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1

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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6

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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10

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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11

Kalkan, 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.

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12

Auer, 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/.

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Interactive technology has helped online gambling to become a more popular leisure time activity over the last decade. Alongside this development, new forms of Responsible Gaming tools such as voluntary limit setting and personalized feedback have been introduced. These interventions require a gambling environment with identified play such as online gambling and card-based land-based gambling. This thesis investigates the effects of personalized Responsible Gaming tools on subsequent gambling behaviour and also introduces a novel measure of monetary gambling involvement (i.e., 'theoretical loss'). Following reviews of the relevant literature and methodologies used, Studies 1 and 2 in Chapters 4 and 5 introduce the concept of theoretical loss, a monetary measure of gambling intensity. Study 1 utilised a simulation experiment and concluded that the theoretical loss is advantageous over bet-size with regard to measuring monetary involvement. Study 2 validated the results of Study 1 based on real-world gambling data from a large sample of 100,000 online players. Study 3 is also based on a sample of players from a real-world gambling environment and concluded that the setting of voluntary time and money limits lead to positive changes in gambling behaviour. It was also shown that the effect of time and money limits depended upon the types of games played. For instance, slot players benefited from money limits whereas poker players spent less money playing if they set time limits. Studies 4 and 5 investigated the effects of a pop-up message that appeared after 1,000 consecutive slot games. Both studies showed that only a minority of playing sessions lasted longer than 1,000 consecutive games. Study 4 compared the number of sessions that lasted 1,000 games before the pop-up was introduced with the number of sessions that lasted 1,000 games after the pop-up was introduced. Results demonstrated that the pop-up prompted a small minority of players to cease their playing session. Study 5 investigated a modified pop-up message that was formulated in a motivational way and contained normative information. Almost twice as many players ceased to play as a consequence of the enhanced pop-up message compared to the previous simple pop-up message. This led to the conclusion that the way a message is formulated is a crucial aspect of behavioural change. The hypothesis that self-appraisal messages and normative feedback have an effect on behavioural change was supported. In Study 6, players of an online gambling website who had voluntarily signed up to a behavioural feedback system (i.e., mentor) where subject to analysis. These players received elaborate visual and numerical information concerning the past six months of their gambling behaviour. The player front-end – which displayed various types of information (losses, types of games played, playing duration, etc.) – was in line with Human-Computer-Interaction (HCI) principles. Results indicated that the personalized feedback system achieved the anticipated effect and that the time and money spent gambling was significantly reduced compared to that of the control group. The main results were also validated by additional analysis showing that the individual players reacted similarly with respect to time and money spent when provided with personalized feedback. The studies in this thesis demonstrate for the first time that voluntary limit setting, interactive pop-up messages, and personalized feedback can affect player behaviour positively in a real-world environment. The studies also demonstrate differences among subpopulations of players. It is almost impossible to uncover such insights in laboratory settings or with self-recollected information because a longer history of playing behaviour is necessary in order to extract player profiles. However, this thesis did not consider cognitive information as it was purely based on behavioural tracking data. Also, the data mostly came from one operator and players were not randomly assigned to experimental conditions. Consequently, future research should try to overcome these limitations and combine cognitive and behavioural data.
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Cross, 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.

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Hare, 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.

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In recent years computer vision has played an increasingly important role in the development of computer games, and it now features as one of the core technologies for many gaming platforms. The work in this thesis addresses three problems in real-time computer vision, all of which are motivated by their potential application to computer games. We rst present an approach for real-time 2D tracking of arbitrary objects. In common with recent research in this area we incorporate online learning to provide an appearance model which is able to adapt to the target object and its surrounding background during tracking. However, our approach moves beyond the standard framework of tracking using binary classication and instead integrates tracking and learning in a more principled way through the use of structured learning. As well as providing a more powerful framework for adaptive visual object tracking, our approach also outperforms state-of-the-art tracking algorithms on standard datasets. Next we consider the task of keypoint-based object tracking. We take the traditional pipeline of matching keypoints followed by geometric verication and show how this can be embedded into a structured learning framework in order to provide principled adaptivity to a given environment. We also propose an approximation method allowing us to take advantage of recently developed binary image descriptors, meaning our approach is suitable for real-time application even on low-powered portable devices. Experimentally, we clearly see the benet that online adaptation using structured learning can bring to this problem. Finally, we present an approach for approximately recovering the dense 3D structure of a scene which has been mapped by a simultaneous localisation and mapping system. Our approach is guided by the constraints of the low-powered portable hardware we are targeting, and we develop a system which coarsely models the scene using a small number of planes. To achieve this, we frame the task as a structured prediction problem and introduce online learning into our approach to provide adaptivity to a given scene. This allows us to use relatively simple multi-view information coupled with online learning of appearance to efficiently produce coarse reconstructions of a scene.
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Hussain, Z. "Online gaming and addiction : a psychosocial investigation using mixed methods." Thesis, Nottingham Trent University, 2010. http://irep.ntu.ac.uk/id/eprint/49/.

