sehingga bisa mengganggu permainan dari pemain lain yang memiliki latency le
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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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Fadzli, Fazliaty Edora, Ajune Wanis Ismail, Muhammad Anwar Ahmad, and Jun Xiang Huam. "3D Avatar Customizer for Multiplayer Endless Runner Game." International Journal of Innovative Computing 15, no. 1 (2025): 29–35. https://doi.org/10.11113/ijic.v15n1.496.

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This study investigates the integration of a 3D avatar customizer within a multiplayer endless runner game, focusing on the designing and integration process. Utilizing the Ready Player Me SDK, players can create avatars based on their photographs, potentially can foster a deeper connection between players and their in-game representations. The game is developed using the Unity engine, with the Mirror library implemented to facilitate real-time multiplayer interactions. The study outlines the design and functionality of the game, including features such as avatar customization, single-player a
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de Oliveira, Vinnycius, Ricardo Viana, Naiane Morais, et al. "State Anxiety after Exergame Beach Volleyball Did Not Differ between the Single and Multiplayer Modes in Adult Men." International Journal of Environmental Research and Public Health 18, no. 20 (2021): 10957. http://dx.doi.org/10.3390/ijerph182010957.

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This study compared the exergame beach volleyball’s acute effects on state anxiety level in single vs. multiplayer mode in adult men. Sixty adult men (age: 21.98 [4.58] years, body mass: 75.40 [15.70] kg, height: 1.77 [0.09] m, and body mass index: 24.19 [5.44] kg/m2; data are expressed as median [interquartile range]) were assigned to play exergame of beach volleyball in single- or multiplayer mode for approximately 30 min using the Xbox 360 Kinect®. The state anxiety level was evaluated before and after the intervention. There was no significant difference in the state anxiety levels after a
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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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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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Stern, Eddo. "Massively Multiplayer Machinima Mikusuto." Journal of Visual Culture 10, no. 1 (2011): 42–50. http://dx.doi.org/10.1177/1470412910391556.

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TSE, EDWARD, SAUL GREENBERG, CHIA SHEN, and CLIFTON FORLINES. "Multimodal multiplayer tabletop gaming." Computers in Entertainment 5, no. 2 (2007): 12. http://dx.doi.org/10.1145/1279540.1279552.

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Tychsen, A., and M. Hitchens. "Game Time: Modeling and Analyzing Time in Multiplayer and Massively Multiplayer Games." Games and Culture 4, no. 2 (2008): 170–201. http://dx.doi.org/10.1177/1555412008325479.

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Thuan, Herman, and Benedicto Raka. "Gim Multiplayer Beat ‘Em Ups Menggunakan Photon Unity Networking." Jurnal Inovasi Teknologi dan Edukasi Teknik 1, no. 10 (2021): 767–76. http://dx.doi.org/10.17977/um068v1i102021p767-776.

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Beat Em' Ups is a type of game genre where players do battle in defeating all the enemies in large numbers either not using weapons or can use melee weapons. The game Beat Em'Ups was born at the beginning of its appearance in 1984 and as time went on it presented more and more interesting sub-genres in it with the classification of the Hack and Slash model, and the Spectacle Fighter model. The presence of a game engine like Unity with support for a multiplayer framework called Photon Networking makes it easier to develop Beat Em'Ups games that can be published on multiple platforms. The purpos
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Wicaksana, Gabe Dimas, Maman Abdurohman, and Aji Gautama Putrada. "Enhancing the quality of experience of Arduino-based multiplayer online game using MQTT server." Jurnal Teknologi dan Sistem Komputer 8, no. 1 (2020): 36–43. http://dx.doi.org/10.14710/jtsiskom.8.1.2020.36-43.

