Academic literature on the topic 'Online gaming'

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Journal articles on the topic "Online gaming"

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Schneider, Sue. "Social Gaming and Online Gambling." Gaming Law Review and Economics 16, no. 12 (December 2012): 711–12. http://dx.doi.org/10.1089/glre.2012.16123.

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Kaumanns, Ralf, Veit A. Siegenheim, and Andreas Neus. "Online-Gaming." MedienWirtschaft 4, no. 2 (2007): 28–39. http://dx.doi.org/10.15358/1613-0669-2007-2-28.

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Online-Gaming wird immer beliebter. Anfangs als Nischenphänomen für Computer-Kids belächelt, haben sich Online-Spiele inzwischen einen festen Platz im Medienkonsum erobert – weitgehend unabhängig von Alter, Bildung, Einkommen oder Geschlecht. Da Online-Gaming Zeit und insbesondere konzentrierte Aufmerksamkeit bindet, tritt es in Wettbewerb mit etablierten Medien. Der vorliegende Beitrag beleuchtet auf Basis der Ergebnisse einer repräsentativen Primärstudie diese Entwicklung für Deutschland genauer. Neben der Untersuchung der Nutzer und Nutzung von Online-Spielen, liegt der Schwerpunkt auf ausgewählten ökonomischen Aspekten. Die Akzeptanz für Werbung in Online-Spielen ist relativ hoch – und je nach Genre kann sie sogar für das Realitätsempfinden in den virtuellen Umgebungen positiv sein. Für die Anbieter von Computer spielen bilden sich neue Erlösmodelle heraus. Während zu Beginn der Entwicklung der Verkauf der Spiele-Software im Mittelpunkt stand, generieren die Anbieter heute zunehmend Umsätze durch monatliche Abonnementgebühren, Werbung und Product Placement, Merchandising und Lizenzeinnahmen und neuerdings auch durch reale Transaktionsgebühren bei Verkauf oder Auktion virtueller Güter. Rings um eine neue Generation von Online-Spielen wie World-of-Warcraft und virtuelle Umgebungen wie Second-Life entwickeln sich zunehmend ökonomische Mechanismen, die auf der Interaktivität und Kreativität der Nutzer aufbauen, um eine attraktive Unterhaltung anzubieten.
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Curran, Kevin, Paul Canning, Martin Laughlin, Ciaran McGowan, and Rory Carlin. "Online Gaming." American Journal of Applied Sciences 2, no. 3 (March 1, 2005): 622–25. http://dx.doi.org/10.3844/ajassp.2005.622.625.

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Tucker, H. "Gaming Online." ITNOW 53, no. 5 (August 31, 2011): 12–14. http://dx.doi.org/10.1093/itnow/bwr036.

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Palansky, Seth, Laura Mcallister Cox, Elizabeth Lanza, and Stewart Groumoutis. "Responsible Gaming for online Gaming." Gaming Law Review 25, no. 9 (November 1, 2021): 405–11. http://dx.doi.org/10.1089/glr2.2021.29044.sle.

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Close, James, Stuart Gordon Spicer, Laura Louise Nicklin, Joanne Lloyd, Ben Whalley, and Helen Lloyd. "Gambling and Gaming in the United Kingdom during the COVID-19 Lockdown." COVID 2, no. 2 (January 18, 2022): 87–101. http://dx.doi.org/10.3390/covid2020007.

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During the first UK national COVID-19 lockdown, there were fears that increased online gaming and gambling could negatively impact wellbeing. Using a cross-sectional retrospective change survey of 631 UK adult gamers and/or gamblers during the week the UK lockdown was partially lifted (June 2020), we investigated participation in gaming/gambling and relationships with problem gaming, problem gambling and wellbeing (using the following previously validated scales: the Internet Gaming Disorder Short Form; a short-form version of the Problem Gambling Severity Index; a short-form of the Warwick–Edinburgh Mental Well-Being Scale). Results indicated a near-doubling in gaming activity during lockdown and significant increases in problem gaming scores, but not in numbers of disordered gamers. Aggregate changes to gambling participation and problem gambling were negligible: decreases in offline and sports gambling were balanced by increases in online gambling. Wellbeing scores decreased during lockdown across the sample, particularly amongst women, and path analysis revealed moderate correlations between increases in problem gaming and gambling scores and reductions in wellbeing. We conclude that for some, maladaptive gaming/gambling coping strategies during the lockdown may have exacerbated its negative effects.
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Ide, Soichiro, Miharu Nakanishi, Syudo Yamasaki, Kazutaka Ikeda, Shuntaro Ando, Mariko Hiraiwa-Hasegawa, Kiyoto Kasai, and Atsushi Nishida. "Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data." JMIR Serious Games 9, no. 1 (February 9, 2021): e23886. http://dx.doi.org/10.2196/23886.