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Online virtual worlds known as Massively Multiplayer Online Role-Playing Games (MMORPGs) have gained increased popularity over the last decade. MMORPGs provide a sophisticated environment that enables complete immersion within the virtual world to the extent that it may become an alternative reality to its users. Some researchers have suggested that online gaming addiction is growing in prevalence among adolescents and adult gamers. It has been proposed that research is needed to establish the incidence and prevalence of MMORPG addiction. The aim of this body of research was to examine the impact of MMORPGs (psychologically and socially) on peoples’ lives for the purpose of providing an empirical research base on which future research in the area can build. Using a mixed methods approach for data collection and analysis, an online scoping study, interview study and two questionnaire studies were conducted. The thesis provides a detailed conceptualisation of the psychological processes involved in MMORPG playing. The thesis was directed by previous research into video games, online gaming and addiction which provided a substantive picture of the psychosocial effects of online gaming. The findings showed that there were both positive and negative effects associated with online gaming; gamers used MMORPGs to alleviate negative feelings and to meet new people, learn about new cultures, and build friendships. Gamers also provided detailed descriptions of personal problems that had arisen due to playing MMORPGs. A small percentage of gamers (3.6%) were classified as addicted to MMORPGs, these gamers may find it difficult to control their game playing behaviour. However, there are still gaps in our knowledge of MMORPGs. Overall, the research has shown that the psychology of MMORPGs is an important topic that requires further in-depth investigation. The present research has revealed valuable information about the impact of MMORPGs on the lives of gamers that can be built upon by other researchers. Implications of the findings regarding excessive playing and addiction to MMORPGs, and social responsibility were discussed, and recommendations for future research studies were proposed.
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Brynhildsen, 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.

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Online-gaming (OG) is a fast-growing phenomenon that could have a major impact in people's life. This study analyses the impact online-gaming has on cohabitational-love relationships and outsiders of the OG world. The study is based on six qualitative interviews with couples engaged in the world of internet-usage and OG. The interviews were performed both individually and together with their partner. There are many positive effects that comes with internet and OG, but there are also plenty of negative. Central questions for this study are therefore how OG are perceived within the relationships and how the potential consequences it leads to are dealt with. The study also discusses who the problem initiator is, and how the negotiation within the relationship looks like. Previous research shows conflict as a result of too much time spent with online-gaming. The result of this study therefore aspires to add a complementary layer to what may be the cause of these conflicts. The result shows that a lack of accountability and too much time spent involved with OG creates reasons for conflict. The presented solution included mutual agreement for what is to be seen as a fair amount of time spent with OG. If the time exceeds stated agreement, it seemed to be a reason for conflict. But if not, OG would mostly be seen as something positive for both parties when it comes to their individual well-being.
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Goodfellow, 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.

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In terms of both production and consumption, video games and gaming are a significant phenomenon in Russia, a fact acknowledged by the authorities and mainstream media. Although internet use in Russia has been a point of academic interest over the past few years, scholars have been slower to research video games despite their increasingly popular position in the media ecology of the region. Similarly, despite the abundance of theory and data on gaming in North America and Europe, game studies researchers have hardly skimmed the surface of the cultures, preferences and activities of gamers further afield. This dissertation investigates the online gaming sphere in Russia, presenting an empirical study of the industry, providing insight into gamers themselves, and analysing the media and political discourses surrounding gaming in Russia. In this study, I draw upon survey data, forum, website, and blog posts, user comments from gaming forums and analyses of local games to construct a picture of gaming activity and identity amongst gamers. In particular, I show how Russian-speaking gamers present themselves as members of a distinct subcultural group. Online gamers who participated in this study are shown to consume and discuss games in ways that can differ from elsewhere in the world, but they still retain common beliefs about the importance of expertise, taste and self-discipline within the gaming community. They display a great deal of knowledge about the games and communities available to them locally, while also consuming foreign games in selective and critical ways. For the reader conversant with game studies work, the dissertation constitutes a challenge to West-centric theories of gaming and gamers and demonstrates the importance of cultural context in shaping gaming practice. Throughout the dissertation, interactions between global and local, media and subcultural definitions of ‘gamer’ are crucial to understanding how gaming plays out in a Russian context. The self-definition of gamers differs greatly from mainstream media concepts of gamers. I contextualise discourses of the gaming self within an analysis of how the Russian media presents gamers as young people in need of moral and emotional guidance. Moreover, I show how contemporary media assessments of games and gamers have much in common with earlier moral panics about Western-inflected media and subcultures, such as rock music and style. Ultimately the gaming landscape in Russia is shown to be full of tensions, and the task of this dissertation is to identify, assess and compare these disparate discourses.
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HÄHLE, 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.