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Online multiplayer games require internet networks to play with opposing players more exciting because multiple players can fight each other. The game experiences lag, which is expressed as the quality of experience (QoE), is one of the most common problems for online multiplayer games, causing the games less exciting to play. This study examined the implementation of Message Queue Telemetry Transport (MQTT) as a communication protocol in multiplayer online games using Arduino and compared its performance against HTTP. QoE used data collected using the mean opinion score (MOS) method. The MQTT
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Fernandes, Geni Chaves. "Preface." Logeion: Filosofia da Informação 2, no. 1 (2015): vi—x. http://dx.doi.org/10.21728/logeion.2016v2n1.pvi-x.

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Studies are pointing to changes in scientific knowledge production systems regarding different models (mode2, triple helix, actor-network, post-academic etc.), emphasizing its interdisciplinary, multiplayer and multiplace characteristics. When seeking an explanation of reality, models create interpretive images that interfere in the reality, as they operate offering parameters to actions. The differences and implicit forecasts they present point not only to local, cultural or ideological burdens in its construction, but especially that the different intervening forces have not yet found stabil
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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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Pareek, Pankaj. "DESIGNING MULTIPLAYER EXPERIENCES IN AR AND VR: CHALLENGES AND OPPORTUNITIES." ShodhKosh: Journal of Visual and Performing Arts 5, ICETDA24 (2024): 360–66. http://dx.doi.org/10.29121/shodhkosh.v5.iicetda24.2024.2014.

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In fact, the integration of AR and VR in multiplayer gaming has revolutionized player interaction by offering immersive and captivating experiences. On the other hand, AR and VR multiplayer game design faces significant challenges related to technological limitations, complicated user interface design challenges, patterns of social interaction, and growth problems. This paper reviewed those design challenges and looked into possible solutions through a review of recent work. The results bring out some strategies that could help in making multiplayer AR and VR games more effective; thus, enhanc
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Ahmad, Faizan, Zeeshan Ahmed, and Sara Muneeb. "Effect of Gaming Mode Upon the Players' Cognitive Performance During Brain Games Play." International Journal of Game-Based Learning 11, no. 1 (2021): 67–76. http://dx.doi.org/10.4018/ijgbl.2021010105.

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An improvement in cognitive performance through brain games play is implicit yet progressive. It is necessary to explore factors that potentially accelerate this improvement process. Like various other significant yet unexplored aspects, it is equally essential to establish a performative (fusion of accuracy and efficiency) insight about players' cognition (memory, vision, and analytics) among the different modes of brain games. This paper presents empirical research that investigates the impact of different modes of brain games (single vs. multiplayer) upon the players' cognitive performance.
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Utomo, Widyo Ari, Ernes Cahyo Nugroho, and Narendra Nur Asmara. "Pengembangan Game Multiplayer Wibu Quest Dengan Menggunakan RPG Maker Mz." Go Infotech: Jurnal Ilmiah STMIK AUB 29, no. 1 (2023): 61–74. http://dx.doi.org/10.36309/goi.v29i1.204.

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Jurnal ini membahas tentang pengembangan game "Wibu Quest MultiPlayer" dengan menggunakan RPG Maker MZ, yang menerapakan metode Game Development Life Cycle (GDLC). Pendekatan GDLC memandu tahapan pengembangan game dari konseptualisasi hingga rilis. GDLC melibatkan serangkaian tahapan, yaitu perencanaan, perancangan, pengembangan, pengujian, dan peluncuran. Dalam konteks "Wibu Quest MultiPlayer," tim pengembang merancang cerita, karakter dalam dunia permainan. RPG Maker MZ menjadi alat utama dalam pengembangan, memfasilitasi pembuatan dunia permainan dengan alur cerita yang mendalam. Artikel in
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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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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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Saputra, Syaifuddin Yudha, and Subari Subari. "Game Multiplayer “Mini Car Circuit” Berbasis Android." J-INTECH 7, no. 01 (2019): 58–66. http://dx.doi.org/10.32664/j-intech.v7i01.406.