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Background Video game loot boxes, which can typically be purchased by players or are given as reward, contain random virtual items, or loot, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as weapons and armor. Loot boxes have drawn concern, as purchasing loot boxes might lead to the development of problematic gambling for adolescents. Although parental problem gambling is associated with adolescent problem gambling, no studies have evaluated the prevalence of loot box purchases in adolescents’ parents. Objective This study investigated the association between loot box purchasing among adolescents and parents, and problem online gaming in population-based samples. Methods In total, 1615 adolescent (aged 14 years) gamers from Japan responded to a questionnaire regarding their loot box purchasing and problem online gaming behaviors. Problem online gaming was defined as four or more of the nine addictive behaviors from the Diagnostic and Statistical Manual of Mental Disorders. The adolescents’ primary caregivers were asked about their loot box purchasing. Results Of the 1615 participants, 57 (3.5%) reported loot box purchasing. This prevalence did not differ according to primary caregivers’ loot box purchasing, but adolescents who purchased loot boxes were significantly more likely to exhibit problem online gaming (odds ratio 3.75, 95% CI 2.17-6.48). Conclusions Adolescent loot box purchasing is linked to problem online gaming, but not with parents’ loot box purchasing. Measures to reduce these behaviors should target reducing addictive symptoms in young video gamers.
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Marshall, Murray. "Online Gaming in Kahnawá:ke." Gaming Law Review and Economics 15, no. 6 (June 2011): 335–41. http://dx.doi.org/10.1089/glre.2011.15604.

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Schneider, Sue. "Online Gaming in France." Gaming Law Review and Economics 17, no. 4 (May 2013): 260–61. http://dx.doi.org/10.1089/glre.2013.1743.

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Heineman, David S. "Korea’s Online Gaming Empire." New Media & Society 15, no. 3 (April 26, 2013): 440–41. http://dx.doi.org/10.1177/1461444812474972.

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Dissertations / Theses on the topic "Online gaming"

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Perez, Michael. "MMO gaming culture| An online gaming family." Thesis, Florida Atlantic University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10096029.

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This study examines the social organization of Gaiscíoch, a large online gaming community that exists within the simulated world of a massively multiplayer online role playing game (MMORPG). It provides an ethnographic account of an online gaming community that is open to any player without skill or time commitment requirements, but still maintains high status within the game world. This project identifies eight elements that make this inclusive, friendly, and casual community successful in virtual worlds that tend to be dominated by communities that have a competitive, strict, and exclusive approach to online gaming (social interaction, code of values, leadership, rank system, events, community building, population size, gameplay). Lastly, this project briefly inquires about the nature of the border between the virtual and the physical and establishes that gamers can be considered pseudo-border-inhabitants that are in control of the community they place adjacent to them in the cyber world.

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Jagad, Lakshmi Ms. "Online Gaming and Teamwork." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/communication_theses/83.

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This thesis aims to find out the relationship, if any, between playing multi-player online games and developing teamwork qualities. Online multi-player games involve thousands of players who play in teams (or solo, as the preference may be) in sophisticated gaming environments. As gamers team together to complete missions within the game, teamwork concepts such as communication skills, leadership, coordination, negotiation and other similar qualities come to the fore. The research component of this thesis consists of a survey where respondents answered questions about their online gaming behavior. They also answered questions about their experience working in teams in the offline environment. A total of 202 responses were collected and analyzed. There was a significant negative association found between autocratic leadership ability and hours spent per week playing online games in teams/groups. Team communication skills and leadership communication skills were significantly related to the degree of involvement in the gaming community, but only for individuals with low leadership-work experience. A significant relationship was also seen between democratic leadership skills and the degree of involvement in the gaming community. In addition, a significant negative relationship was found between autocratic leadership ability and degree of involvement in the gaming community.
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Pöyhtäri, A. (Aleksi). "Social gaming in online games." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201605221858.