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This study investigates how firms in the mobile gambling industry can develop long-term competitive advantages through utilizing firm specific resources and capabilities. The aim of this research is to connect classical theoretical knowledge with the challenges the modern industry of mobile gambling is facing. Earlier research within the subject are limited, however previously findings indicates that fast response time, logic site mapping and security are important factors when consumer are choosing supplier for mobile gambling. Data is collected through a consumer survey and interviews with three industry experts, moreover; a theoretical framework from previously conducted research are underpinning the study. The results show that firms should focus internal resources and capabilities to develop a superior technology. A superior technology can generate numerous of competitive advantages, as well as working as a leverage effect in other areas. Moreover, superior technology will also likely be sustainable over time by being governed by isolating mechanisms. Lower price is discussed as a competitive advantage in the mobile industry, however findings indicates several of long run negative effects enabled through a lower price. Future research needs to investigate how customization and dynamic offerings can optimize a firm’s profit. Future research should also investigate what kind of negative effects mobile gambling could have on the social welfare in terms of total effects.
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Anderson, Joanna M. "Gaming in Library Instruction." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/393.

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An increasing amount of coursework, both at the secondary and postsecondary level, is being conducted online. This shift in the delivery method of education which began at the college level is now occurring throughout the K-16 continuum. Because many of the students in these classes and programs will never set foot into the host institution, this transformation has necessitated a great deal of change in all aspects of library services, including information literacy instruction. This conference program will spotlight some innovative ways that libraries are conducting and delivering instruction to this new cohort.
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Sterling, Rene. "Influence of Psychological Needs and Gaming Motivation on Well-Being of Adult Gamers." ScholarWorks, 2017. https://scholarworks.waldenu.edu/dissertations/3726.

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Adult online gaming is a fast-growing global entertainment industry, and many gamers spend more time playing games and less time engaging in work or other activities, which negatively affects their lives and relationships. This quantitative study addressed how psychological needs and gaming motivation predicted gaming behavior, life satisfaction, and relationship satisfaction using a mediational model. The theoretical foundation was self-determination theory, which addresses how personal choices are influenced by internal factors, especially psychological needs and motivation. An online survey was used to collect self-reported data from a convenience sample of 935 adult gaming participants using the Basic Needs Satisfaction in General Scale, the Gaming Motivation Scale, the Satisfaction with Life Scale, the Relationship Assessment Scale, and a short demographic questionnaire. Results of multiple regression analyses indicated gaming motivation was a significant mediator of life satisfaction and relationship satisfaction. However, gaming motivation was not a significant mediator of gaming behavior. Findings of this study indicate that for online gamers, quality of life (life satisfaction and relationship satisfaction) is enhanced when gaming motivation is high, suggesting that joy of gaming can positively influence other aspects of life, when psychological needs (autonomy, competence, and relatedness) are positive as well.
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Hellström, 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.

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Melin, 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.

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The purpose of this study is to research toxicity through how it was understood, experienced, and described by game enthusiasts. The toxicity described is further explored through theories of cultural and symbolic domination and through feminist game studies and the lens of masculinity theory. I have thus looked at the cultural fields of online gaming as social domains sometimes structured by hierarchies, where subjects may be positioned in relation to one another by virtue of norms, their identities, habitus, symbolic capital and through (more or less symbolic) violence.  The study is based on semi-structured interviews with six gaming enthusiasts who are about twenty to forty years old, five identifying as men and one identifying as a woman. Interpretation has been conducted through a thematic and discourse analytically inspired method, and through the theoretical framework primarily consisting of Bourdieu´s (developed) theoretical concepts of fields, capital, habitus and symbolic violence, combined with Iris Marion Young’s theory of cultural dominance and social constructionist theories on masculinity. The study shows how subjects may make sense of online gaming as a social arena often associated to online violence and discrimination, and how this can be further analysed from a gender studies perspective.
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Åkervik, Mattias. "Network Gaming : Performance and Traffic Modeling." Thesis, KTH, Kommunikationssystem, CoS, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-92181.

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There are several different types of games that are played in multiplayer mode over networks. The type of network games that, from a network’s perspective, are the most demanding is real-time based multiplayer games. Users of such games both assume and require that game play interaction happens in near real-time and these games often support a large number of simultaneous players. Most networks are specialized to either voice traffic (such as the first and second generation of mobile networks) or data traffic (such as wired data networks). It is not clear that the requirements for such real time games can always be met on either type of network. The core of this thesis investigates the performance requirements real-time multiplayer games place on packet switched data networks and the connection between network impairments and game quality degradation. Traffic generated by network games distinguishes itself from other traffic both regarding its general characteristics and the requirements it places on the network. Understanding these traffic characteristics, requirements, and what consequences failures to support such requirements entail are of great importance when designing new networks in order to guarantee suitable quality of service for such real-time games.
Det 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.
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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.

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Eklund, 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.

