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.
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 textKalkan, Bilal. "Problematic Internet Use, Online Gaming, and Online Gambling, and Their Relationships with Depression and Quality of Life among College Students." Ohio University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1494012918329096.
Full textAuer, M. "Behavioural tracking and the effects of responsible gaming tools and personalized feedback in online gambling." Thesis, Nottingham Trent University, 2015. http://irep.ntu.ac.uk/id/eprint/29002/.
Full textCross, Nicole Alexandra. "The Relationship of Online Gaming Addiction with Motivations to Play and Craving." Bowling Green State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1435084396.
Full textHare, S. "Online structured learning for real-time computer vision gaming applications." Thesis, Oxford Brookes University, 2012. http://radar.brookes.ac.uk/radar/items/f69640d5-8a5f-1c32-da7e-62bd84246979/1.
Full textHussain, Z. "Online gaming and addiction : a psychosocial investigation using mixed methods." Thesis, Nottingham Trent University, 2010. http://irep.ntu.ac.uk/id/eprint/49/.
Full textBrynhildsen, Niklas, and Julian Lundberg. "Närvarande Frånvaro -En kvalitativ studie av online-gaming i samborelationer." Thesis, Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-75508.
Full textGoodfellow, Catherine Elizabeth. "Online gaming in post-Soviet Russia : practices, contexts and discourses." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/online-gaming-in-postsoviet-russia-practices-contexts-and-discourses(43d061dd-5108-42e5-b0b1-87d396a53c0c).html.
Full textHÄHLE, GUSTAV. "SUSTAINABLE COMPETITIVE ADVANTAGES IN THE INDUSTRY OF MOBILE GAMBLING." Thesis, KTH, Nationalekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-199209.
Full textAnderson, Joanna M. "Gaming in Library Instruction." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/393.
Full textSterling, Rene. "Influence of Psychological Needs and Gaming Motivation on Well-Being of Adult Gamers." ScholarWorks, 2017. https://scholarworks.waldenu.edu/dissertations/3726.
Full textHellström, Charlotta. "Online gaming in relation to negative consequences and ill health among adolescents." Licentiate thesis, Uppsala universitet, Centrum för klinisk forskning, Västerås, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-210296.
Full textMelin, Ruben. "Pushing buttons: an ethnographic interview study on toxicity in online gaming cultures." Thesis, Uppsala universitet, Centrum för genusvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-444218.
Full textÅkervik, Mattias. "Network Gaming : Performance and Traffic Modeling." Thesis, KTH, Kommunikationssystem, CoS, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-92181.
Full textDet finns idag en stor mängd datorspel som spelas i flerspelarläge över nätverk. De spel som från ett hårdvaru- och nätverksperspektiv ställer högst krav är realtidsbaserade flerspelarspel. Slutanvändare av dessa realtidsspel både förutsätter och tar för givet att interaktionen sker i så nära realtid som möjligt samtidigt som dessa spel ofta stödjer ett stort antal samtidiga användare. De flesta nätverk är i första hand anpassade för rösttrafik (som första och andra generationens mobilnät) eller datatrafik (som trådade datanätverk). Det står inte klart huruvida någon av dessa nätverk kan garantera tillräcklig prestanda för att en acceptabel spelkvalité skall uppnås för slutanvändaren. Kärnan i denna rapport utreder vilka krav som dagens mest krävande realtidsbaserade flerspelarspel ställer på nätverken de spelas över samt kopplingen mellan brister i dessa nätverk och den upplevda spelkvalitén för användarna. Trafik genererad av realtidsbaserade flerspelarspel särskiljer sig från annan trafik både när det gäller generell karaktäristik och när det gäller de krav som de ställer på nätverken. Det är viktigt att ha en förståelse kring den trafik som dessa spel skapar, kraven de ställer, samt de konsekvenser ett misslyckande av upprätthållande av sådana krav medför. Denna förståelse är av yttersta vikt när man designar nya nätverk för att kunna erbjuda en passande Quality of Service för denna typ av interaktiva multimediatjänster.
MacGregor, Scott A. "Extension and Validation of an Adult Gaming Addiction Scale." Antioch University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1418231740.
Full textEklund, Lina. "The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity." Doctoral thesis, Stockholms universitet, Sociologiska institutionen, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-83163.
Full textAt the time of the doctoral defense, the following papers were unpublished and had a status as follows: Paper 1: Manuscript. Paper 2: Manuscript. Paper 3: Manuscript.
Tobias, Radeke. "The relationship between computer gaming hours and depression or social phobia in adults. An international online survey." Thesis, Uppsala universitet, Institutionen för kvinnors och barns hälsa, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-294371.
Full textWolfe, Amanda. "Massively Multiplayer Online Gamers: Motivations and Risks." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/cps_diss/74.