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The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social construct and how social interaction changes the gaming experience. Social interaction in games brings people together. Online games have been researched from many points of view. However, the research done from social perspective is relatively new and this is why I wanted to write my thesis from the social interaction perspective. Games are created more and more social. Gaming culture has changed from single player games to games where gamers interact with the world and each other with the help of different technologies. Social contacts from games extend outside the game world. Social media and gaming communities in the internet bring people together to share their experiences and find company to play with. The world of online games is not just playing games. Gaming has become a way of life and a culture. Gamers converse in their own communities about games, gaming related affairs and everything else. Even though most conversations in the communities relate to games, gamers exchange a lot of information about themselves and things related to them. The research utilizes scientific articles as a base for the theory and a questionnaire that has been distributed among Finnish gamers.
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Jarrett, Martin, and Eivind Sorteberg. "Real-Time Online Multiplayer Mobile Gaming." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8804.

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Gaming on mobile phones is a business with a great growth potential both in profit and popularity. In today's modern world, the number of potential users of online multiplayer mobile games is enormous. This is because of the wide deployment of mobile phones and the increasing general interest in gaming. For game developers, this is an interesting business area, since mobile games are faster and easier to develop than console or computer games, due to the mobile games' smaller size and reduced complexity. Telecom companies, on the other hand, may profit from this both by attracting users through exclusive contents only available to their subscribers, and trough the potential network traffic generated by online multiplayer games. Some multiplayer mobile games are available on the market today. However, few of these can be played real-time, which often involves a more entertaining and attractive gameplay compared to slower, turn-based games. This project has focused on two main areas. Firstly, different network technologies and transport protocols have been tested to evaluate whether these are suitable for real-time multiplayer mobile games or not. This was done by testing the different networks' response times and transfer speeds. Secondly, a framework for developing this kind of games has been developed. Also, a game prototype has been implemented based on this framework, and the experience from this development has been recorded to provide assistance for future development projects within the same scope. The results from the tests show that, among the widely available mobile networks today, only UMTS (3G) and EDGE offer performance sufficient for a fast and stable real-time multiplayer mobile game. GPRS is too slow and unstable, and using this technology for real-time game communication is likely to lead to lags and an incoherent gameplay. Furthermore, the tests have clearly shown that UDP is far better suited for in-game communication than TCP, because of UDP's superior response time. For developers of such games, there are several challenges that have to be closely considered. Synchronization of clients is a very difficult task because of high network latencies. Furthermore, mobile phones are weak in terms of available resources. Managing these problems requires distribution of calculations and efficient algorithms. The game framework developed in this project has proved to provide a good basis for developing different game concepts within real-time multiplayer mobile gaming. Common functionality for such games is implemented in the framework, thus helping game developers avoid having to reinvent the wheel. This project has shown that successful real-time multiplayer mobile games are definitely possible to implement. However, doing this is a great challenge, both for developers, distributors, and telecom companies offering such games to their subscribers. A middle way has to be found between the complexity of the game, the need for frequent network updates, and the user cost involved with playing the game. If this middle way is found, it is very likely that such a game could be a great success.

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Palazzi, Claudio Enrico. "Fast online gaming over wireless networks." Diss., Restricted to subscribing institutions, 2007. http://proquest.umi.com/pqdweb?did=1414134591&sid=1&Fmt=2&clientId=1564&RQT=309&VName=PQD.

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McGivern, Paul R. "Risk-taking and expenditure in digital roulette : examining the impact of tailored dynamic information and warnings on gambling attitudes and behaviours." Thesis, University of Derby, 2018. http://hdl.handle.net/10545/622837.

