Academic literature on the topic 'Online gaming'
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Journal articles on the topic "Online gaming"
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.
Full textKaumanns, 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.
Full textCurran, 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.
Full textTucker, H. "Gaming Online." ITNOW 53, no. 5 (August 31, 2011): 12–14. http://dx.doi.org/10.1093/itnow/bwr036.
Full textPalansky, 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.
Full textClose, 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.
Full textIde, 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.
Full textMarshall, 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.
Full textSchneider, 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.
Full textHeineman, 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.
Full textDissertations / Theses on the topic "Online gaming"
Perez, Michael. "MMO gaming culture| An online gaming family." Thesis, Florida Atlantic University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10096029.
Full textThis 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.
Jagad, Lakshmi Ms. "Online Gaming and Teamwork." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/communication_theses/83.
Full textPöyhtäri, A. (Aleksi). "Social gaming in online games." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201605221858.
Full textJarrett, 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.
Full textGaming 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.
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.
Full textMcGivern, 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.
Full textMagner, Timothy Joseph. "Performance and leadership in multiplayer online gaming." Thesis, Pepperdine University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3666206.
Full textMultiplayer 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.
Sanders, Benjamin George. "Opportunities and risks in online gaming environments." Thesis, University of Plymouth, 2016. http://hdl.handle.net/10026.1/8083.
Full textWalderstedt, 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.
Full textLarsen, 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.
Full textBooks on the topic "Online gaming"
McQuade, Samuel C. Internet addiction and online gaming. Edited by Gentry Sarah, Colt James P, and Rogers Marcus K. New York: Chelsea House, 2011.
Find full textVeale, Kevin. Gaming the Dynamics of Online Harassment. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-60410-3.
Full textFrequently asked questions about online gaming addiction. New York: Rosen Pub., 2010.
Find full textK, Gosling Victoria, and Light Ben, eds. Online gaming in context: The social and cultural significance of online games. Milton Park, Abingdon, Oxon: Routledge, 2011.
Find full textReisner, Meirav. Online interactive gaming: Research, design, and implementation of a multi-user online game. Oxford: Oxford Brookes University, 2002.
Find full textInc, 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.
Find full textBook chapters on the topic "Online gaming"
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.
Full textAndreae, 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.
Full textGrabowski, 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.
Full textFerretti, 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.
Full textFerretti, 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.
Full textKirschner, 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.
Full textRingland, Kathryn E. "Minecraft as an Online Playground." In Gaming Disability, 237–47. London: Routledge, 2022. http://dx.doi.org/10.4324/9780367357153-22.
Full textWu, Huan. "Online Games Players in Darkness." In Gaming Disability, 196–209. London: Routledge, 2022. http://dx.doi.org/10.4324/9780367357153-19.
Full textDe 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.
Full textKu, 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.
Full textConference papers on the topic "Online gaming"
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.
Full textYee, 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.
Full textRaouzaiou, 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.
Full textYing-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.
Full textFrank, 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.
Full textS, 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.
Full textFerretti, 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.
Full textYang, 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.
Full textHarnadi, 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.
Full textLy, 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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