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This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. Applying an everyday perspective, focus is on gamers’ day-to-day practices and experiences. Studies I and II enquire into relational aspects of social gaming based on interviews and survey data. Study III investigates the relationship between game design and gamer agency and its importance for social interaction with strangers, using in-game participant observation. Lastly in Study IV, building on interviews, female gamers come to the fore as their gender construction in an online game is examined with the aim of understanding the connection between online and offline. The main result concerns how social gaming takes place in various social relations. How gaming comes to be―what it means―is dependent on the relations between gamers, be they family members, real life friends, Internet friends or strangers. In these interactions, gender and sexual identity are realized; in the relations between gamers, physical proximate or online. Finally, virtuality is shown to be a social accomplishment of the people engaging in games rather than a property of the games themselves. Focus on the relational unveils how gaming comes to be in the process of interaction, a process at the same time dependent on underlying structures, i.e. games as designed platforms with certain affordances for social behaviour. We are able, thus, to reconcile the social constructivist position that (social) gaming is created in the relations between gamers engaging in games with the more formalist approach that games are rule based structures. Games create a foundation for interaction that can further develop into the creation/maintenance of relationships and identity.

At 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.

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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.

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Background: In the past decades, there was a worldwide increase in people playing video games. Researchers have started to conduct studies and identified positive and negative associations with video gaming. Comparable studies have been done.   Aim: The aim is to analyse, if there is an association between the average hours an adult participant has played computer games per day and depression or social phobia.   Methods: Data from 4,936 adults who voluntarily participated in an online survey which was posted in the forum ‘www.reddit.com’ has been analysed. The survey included two verified Scales (CES-D and SPIN). Multiple linear regression was applied to test for significance respectively for each sex and after adjusting for other variables.   Results: More than 56% of the participants were above the suggested cut-off scores of the CES-D Scale and more than 44% of the SPIN Scale. Positive associations were found between ‘Computer Gaming Hours’ and the outcomes ‘Depression’ and ‘Social Phobia’ in the total population. After stratifying for gender, no associations were found in all groups in the variable ‘Gender’ towards the outcome ‘Depression’. However, a positive association was found towards the outcome ‘Social Phobia’ for ‘males’ and ‘females’.   Conclusions: The findings are not generalizable. Researcher need to investigate the differences between the results of this study compared to other studies, as well as the high prevalence of depression and social phobia among the participants. Additionally, more studies need to investigate, if having a depression or social phobia can lead to increased video gaming hours.
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Wolfe, Amanda. "Massively Multiplayer Online Gamers: Motivations and Risks." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/cps_diss/74.

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Massively multiplayer online games (MMOGs) are a popular type of online video game. While these games and their players have been studied previously, there is gap in the literature that examines the relationship between one’s motivation to play MMOGs and loneliness, depression, and problematic use. For this study, 440 players of World of Warcraft (WoW), a popular MMOG, completed a demographics questionnaire and four measures, including Williams, Yee, & Caplan’s (2008) motivation measure, Peter’s & Malesky’s (2008) World of Warcraft-specific Problematic Usage-Engagement Questionnaire, UCLA’s Loneliness scale, and The Depression Anxiety Stress Scales. Results from quantitative analyses suggest that MMO players who are motivated to play for reasons of achievement and immersion are more likely to experience problematic use than those persons who play for social motivations. Loneliness and depression were only positively related with immersion motivated players, and there exists a significant negative relationship between social motivation and depression. These results suggest that gamers who play WoW for immersive reasons are the most at-risk in comparison to their peers. Implications for counseling, limitations, and directions for future research are discussed.
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Johnsson, 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.

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“Mobility Gaming” entails research done on how the social interaction within MMOG / MMORPG can be brought into a mobile context. The central issues in the research how MMOG players communicate and interact with each other today and how it can incorporate user mobility. Based upon this the research is focused on how the connection between non physical space, game world, and the physical space can be interconnected to enable the interaction to still occur. A prototype environment is created in with the user interaction can be tested and experienced. Cellphone and PDA clients have been developed alongside a server service to facilitate user based testing within this environment. The research done during this thesis have shown me that the user desires to reach each other is a very viable but not developed area for interaction within game environments.
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Mörkdal, 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.