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Digital gambling is the fastest growing form of gambling in the world (Reilly & Smith, 2013a). Technological advancements continually increase access to gambling, which has led to increased social acceptance and uptake (Dragicevic & Tsogas, 2014) with Roulette being among the most popular games played both online and on Electronic Gaming Machines. In response, gambling stakeholders have drawn on the structural characteristics of gambling platforms to develop and improve Responsible Gambling (RG) devices for casual gamblers. Many RG data-tracking systems employ intuitive ‘traffic-light’ metaphors that enable gamblers to monitor their gambling (e.g. Wood & Griffiths, 2008), though uptake of voluntary RG devices is low (Schellinck & Schrans, 2011), leading to calls for mandatory RG systems. Another area that has received considerable RG research focus involves the use of pop-up messages (Auer & Griffiths, 2014). Studies have examined various message content, such as correcting erroneous beliefs, encouraging self-appraisal, gambling cessation, and the provision of personalised feedback. To date, findings have been inconsistent but promising. A shift towards the use of personalised information has become the preferred RG strategy, though message content and timing/frequency requires improvement (Griffiths, 2014). Moreover, warning messages are unable to provide continuous feedback to gamblers. In response to this, and calls for a ‘risk meter’ to improve monitoring of gambling behaviours (Wiebe & Philander, 2013), this thesis tested the impact of a risk meter alongside improved pop-up warning messages as RG devices for within-session roulette gambling. The thesis aimed to establish the optimal application of these devices for facilitating safer gambling behaviours. In support of the aims of RG research to evaluate the impact of devices on gambling attitudes and behaviours, the Elaboration Likelihood Model was identified as a suitable framework to test the proposed RG devices (Petty & Cacioppo, 1986). Both the interactive risk meter and pop-up messages were developed based on existing methods and recommendations in the RG literature, and examined via a series of laboratory-based roulette simulation experiments. Overall, results found the risk meter to be most effective when used as an interactive probability meter. Self-appraisal/Informative pop-up warnings were examined alongside expenditure-specific and hyrbid warnings. Findings showed that hybrid messages containing both types of information to be most effective, with optimal display points at 75%, 50%, 25% and 10% of remaining gambling credit. The final study tested both optimised devices (probability meter and hybrid messages). Results showed that using both RG devices in combination was most effective in facilitating reduced gambling risk and early within-session gambling cessation. Findings support the use of personalised, interactive RG devices using accurate context-specific information for the facilitation of safer gambling. The ELM was shown to be an effective model for testing RG devices, though findings suggested only temporary shifts in attitude change and a lack of impact on future gambling intentions. Overall, support for the implementation of RG devices that facilitate positive, temporary behaviour change that do not negatively impact on broader gambling attitudes or gambling enjoyment. Implications for theory, implementation, and RG frameworks are discussed, alongside recommendations for future research.
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Magner, Timothy Joseph. "Performance and leadership in multiplayer online gaming." Thesis, Pepperdine University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3666206.

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Multiplayer online video games are an increasingly popular form of entertainment, and many individuals spend a considerable amount of time playing them. One hallmark of these multiplayer games has been the need for collaboration and teamwork for both individual enjoyment and game success. At the same time the needs of a global marketplace have led to the evolution of the geographically separated, but technology linked, distributed team as a critical business function. The elements and functions of these business-oriented distributed teams closely align with the types of groups that often come together to play online video games. A common trait shared by both of these kinds of teams is the role that leadership plays in their success. Given that these games are becoming a pervasive element in our culture, and that they mirror business teams, this study examined the possibility of a link between an individual's performance in multiplayer online video games and that person's leadership style as measured by the Multifactor Leadership Questionnaire (MLQ). The research questions explored in this paper concern the extent to which traditional leadership styles are linked to successful achievement in collaborative online games and whether there are consistent leadership style profiles associated with tiers of game performance rankings. The findings suggest that while there are links between participation in multiplayer online videogames, additional research must be done to tease out the exact nature of those links and to relate them to offline experiences. In addition while the instrumentation and conceptual frameworks that both define and measure online leadership as expressed in these games have yet to be developed, the study suggests there may be value in extending and enhancing existing leadership constructs, concepts and tool sets such as the Sloan Model and the MLQ to derive such measures. The study also provides future researchers with an enhanced understanding of online data collection as well as a sufficient foundation to further examine areas of correlation between leadership and performance in online games toward uncovering a set of empirical measures that create a more accurate picture of the substance of and development pathways for online leadership.

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Sanders, Benjamin George. "Opportunities and risks in online gaming environments." Thesis, University of Plymouth, 2016. http://hdl.handle.net/10026.1/8083.