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Game merupakan program permainan bertujuan untuk menghibur. Game yang paling efektif untuk menghilangkan stres adalah game yang mudah dipelajari, tetapi memiliki tujuan yang sulit dicapai. Salah satu contoh adalah game balap (racing game). Game yang dapat dimainkan oleh banyak pemain (multiplayer) tentunya akan memberikan pengalaman bermain yang lebih menyenangkan dibandingkan jika bermain game seorang diri atau melawan AI (Artificial Intelligence). Meskipun demikian banyak pengguna yang merasa jenuh karena permainan dianggap monoton. Dikarenakan pada racing game yang free tidak bisa mengganti
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Barkman, Jourdin, Karin Pfeiffer, Allie Diltz, and Wei Peng. "Examining Energy Expenditure in Youth Using XBOX Kinect: Differences by Player Mode." Journal of Physical Activity and Health 13, s1 (2016): S41—S43. http://dx.doi.org/10.1123/jpah.2016-0016.

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Background:Replacing sedentary time with physical activity through new generation exergames (eg, XBOX Kinect) is a potential intervention strategy. The study’s purpose was to compare youth energy expenditure while playing different exergames in single- vs. multiplayer mode.Methods:Participants (26 male, 14 female) were 10 to 13 years old. They wore a portable metabolic analyzer while playing 4 XBOX Kinect games for 15 minutes each (2 single-, 2 multiplayer). Repeated-measures ANOVA (with Bonferroni correction) was used to examine player mode differences, controlling for age group, sex, weight
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Boix-Adserà, Enric, Benjamin L. Edelman, and Siddhartha Jayanti. "The multiplayer Colonel Blotto game." Games and Economic Behavior 129 (September 2021): 15–31. http://dx.doi.org/10.1016/j.geb.2021.05.002.

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Prieto, Maria. "Architecturepublic: Multiplayer Interactive Architecture Competitions." International Journal of the Arts in Society: Annual Review 2, no. 4 (2008): 47–54. http://dx.doi.org/10.18848/1833-1866/cgp/v02i04/35402.

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Brown, Noam, and Tuomas Sandholm. "Superhuman AI for multiplayer poker." Science 365, no. 6456 (2019): 885–90. http://dx.doi.org/10.1126/science.aay2400.

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In recent years there have been great strides in artificial intelligence (AI), with games often serving as challenge problems, benchmarks, and milestones for progress. Poker has served for decades as such a challenge problem. Past successes in such benchmarks, including poker, have been limited to two-player games. However, poker in particular is traditionally played with more than two players. Multiplayer games present fundamental additional issues beyond those in two-player games, and multiplayer poker is a recognized AI milestone. In this paper we present Pluribus, an AI that we show is str
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Loo, Alfred, and Charlie Choi. "Network/multiplayer games and security." Electronic Library 22, no. 1 (2004): 6–7. http://dx.doi.org/10.1108/02640470410520050.

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Berglund, E. J., and D. R. Cheriton. "Amaze: A Multiplayer Computer Game." IEEE Software 2, no. 3 (1985): 30–39. http://dx.doi.org/10.1109/ms.1985.230698.

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Godwod, Peter. "Massively Multiplayer Game-based Education." Journal of Modern Science 40, no. 1 (2019): 271–84. http://dx.doi.org/10.13166/jms/108947.

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Cai, Wei, Fangyuan Chi, Xiaofei Wang, and Victor C. M. Leung. "Toward Multiplayer Cooperative Cloud Gaming." IEEE Cloud Computing 5, no. 5 (2018): 70–80. http://dx.doi.org/10.1109/mcc.2018.326105129.

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Du, Jiangfeng, Hui Li, Xiaodong Xu, Xianyi Zhou, and Rongdian Han. "Entanglement enhanced multiplayer quantum games." Physics Letters A 302, no. 5-6 (2002): 229–33. http://dx.doi.org/10.1016/s0375-9601(02)01144-1.