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Syftet med denna uppsats är att undersöka upplevelser av hur sociala nätverk byggs och upprätthålls genom deltagande i flerspelar digitala spel över internet, så kallade online gaming. Detta har gjorts genom att studera spelare inom genren MMO. Studien har använt sig av Bourdieus kapital teori för att studera om det sker någon utväxling av socialt kapital från online till offline. Den har även sig av Consalvos begrepp gaming kapital för att studera om kunskap i spel kan övergå till ett socialt kapital. Empirin har samlats in genom kvalitativa semistrukturerade intervjuer med fem informanter.Resultatet visar att socialt kapital sällan utväxlas från online till offline. Informanterna har skapat breda kontaktnät online men det är endast vid ett tillfälle i studien då det lett till ett möte offline. Resultatet visar även att gaming kapital kan övergå till socialt kapital. Då det anses som någonting önskvärt inom spelen blir det en resurs som andra spelare efterfrågar och kontakt uppsöks.Slutsatsen är att vänskap bildas genom online spel men är oftast av svagare band och saknar djupare emotionella utbyten. Uppsatsen bidrar med en ökad förståelse av skapande och upprätthållande av vänskap och gemenskap genom online spel och en ökad förståelse i bryggan mellan online och offline.
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Welsh-Morgan, Bryan. "The Impact of Online Games such as World of Warcraft on Today's Youth." UOIT, 2010. http://hdl.handle.net/10155/64.

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Sutton, April G. "Avatar identification and its effects on MMORPG game play." Xavier University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1444130344.

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Sandin, 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.

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A current topic in Swedish schools is the use of computer games and gaming. One reason is because computers are becoming more and more integrated into the schools, and the technology plays a large role in the everyday lives of the pupils. Since teachers should integrate pupils’ interests in the formal teaching, it is of interest to know what attitudes teachers have towards gaming. Therefore the aim of this empirical study is to gain an insight into the attitudes Swedish primary teachers have towards online and offline computer games in the EFL classroom. An additional aim is to investigate to what extent teachers use games. Five interviews were conducted with teachers in different Swedish schools in a small to medium-sized municipality. After the interviews were transcribed, the results were analyzed and discussed in relation to relevant research and the sociocultural theory. The results show that teachers are positive towards games and gaming, mostly because gaming often contains interaction with others and learning from peers is a main component in sociocultural theory. However, only one out of the five participants had at some point used games. The conclusion is that teachers are unsure about how to use games in their teaching and that training and courses in this area would be valuable. More research is needed within this area, and it would be of value to investigate what suggested courses would contain and also to investigate exactly how games can be used in teaching.
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Larsson, 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.

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This thesis aims to examine how online engagement in the #NotMyBattlefield campaign can be understood as an online harassment campaign and a continuation of the Gamergate controversy. Research has shown that Gamergate was appropriated by external political groups, such as the Alt-Right. The Alt-Right is known to be highly adept in media manipulation, executing deliberate framing strategies as a means to push political agendas and gain influence online (Blodgett, 2020, p. 187; O’Donnell, 2019, p. 10). The group's appropriation of Gamergate and gaming culture is highly indicative of the politicisation of gaming culture. The aim of this research is twofold. First, an overarching content analysis seeks to analyse the rhetoric arguments and thematic patterns found in conjunction with the hashtag #NotMyBattlefield on Twitter. Secondly, this thesis employs an adapted version of Burgess and Matamoros-Fernández (2016) method of issue mapping. The purpose of this mapping is to analyse the campaign’s relationship to prominent actors within online media, as well as to examine the structure and patterns the campaign followed. The combined results of the content analysis and issue mapping reveal how the #NotMyBattlefield can be understood as a continuation of Gamergate, influenced by Alt-Right ideologies. They bare similarities in the way feminism and political correctness are painted out to be instigators of an attack on gaming culture.Furthermore, the results also reveal how such campaigns are primarily reactionary - only showing increased levels of activity in response to external factors and events. At no point in time did the campaign show any indications of self-sustained motivation or engagement. The results of this thesis further signify the politicisation of gaming culture. The influence of external forces, such as the Alt-Right, signifies a need for further research in order to gain a better understanding of how to circumvent and prevent the radicalisation of gaming.
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Chi, 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.

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This research examines the changing nature of the Asian online gaming industry and the position of Taiwan in the regional market. The evidence used was gathered through fieldwork conducted in Taiwan, Beijing and Shanghai from January to October in 2007. Firstly, it explores the situation from the perspective of political economy in order to understand the process of commodification, including production, marketing and distribution. The research establishes that the game industry operates within a highly competitive market requiring substantial investments. Since game production requires complex technological skills, there is a high capital cost, and the process is very time consuming. Today's online gaining business has segmented into different sectors with varying roles, i.e. developer, publisher, distributor and operator, controlled by different players in the business. The research shows that Asian game firms seek vertical synergies by expanding complex collaborative networks of production, marketing and operation in order to minimize costs and maximize profits. This implies that an international value chain has been established within the regional economy due to that the capacity of modern East Asian cities to accelerate the integration of the online gaming industry into regional economic activity. Secondly, online gaming overall is a popular form of interactive entertainment in the intra-Asian market. The key theories used to understand digital games are debated between narratology and ludology. However, neither is capable of providing an explanation for the Asian gaming culture. On further examination, certain types of game genres, 'wuxia' and 'cute' games, are found to have a particular appeal for Asian users. The wuxia genre is exclusively circulated in the greater Chinese cultural arena. The 'cute' game originates from the protagonists and themes of Japanese video games. This genre is well accepted by Asian users living in urban environments, and has become a force to unite city gainers in different Asian countries. Lastly, the thesis explores the unique position of Taiwan's game industry, which has been transformed from a test-bed for games aimed at the Chinese market into an intermediary between China and the rest of the world. Before 2002, Taiwan was regarded as a springboard for foreign firms wishing to enter the big Chinese market. Now, China's game industry has emerged and Chinese games have been exported to other Asian countries. Currently Taiwan is the biggest export market. The sophisticated features of the Taiwanese market mean that it can act as a stepping stone for Chinese game firms wishing to expand into wider regional and global markets.
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Maher, 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.