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Massively Multiplayer Online Role Playing Games (MMORPGs) have evolved from traditional video games in that they embrace both the technology of the Internet and video games. The massive “exodus” from the physical offline world to online gaming communities brings with it not only a number of unique and exciting opportunities, but also a number of emerging and serious risks. This research set out to examine the unique opportunities and risks to vulnerable individuals, namely, young adults, teenagers and young children; all of whom are considered by many to be priority groups in the protection from harm. The purpose was to examine the reality of vulnerable individuals encountering these opportunities and risks. This research combined a number of methodologies supported by underpinning qualitative and quantitative theories. Questionnaires, semi-structured interviews and focus groups gathered information from teenagers, adults and children in order to critically examine the unique opportunities and risks encountered in Massively Multiplayer Online Role Playing Games. The findings from these interactions identified specific examples of opportunities and risk posed to vulnerable individuals. The findings demonstrated that there was a need for a support and protection mechanism that promoted the identification and awareness of the potential risk among vulnerable individuals. Emerging from these findings was a set of concepts that provided the evidence base for a Novel Taxonomy of Opportunities and Risks in Massively Multiplayer Online Role Playing Game environments that was designed to assist in the assessment of risk. Validation of the proposed taxonomy was achieved by means of an ethnographic study of (World of Warcraft) online gamers’ behaviour and social interactions through unobtrusive video capture of gaming sessions. The Novel Taxonomy of Opportunities and Risks provided a basis for the development of a proof-of-concept Decision Support System; the purpose of which was to assist both social work practitioners and individuals to identify and reduce risks. Representatives from both user groups were consulted for evaluation of the acceptability of such an approach. Favourable responses from participants demonstrated acceptability of the aforementioned approach. The evaluation process also demonstrated how the prototype would serve as a useful tool to make individual users aware of potential dangers. This research presents three novel facets: (1) it advances understanding of the unique opportunities and risks within MMORPG environments; (2) provides a framework for the assessment of risks in MMORPGs through the Novel Taxonomy and (3) demonstrates a novel Decision Support System to assist in the identification and reduction of risk through a proof-of-concept prototype.
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Walderstedt, Jonson Hans-Christian. "Player Protection for Online Gamblers." Thesis, Uppsala universitet, Juridiska institutionen, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-221372.

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Larsen, Christer-Andre. "Financial Aspects of the Online Gaming Service Industry." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for telematikk, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13492.

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The goal of this thesis is to identify and analyze the dominant revenue models in the OGS industry, as well as the logic behind the choice of a specific model. Identification of the prevalent models and their characteristics would in conjunction with results from previous research in the field provide a complete overview of the financial aspects of OGS operation.The goals of this thesis was reached through an analysis of the business model of Microsoft’s Xbox LIVE (XBL) service, one of the leading console platform OGSs, in conjunction with a similar case study of Blizzard Entertainment’s Battle.net service presented in former work by the author. Both case studies include all aspects of the business model, according to the business model ontology defined by Alexander Osterwalder in his PhD dissertation.The five identified dominant revenue models are the subscription, advertisement, micro transaction, digital distribution and additional sales model. From the provided estimates, the subscription, micro transaction and digital retail model are the most profitable among the five as standalone models. However, the study has shown that most successful OGSs utilize several revenue models in conjunction in order to reduce the negative effects associated with each one individually. In addition, the use of several models improves price differentiation possibilities, which in many cases may lead to increased revenue. While the pricing strategies among the services are many, the specific implementations of the dominant models among the studied services imply that the willingness to pay among OGS users are low for features and content not personally valued by each individual user.The general cost structure of OGSs has also been updated with additional results uncovered through this research. For an OGS relying on micro transactions and digital distribution for revenue, this study has shown that the bandwidth and support costs increase substantially compared to a service without digital distribution, even outgrowing the hosting costs for the service itself. Thus, favorable partnerships and other means to reduce bandwidth costs may be seen as equally important cost saving initiatives as those outlined in former work.
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Books on the topic "Online gaming"

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Sherman, Jill. All about online gaming. Lake Elmo, MN: Focus Readers, 2017.

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Online gaming and entertainment. San Diego, CA: ReferencePoint Press, 2012.

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Poolos, Jamie. Careers in online gaming. New York: Rosen Pub., 2014.

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Inc, ebrary, ed. Korea's online gaming empire. Cambridge, MA: MIT Press, 2010.

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McQuade, Samuel C. Internet addiction and online gaming. Edited by Gentry Sarah, Colt James P, and Rogers Marcus K. New York: Chelsea House, 2011.

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Veale, Kevin. Gaming the Dynamics of Online Harassment. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-60410-3.

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Frequently asked questions about online gaming addiction. New York: Rosen Pub., 2010.

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K, Gosling Victoria, and Light Ben, eds. Online gaming in context: The social and cultural significance of online games. Milton Park, Abingdon, Oxon: Routledge, 2011.

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Reisner, Meirav. Online interactive gaming: Research, design, and implementation of a multi-user online game. Oxford: Oxford Brookes University, 2002.

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Inc, Aspatore. Gaming law litigation strategies: Leading lawyers on avoiding potential lawsuits and negotiating settlements for casino owners, reservations, and online gaming companies. United States]: Aspatore, 2014.