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Lee, Newton. "Jabber for multiplayer flash games." Computers in Entertainment 2, no. 4 (2004): 13. http://dx.doi.org/10.1145/1037851.1037872.

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Wendel, Viktor, Michael Gutjahr, Stefan Göbel, and Ralf Steinmetz. "Designing collaborative multiplayer serious games." Education and Information Technologies 18, no. 2 (2013): 287–308. http://dx.doi.org/10.1007/s10639-012-9244-6.

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Fokkink, Robbert, and Hans de Munnik. "Multiplayer boycotts in convex games." Economics Letters 236 (March 2024): 111606. http://dx.doi.org/10.1016/j.econlet.2024.111606.

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Journal, IJSREM. "Interactive Chess Learning Platform: Developing with MERN Stack for Enhanced User Engagement." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 03 (2024): 1–9. http://dx.doi.org/10.55041/ijsrem29110.

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The intricate realm of online chess multiplayer game is explored in depth in this research piece. Amidst the ever-evolving digital gaming landscape, we delve into the enduring charm of chess, a game renowned for its complex strategic play. A successful online chess platform is defined by the study's focus on user-centric experiences, perfect implementation, and meticulous design. Our investigation is around the integration of cutting-edge technology with the enduring allure of chess through the use of real-time interaction and strategic gameplay. By delving into design principles, technical de
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Pande, I. Made Suandana Astika, Ricky Aurelius Nurtanto Diaz, and Rm Addin Ashary Ramadhan. "PEMBUATAN HOROR GAME 3D MULTIPLAYER CO-OP “CALONARANG” BERBASIS MOBILE." Naratif : Jurnal Nasional Riset, Aplikasi dan Teknik Informatika 5, no. 2 (2023): 149–61. http://dx.doi.org/10.53580/naratif.v5i2.244.

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Kisah Calonarang merupakan cerita yang sudah dikenal di Indonesia. Utamanya di Bali, cerita ini juga dipentaskan menjadi drama tari di tempat ibadah agama Hindu. Cerita Calonarang ini menceritakan mengenai penguasaan ilmu hitam yang membuat rakyat menjadi menderita oleh seorang janda bernama Walu Nateng Dirah. Cerita ini memiliki filosofi terkait ajaran agama Hindu yaitu Rwa Bineda, Catur Asrama dan Tantra. Zaman modern seperti saat ini, dengan adanya perkembangan teknologi digital dapat membantu para generasi muda untuk memahami isi dan pesan dari cerita Calonarang dengan lebih menarik. Salah
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Hatta, Nuraziera Mohd, Ibrahim Ahmad, Mohd Hafiz Zakaria, Heru Astikasari Setya Murti, and Ulka Chandini Pendit. "The Role of Multiplayer Online Educational Games in Enhancing Critical Thinking." IJORER : International Journal of Recent Educational Research 5, no. 6 (2024): 1506–21. https://doi.org/10.46245/ijorer.v5i6.713.

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Objective: This research aims to determine the role of multiplayer online educational games in enhancing students' critical thinking skills. Method: This study utilizes a systematic review method guided by the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) approach. A comprehensive search was conducted using Scopus, PubMed, and Web of Science (WoS) databases, identifying studies that focused on multiplayer online educational games and their impact on critical thinking skills. Out of 910 studies identified, 20 met the inclusion criteria after a rigorous screening. R
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Gray, Robert C., Jichen Zhu, and Santiago Ontañón. "Distribution Fairness in Multiplayer AI Using Shapley Constraints." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 19, no. 1 (2023): 233–43. http://dx.doi.org/10.1609/aiide.v19i1.27519.