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Information from users on the internet come in different forms and shapes, e.g. videos, content on social media, reviews and other interactive platforms where information can be shared. The information on these platforms have the potential of helping developers gain a deeper understanding about users’ behavior, problems and needs for the purpose of capturing value and implementing it to increase the chance of successful product development. This paper aims to explore the role of User-Generated Content in New Product Development and how User-Generated Content can be used from idea to prototype. This is achieved by setting up aprocess for capturing customer value with the help of user information that is shared on the internet. Information on the internet can give an accurate understanding of customers’ needs which allows for a valuable idea capturing process. Information was gathered with the method of collecting information by monitoring and communicating with people on different online platforms. Based on the acquired information from users, a pain for customers with cold hands while gaming is discovered. From the understanding of the problem, a concept is derived as a possible solution. The concept is in the form of a prototype that is a possible suggestion for a new product to be developed – a gaming mouse with heat. The process which brought forward the new prototype set the foundation for this report. The result of the report is a process of how to operate with users on the web to generate new ideas for New Product Development, ideas that likely are more aligned with customer needs compared to traditional New Product Development processes.
Information 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.
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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.

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This research paper investigates the language that is used by upper secondary students both in gaming and in school related situations. The overarching aim is to compare the language that students in upper secondary school use during online gaming and in classroom situations and how one influences the other and what attitudes students have regarding spoken English during online gaming and in the classroom. A questionnaire was used to gather information about the students’ gamer habits and how they perceive the connection between online games and second language learning. The results provided by the questionnaire showed that there is a positive attitude among the students regarding how online games can provide opportunities for expansion of a second language vocabulary. Many of the students felt that the online sphere provided a more secure and more accessible setting for learning than what their school could give them. It also showed that second language learning through online gaming is possible, but at the same that the language provided through online games has limited use in for example a school environment. Words and phrases that the students have picked up from online gaming are in many cases not useful outside of the speech community of gamers. Therefore, the conclusion that was made was that online gaming is a large part of many students’ second language learning and that many students feel that is a more accessible way to learn a second language. Therefore, a didactic implication is that it is important that teachers start to include online gaming language in their education.
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Pomili, 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/.

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La popolarita` dei giochi online e` in crescita, ma allo stesso tempo le architetture proposte dagli sviluppatori e le connessioni di cui sono dotati gli utenti sembrano restare non adeguate a questo. Nella tesi si descrive un'architettura peer-to-peer che riesce ad effettuare una riduzione nella perdita dei pacchetti grazie al meccanismo del Network Coding senza effetti collaterali per la latenza.
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Rolland, 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.

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Mobile 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.

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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.

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This study explores the implications of misogyny in the virtual and physical worlds. The 2014 GamerGate scandal shed light on the immense violence to which female gamers and gaming entertainment consumers are so frequently exposed to. Minecraft is the most played mass online multiplayer game in the world with over 100 million copies sold. The open gameplay mode of Minecraft and the non-linearity of the objective of the game has grown into a lush ground for violence, as there are seldom physical or virtual repercussions for verbal violence online. Gendertrolling has become a pastime within the gaming world on its own and focuses on specifically targeting women and ranges from benign jokes to violent threats of rape and murder. There seems to be a feeling of lack of physical world consequences for those that keep women from fully participating online. By drawing upon the concept of digital dualism, this study discusses the implications of being exposed to online threats online and women’s self-regulation and ways of navigating the hostility of the online gaming world.
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Arnason, Stephanie Lara. "Regulating online games in China : policy, practice, innovation, and change." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/17032.