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Book chapters on the topic "Online gaming"

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Ferretti, Stefano, Marco Roccetti, and Paola Salomoni. "Online Gaming." In Encyclopedia of Multimedia, 680–85. Boston, MA: Springer US, 2008. http://dx.doi.org/10.1007/978-0-387-78414-4_166.

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Andreae, Naomi. "Online Gaming." In The Challenge of Teaching, 93–98. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-2571-6_13.

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Grabowski, Mark, and Eric P. Robinson. "Online Gaming." In Cyber Law and Ethics, 193–207. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003027782-11.

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Ferretti, Stefano, and Gabriele D’Angelo. "Online Gaming Architectures." In Encyclopedia of Computer Graphics and Games, 1–4. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_217-1.

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Ferretti, Stefano, and Gabriele D’Angelo. "Online Gaming Scalability." In Encyclopedia of Computer Graphics and Games, 1–3. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_218-1.

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Kirschner, David. "Multiplayer online gaming." In The Routledge International Handbook of Interactionism, 343–53. 1 Edition. | New York : Routledge, 2021. | Series: Routledge international handbooks: Routledge, 2021. http://dx.doi.org/10.4324/9780429276767-34.

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Ringland, Kathryn E. "Minecraft as an Online Playground." In Gaming Disability, 237–47. London: Routledge, 2022. http://dx.doi.org/10.4324/9780367357153-22.

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Wu, Huan. "Online Games Players in Darkness." In Gaming Disability, 196–209. London: Routledge, 2022. http://dx.doi.org/10.4324/9780367357153-19.

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De Sanctis, Fausto Martin. "Online Gaming: Casino, Lotteries, and Gambling." In Technology-Enhanced Methods of Money Laundering, 25–41. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-18330-1_3.

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Ku, Yungchang, and Saurabh Gupta. "Online Gaming Perpetrators Model." In Intelligence and Security Informatics, 428–33. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-69304-8_44.

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Conference papers on the topic "Online gaming"

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Austin, Kenneth. "Online gaming applications." In the SIGGRAPH 2003 conference. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/965333.965367.

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Yee, Nick, Nicolas Ducheneaut, and Les Nelson. "Online gaming motivations scale." In the 2012 ACM annual conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2207676.2208681.

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Raouzaiou, A., K. Karpouzis, and S. Kollias. "Emotion representation for online gaming." In 2003 International Conference on Multimedia and Expo. ICME '03. Proceedings (Cat. No.03TH8698). IEEE, 2003. http://dx.doi.org/10.1109/icme.2003.1220943.

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Ying-Chieh Chen, Jing-Jang Hwang, Ronggong Song, G. Yee, and L. Korba. "Online gaming cheating and security issue." In International Conference on Information Technology: Coding and Computing (ITCC'05) - Volume II. IEEE, 2005. http://dx.doi.org/10.1109/itcc.2005.215.

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Frank, Ian, Nobuhisa Sanbou, and Katsuaki Terashima. "Some positive effects of online gaming." In the 2006 ACM SIGCHI international conference. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1178823.1178909.

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S, A., DILSHAD ARA, MUNIA ZAMAN, and S. M. "Penetration Testing in Online Gaming Industry." In Fourth International Conference On Advances in Computing, Electronics and Electrical Technology - CEET 2015. Institute of Research Engineers and Doctors, 2015. http://dx.doi.org/10.15224/978-1-63248-069-9-19.

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Ferretti, Stefano, and Gabriele D'Angelo. "Mobile Online Gaming via Resource Sharing." In Fifth International Conference on Simulation Tools and Techniques. ACM, 2012. http://dx.doi.org/10.4108/icst.simutools.2012.247720.

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Yang, Kai, Xu Zhang, Yangchao Zhao, Qilin Fan, Qin Gao, Yongqiang Lyu, Hao Yin, and Zhan Ma. "Looking Into Online Gaming From Measurement Perspective." In 2019 IEEE International Conference on Service-Oriented System Engineering (SOSE). IEEE, 2019. http://dx.doi.org/10.1109/sose.2019.00035.

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Harnadi, Bernardinus. "Discovering Factors Associated with Online Gaming Behaviors." In 2019 16th International Joint Conference on Computer Science and Software Engineering (JCSSE). IEEE, 2019. http://dx.doi.org/10.1109/jcsse.2019.8864157.

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Ly, Cong, Cheng-Hsin Hsu, and Mohamed Hefeeda. "Improving online gaming quality using detour paths." In the international conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1873951.1873980.

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