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Experience management (EM) agents in multiplayer serious games face unique challenges and responsibilities regarding the fair treatment of players. One such challenge is the Greedy Bandit Problem that arises when using traditional Multi-Armed Bandits (MABs) as EM agents, which results in some players routinely prioritized while others may be ignored. We will show that this problem can be a cause of player non-adherence in a multiplayer serious game played by human users. To mitigate this effect, we propose a new bandit strategy, the Shapley Bandit, which enforces fairness constraints in its tr
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Rodionova, Anastasia A. "Problematic Areas in English-Language Research on Multiplayer Role-Playing Games." Observatory of Culture 19, no. 3 (2022): 310–17. http://dx.doi.org/10.25281/2072-3156-2022-19-3-310-317.

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This article examines contemporary English-language research on multiplayer role-playing games. There can be identified several large problematic areas. The article aims to trace how the largest of them are formed, to describe the process of their emergence and development at the present time, as well as to describe the main points that researchers have worked out. The discussion of this topic makes it possible to understand how the conceptual apparatus of the research on multiplayer role-playing games is changing in modern English-language studies.One of the major problematic areas is related
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Atanasova, Ani. "THE ROLE OF GAMES IN CONTEMPORARY EDUCATION: CHALLENGES FOR THE TEACHERS AND STUDENTS IN THE ERA OF BLENDED LEARNING – CORRELATION BETWEEN GRADES AND GAMES PERFORMANCE." SCIENCE International Journal 3, no. 1 (2024): 127–32. http://dx.doi.org/10.35120/sciencej0301127a.

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In recent years, there has been a surge in information and communications technology, propelled by the pandemic’s emphasis on remote learning. Interactive technologies like computers, tablets, and mobile phones hold promise for digitizing work and education, fostering creativity and immersion. Educators are increasingly exploring the integration of interactive and game-based tools into learning, inspired by the widespread popularity of gaming across age groups. Immersive game-based platforms, capable of integrating curricula and functioning in multiplayer settings, are emerging as a new trend
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MUñOZ, John Edison, and Kerstin Dautenhahn. "Robo Ludens." ACM Transactions on Human-Robot Interaction 10, no. 4 (2021): 1–28. http://dx.doi.org/10.1145/3451343.

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The use of games as vehicles to study human-robot interaction (HRI) has been established as a suitable solution to create more realistic and naturalistic opportunities to investigate human behavior. In particular, multiplayer games that involve at least two human players and one or more robots have raised the attention of the research community. This article proposes a scoping review to qualitatively examine the literature on the use of multiplayer games in HRI scenarios employing embodied robots aiming to find experimental patterns and common game design elements. We find that researchers hav
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Marpaung, Franky Hadinata, Rhio Sutoyo, Daniel Daniel, Yonas Yonas, and Vedro Vedro. "Pegembangan Game dengan Menggunakan Teknologi Voice Recognition Berbasis Android." ComTech: Computer, Mathematics and Engineering Applications 5, no. 1 (2014): 191. http://dx.doi.org/10.21512/comtech.v5i1.2608.

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The purpose of this research is to create a new kind of game by using technology that rarely used in current games. It is developed as an entertainment media and also a social media in which the users can play the games together via multiplayer mode. This research uses Scrum development method since it supports small scaled developer and it supports software increment along the development. Using this game application, the users can play and watch interesting animations by controlling it with their voice, listen the character imitating the users’ voice, play various mini games both in single p
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Abimanyu, Aditya, and Maulana Rizqi. "Penerapan Teknologi Multiplayer pada Sistem Pembelajaran Berbasis Virtual Reality." Jurnal Ilmu Komputer dan Bisnis 15, no. 2 (2024): 235–46. http://dx.doi.org/10.47927/jikb.v15i2.830.

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Virtual Reality is a technology that makes users seem to be interacting with their environment even though it is only a computer simulation. This research explores the application of multiplayer virtual reality (VR) technology in a learning system for assembling LAN cables. By combining elements of learning videos and accessible virtual environments together, this research aims to create a collaborative and immersive learning experience. By utilizing multiplayer technology, users can interact in real-time with fellow students, creating a collaborative and engaging learning experience. by payin
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