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The policy and practice of media regulation in China is quickly evolving to cope with the regulatory challenges presented by the rapid development and convergence of new media technology. These challenges include the increasing economic power of international and private stakeholders within this space, as well as the constantly evolving uses of highly converged media. Online games are a central part of this evolving dynamic, which is characterized by strong tensions between producers and operators, government regulators, and users of online games. This research explores the changing dynamic of online games regulation in China as it responds to the forces of internationalization and privatization. It also seeks to identify critical issues for policy development in China that are raised by the new and innovative ways that this media is being used. It draws from and contributes to scholarship from a number of disciplines, but primarily approaches the research from a media studies and area studies perspective. The thesis is presented in five chapters. Chapter I begins with a discussion of emerging practice in online games and its wider policy implications. This is followed by a literature review and an explanation of the methodological approach, which included: case study methodology, participant observation, and key informant Interviews with policy, legal, and game industry experts in China. The core research is then presented in three chapters. Chapter II is a detailed contextual narrative that describes China’s online games policy and places it in historical perspective. Chapter III is an exploratory analysis of key institutions, stakeholder interests, and interactions that shape practical regulation of online games in China. Chapter IV presents a focused analysis and discussion of the gold farming case. The thesis concludes with a summary and discussion of research contributions in Chapter V. The final discussion highlights how the thesis contributes to knowledge in three key areas: new media in China, policy studies of China, and media convergence.
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Kubik, 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.

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Lewis, 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.

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Wiberg, 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.

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I det moderna samhället har internet och spelande av olika slag som sker genom internet blivit alltmer populära aktiviteter. I takt med den explosionsartade utvecklingen har även problematiskt beteende följt i form av onlinespelsmissbruk, som blivit ett så pass omfattande problem att det idag omnämns som diagnosen ”Internet Gaming Disorder”, IGD. Företeelsen har dock inte enbart blivit mer framträdande vad gäller aktiviteten i sig utan också gällande mängden forskning som görs inom området. Den population som studeras flitigast och där onlinespelandet är som mest framträdande är bland yngre människor och främst bland pojkar och män. Mycket av den forskning som genomförts har behandlat onlinespelandets påverkan på individen samt dess inverkan på skola och utbildning. Syftet med denna studie är därför att undersöka huruvida onlinespelandet hos tredjeårselever på gymnasiet samvarierar med dennes självupplevda sociala umgänge samt skolprestation. Studien är genomförd utifrån en kvantitativ metod där en enkätundersökning utfördes inom åtta olika program på fyra av Norrköpings gymnasieskolor. Totalt besvarade 99 gymnasieelever enkäten. Studien analyseras med ett socialkonstruktivistiskt perspektiv för att söka förstå bakomliggande aspekter av onlinespelandet genom att diskutera sociala grupperingar och kategoriseringar som sker genom social interaktion. Studiens resultat stämmer ur flera avseenden överens med tidigare forskning där det tydligt går att se att killar spelar mer än tjejer. Studien visar även ett samband mellan onlinespelande och skola på så sätt att individer engagerade i spel bland annat visar en tendens till minskat intresse för studier.
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44

Mattsson, 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.

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Earlier research has suggested that online gaming can be an effective way of acquiring English as a second or foreign language. It can both increase language proficiency (vocabulary or oral proficiency) and have a positive impact on affective filters such as motivation or willingness to communicate. The present study further investigates if habitual playing of massively multiplayer online (MMO) games results in achieving higher grades in English as a foreign language (EFL) for the Swedish upper secondary students. Possible gender differences regarding the acquisition of English and grades in the subject are also investigated to see if the female students play MMOs to the same extent as the males do and if the female students’ higher grades can be connected to gaming. 78 upper secondary school students answered a questionnaire about their English-language-related activities in their spare time and their online gaming habits in particular. The students’ most recent grades in the English subject were gathered to see if the habitual gamers achieved higher grades.   The results show that most of the males play MMOs and that most of the females do not. The males also engage more in other English-language-based activities in their spare time than the females do. Still, the informants’ English grades are similar between the genders. Females seem to learn more English in school and the males more in their spare time. However, the group of gamers playing MMOs 4-8 hours a week or more achieved higher grades than the rest of the student informants.
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45

Persson, 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.

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Syftet med denna uppsats är att undersöka och utveckla teorier för att undvika detektering vid online pokerspelande med en pokerbot. En bot är ett program som utför en rad operationer inom ett givet regelverk utan att en användare behöver styra eller övervaka programmet. Teorierna skall vara generella nog för att kunna användas för spel på en rad populära online pokerspelsidor. Pokerspelet som uppsatsen avser är Texas Hold’em poker, ett hasardspel som fått stor uppmärksamhet i media på senare år tack vare stora vinstsummor och ett spritt spelande på internet.
The 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.
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46

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/.