Full textJohnsson, Fredrik. "Mobility Gaming - Social Interaction in Massive Multiplayer Online Games within a mobile context." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21461.
Full textMörkdal, Dennis. ""Bara ett liv till" : En kvalitativ studie om vänskap genom gaming." Thesis, Stockholms universitet, Sociologiska institutionen, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-124932.
Full textWelsh-Morgan, Bryan. "The Impact of Online Games such as World of Warcraft on Today's Youth." UOIT, 2010. http://hdl.handle.net/10155/64.
Full textSutton, April G. "Avatar identification and its effects on MMORPG game play." Xavier University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1444130344.
Full textSandin, Ida. "Swedish Primary Teachers' Attitudes towards Integrating Gaming in the EFL Classroom." Thesis, Högskolan Dalarna, Pedagogiskt arbete, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:du-20494.
Full textLarsson, Oskar. "Appropriating Gaming - A Quantitative Content Analysis and Issue Mapping of the Online Campaign #NotMyBattlefield." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21377.
Full textChi, Chen Lai. "The value chain in the Asian online gaming industry : a case study of Taiwan." Thesis, University of Westminster, 2009. https://westminsterresearch.westminster.ac.uk/item/90w54/the-value-chain-in-the-asian-online-gaming-industry-a-case-study-of-taiwan.
Full textMaher, Mario, and Rahand Kader. "Using Online Communities and User-Generated Content for Innovative ProductDevelopment in the Gaming Industry." Thesis, KTH, Maskinkonstruktion (Avd.), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-256003.
Full textInformation från användare på internet kommer i olika former som t.ex. videor, sociala medier, recensioner och andra interaktiva program där information kan spridas. Informationen på dessa plattformar har potential att hjälpa utvecklare att få en djupare förståelse kring användarnas beteende, problem och behov, med syftet att fånga värde och implementera det för att öka chansen för framgångsrik produktutveckling. Målet med denna uppsats är att förstå hur användarskapat innehåll förhåller sig till produktutveckling samt hur användarskapat innehåll kan användas från idé till prototyp. Detta har uppnåtts genom att skapa en process som fångar kundvärdet av användarinformation som delas på internet. Information på internet kan ge en bättre uppfattning av kunders behov vilket i sin tur geren mer värdefull idégenereringsprocess. Med hjälp av iakttagelse och kommunikation med personer på olika onlineplattformar harinformation samlats in. Utifrån den insamlade informationen upptäcktes ett potentiellt behov förpersoner som led av kalla händer när de spelade dataspel. Utifrån behovet utvecklades ett konceptsom potentiellt kan uppfylla behovet och lösa problemet. Konceptet är i form av en prototyp som eventuellt kan leda till en ny produkt – en spelmus med värme. Processen med datainsamlingen som tog fram den nya prototypen satte grund för rapporten. Rapporten kommer fram till ett verktyg som förklarar hur processen drar fördel av användare på webben för att ta fram nya idéer för produktutveckling, idéer som sannolikt är mer anpassade tillkunderna och deras behov än vad idéer från traditionella produktutvecklingsprocesser är.
Forsell, Philip. "Gaming and School Langauge : A study of gamers’ use of a second language and attitudes towards English during online gaming and in the classroom." Thesis, Högskolan i Gävle, Avdelningen för humaniora, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-23592.
Full textPomili, Luigi. "Architettura di supporto al peer-to-peer gaming basata su network coding." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/6224/.
Full textRolland, Øyvind. "Online Location-based Mobile Gaming : CityZombie - A basic approach to introducing location in mobile games." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8897.
Full textMobile phone gaming has seen an enormous growth over the last decade and many countries now have more cell phone subscriptions than they have people. Combined with the ever increasing interest in games, the mobile gaming market still hasn't reached it's full potential. Newer and more powerful phones with interesting features hit the market every day. Many of those features are directed at locating position, and that opens up for the prospect of location-based gaming. This branch of gaming is still in the starting phase, and public awareness is relatively low. Meanwhile, developers and operators explore the opportunities that are yet to be tested. In this project, we have developed a game to test different aspects related to infrastructure, network and playability in location-based mobile gaming. From the testing of GSM and UMTS networks, results show that basic network properties such as CellID can be utilized to make challenging and social games. Furthermore, the tests hinted at UMTS as the best suited network to perform location-based gaming, as the smaller and less overlapping zone structure, response times and bandwidth facilitates a multiplayer game better than the GSM network. This is not a global truth, though, since EDGE increases the GSM response times and bandwidth to an acceptable level. As long as a suitable mapping of game zones and real-world cells can be made, GSM is still a candidate in many environments. Developers face new challenges with location-based gaming, as testing no longer can be confined to the development environment. Extensive field testing is vital to both flesh out techincal issues as well as gameplay-related issues. Outdoor distances makes testing take longer time, and communication between test team and developers is harder than in a studio. Finally, playtesting shows that most people are open to the idea of physical movement as input when playing in a virtual reality. When incorporating social elements and multiplayer options in a dynamic setting, location-based games can be seen as a replacement for a friendly football game or similar outdoor activities. When such an approach can be made, while keeping communication and team-feeling among players high, the full potential of location-based gaming migh be unlocked.