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The proliferation of affordable and accessible Internet connectivity has changed the way video games are played by allowing individuals to connect worldwide in shared gaming spaces. These highly social environments allow players to connect, interact with, and learn from each other. However, there is a growing concern that these social environments also have the potential to displace real-world connections and interactions, contributing to a variety of losses in ‘offline’ sociability (Chiu, Lee, & Huang, 2004; Cole & Griffiths, 2007; Kim, Namkoong, Ku, & Kim, 2008; Peters & Malesky, 2008; Shen & Williams, 2010). While the association between online video game play and social incompetence remains widespread, so much so that it has evolved into a core component of the cultural perceptions of those who participate within online games (Kowert, Griffiths, & Oldmeadow, 2012; Kowert & Oldmeadow, 2012), empirical evidence illustrating this relationship has been conflicting and the potential mechanisms underlying these associations remain unclear. The work contained within this thesis aims to clarify the veracity of previously drawn conclusions, and evaluate social differences amongst adult video game players to uncover if, and how, online video game involvement supports, or undermines, the development and maintenance of traditional social skills. To this end, three, large-scale survey studies were conducted. While the results indicated that more involved online players display some variation in social outcomes as compared to other game playing groups, a general lack of unique or magnified relationships between Involvement and social outcomes within online players largely discredits the contention that increased online video game involvement inevitably coincides with severe social consequences. However, the emergence of inverse, linear relationships between video game involvement, the importance and likelihood of achieving offline social goals, and social expressivity, and a positive linear relationship with emotional sensitivity, both off- and online, does suggest that video game play may be a socially displacing activity and that users of this medium could be experiencing some social changes due to use. Taken together, it can be concluded that there are consistent links between video game involvement and social skills, which are likely attributable to social displacement effects. However, these relationships are not unique to, or substantially magnified within, online communities.
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47

Sato, 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.

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This social marketing thesis examined the help-seeking behaviour of young Australian men aged 18-25 years old towards overcoming problematic online gaming. The thesis utilised a three-part mixed methodology that builds upon the Model of Goal-directed Behaviour to develop a revised conceptual model that was tested through a web-based survey. Critical Incident Technique and in-depth interviews were also used to explore the key triggers of problem recognition and the competing coping behaviours of help-seeking, providing fresh insights into help-seeking and social marketing.
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48

Jonsson, 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.

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Being active in an online environment has become part of our day to day life. The protection of anonymity, invisibility and lack of authority on online platforms ranging from social media to gaming, allows people to act uninhibitedly in a setting often populated by foul language. Acting in an offensive manner while being online has been the subject of various studies, which range from behaviour in e-classrooms, to flaming used as means of entertainment, to cyber-bullying. This thesis examines the occurrences of offensive language usage in online gaming, specifically in World of Warcraft, and attempts to identify the triggers that lead to hostile communication within the game and to map the manner players act in flaming settings. A chat log analysis was used to comprise a list of most frequently utilized offensive words. A questionnaire was applied in order to collect data regarding players evaluation of these words, their mind set when in flaming situations and their reactions to and motivations of offensive behaviour. The research results show that, in flaming settings, players choose to either take a reactive stance and remove themselves from potentially offensive situations, or to act proactively and flame back or get the “flamers” punished. Furthermore, the results show that there are certain words, emotes and situations that are generally directly linked to volatile occurrences. In conclusion, gaming is no stranger to the shortcomings being online entails and a more balanced threshold for offensive behaviour acceptance must be re-established.
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49

Vu, Thanh Long X. "360 Gunner - A 2D platformer to evaluate network latency compensation." Digital WPI, 2019. https://digitalcommons.wpi.edu/etd-theses/1335.

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Online gaming is rapidly growing as an entertainment choice, as it provides players with a high variety in genres, affordability, ubiquity and also real-time online interactions. However, slow networks or congestion can cause perceivable network latency and make players suffer from a degraded gameplay experience. Latency compensation techniques have been developed to combat the negative effects of network latency, but more understanding of latencies affects and latency compensations benefits are still needed. Our project studied the degradation of different game actions with latency and how player prediction - a classic latency compensation technique - affects gameplay in a 2D platformer. We designed and implemented an original 2D platformer with player prediction implemented for player movement actions, then invited players to play our game under different network and latency compensation conditions. Based on the subjective and objective data collected, we found that 2D platformers are sensitive to even modest amounts of network latency. Player prediction helped players have fewer deaths below 200ms of latency, but at 400ms and above its benefits were outweighed by its disadvantages to visual consistency.
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50

Lennvall, 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.

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Background; It is important from a public health perspective to gain a greater understanding of young people's daily lives, their living conditions and lifestyles to promote for a healthy future.  Today is online gaming a large part of young people's daily lives, however, online games especially MMORPGs (Massively multiplayer online role-playing game) are more prominent in the case of a problematic gaming. Previous research has shown negative health consequences and implications such as truancy and poorer school performance among some of the players. Aim; The study aimed to investigate gaming among young people and the relationship between gaming, well-being in the school, truancy and health.  Method; The study has a deductive quantitative approach with a cross-sectional design and populationbased data from the Liv och hälsa ung 2012 was used.  Results and Conclusion; The study showed that the majority of young people never to rarely play, however when it comes to boys it is more common as 1149 out of a total of 2080 played two to seven days per week. Further investigations revealed links between truancy and gaming, among those who truant has increased odds to play in comparison than those who do not truant. No significant correlation was found regarding health and games where the game was the dependent variable in the logistic regression
Bakgrund; 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.
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