Graso, Jana. "The “Reality” of Misogyny in Online Gaming Communities : A Qualitative Study on Female Minecraft Players." Thesis, Stockholms universitet, JMK, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-133643.
Full textArnason, Stephanie Lara. "Regulating online games in China : policy, practice, innovation, and change." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/17032.
Full textKubik, Erica. "From Girlfriend to Gamer: Negotiating Place in the Hardcore/Casual Divide of Online Video Game Communities." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1260391480.
Full textLewis, Michael Scott. "Massively Multiplayer Online Roleplaying Gaming:Motivation to Play, Player Typologies, and Addiction." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461232700.
Full textWiberg, Magnus, and Victor Lundblad. "Man skola spela! : En enkätstudie om hur gymnasieelevers onlinespelsvanor samvarierar med skolprestation och socialt umgänge." Thesis, Linköpings universitet, Socialt arbete, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-110012.
Full textMattsson, Annette. "Learning by gaming : A comparison of how Swedish upper secondary male and female students learn English." Thesis, Mälardalens högskola, Akademin för utbildning, kultur och kommunikation, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-49113.
Full textPersson, Hans. "A stealth poker bot: Theories for avoiding the detection of a poker bot during online gaming." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20415.
Full textThe purpose of this essay is to investigate and develop theories to avoid detection during online gambling using a poker bot. A bot is a program that performs a set of operations within a given set of rules without the need of a user to control or monitor the program. The theories must be general enough to be used for a wide variety of popular online poker gaming sites. The poker game referred to in this essay is Texas Hold’em poker, a form of gambling that has gained much attention in the media over the last few years thanks to large payouts and a widespread use on the Internet.
Kowert, Rachel V. "Gaming in a social world : examining the relationship between social competence and online video game involvement." Thesis, University of York, 2013. http://etheses.whiterose.ac.uk/5284/.
Full textSato, Rachel Akiko. "Examining young Australian men's help-seeking towards mental well-being in a problematic online gaming context." Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/108149/1/Rachel%20Akiko_Sato_Thesis.pdf.
Full textJonsson, Andreea Florentina. "In computer veritas : Flaming as a form of toxic online disinhibition and its triggers in World of Warcraft." Thesis, Uppsala universitet, Medier och kommunikation, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-257180.
Full textVu, Thanh Long X. "360 Gunner - A 2D platformer to evaluate network latency compensation." Digital WPI, 2019. https://digitalcommons.wpi.edu/etd-theses/1335.
Full textLennvall, Jessica. "SPELVANOR I RELATION TILL TRIVSEL I SKOLAN, SKOLK OCH HÄLSA : En populationsbaserad studie bland ungdomar i Västmanland." Thesis, Mälardalens högskola, Akademin för hälsa, vård och välfärd, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-32055.
Full textBakgrund; Det är viktigt ur ett folkhälsoperspektiv att få en ökad förståelse kring ungdomars vardag, deras livsvillkor och levnadsvanor för att främja för en hälsosam framtid. Idag är dataspelandet online en stor del av ungdomars vardag, dock är online spel framförallt datarollspel såsom Massively multiplayer online role-playing game (MMORPG) mer framträdande när det gäller ett problematiskt spelande. Tidigare forskning har påvisat negativa hälsokonsekvenser och följder så som skolk och sämre skolprestation hos vissa av spelarna. Syfte; Studien syftade till att undersöka spelande bland ungdomar i Västmanland och sambandet mellan spelande, trivsel i skolan, skolk samt hälsa. Metod; Studien har en deduktiv kvantitativ ansats med en tvärsnittsdesign och populationsbaserad data från Liv och hälsa ung studien 2012 användes. Resultat och Slutsats; Studien påvisade att majoriteten av ungdomarna aldrig till sällan spelar, dock är killarna mer utmärkande då det kommer till spelande och 1149 av totalt 2080 uppger att de spelar cirka två till sju dagar per vecka. Vidare framkom samband mellan skolk och spel, då de som skolkar har ökade odds för att spela i jämförelse än de som inte skolkar. Inga signifikanta samband framkom gällande hälsa och spel där spel utgjorde den beroende variabeln i logistisk regression.