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1

Bainbridge, William Sims. Online Multiplayer Games. Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02268-5.

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2

Chew, Matthew. Policy implications of massively multiplayer online games for Hong Kong. Hong Kong Institute of Asia-Pacific Studies, Chinese University of Hong Kong, 2006.

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3

Woodcock, Jamie, and Karen Gregory. How to Conduct Ethnographies of Massively Multiplayer Online Role-Playing Games. SAGE Publications, Ltd., 2022. http://dx.doi.org/10.4135/9781529610109.

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4

Dille, Ed. The online gaming starter kit: Reviews, how-tos & hot tips for all major multiplayer games. Ventana Communications Group, 1997.

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5

Inc, ebrary, ed. Flash multiplayer virtual worlds: Build Immersive, full featured interactive worlds for games, online communities, and more. Packt, 2010.

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6

Multiplayer Online Games. A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9781315153926.

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7

Bainbridge, William Sims. Online Multiplayer Games. Springer International Publishing AG, 2009.

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8

Freeman, Guo. Multiplayer Online Games. Routledge, 2018.

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9

Online multiplayer games. Morgan & Claypool Publishers, 2010.

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10

Erlösmodelle in Massively Multiplayer Online Games. GRIN Verlag GmbH, 2008.

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11

Fritsch, Tobias, and Joachim Fohringer. Dynamische Contentanpassung Bei Massive Multiplayer Online Games. GRIN Verlag GmbH, 2010.

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12

Williams, Dimitri, and Adam S. Kahn. Games, Online and off. Edited by William H. Dutton. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199589074.013.0010.

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This chapter, which discusses the evolution of innovative research on game playing in the household and online, such as in studies of massive multiplayer, three-dimensional Internet game environments, demonstrates the need for Internet Studies to deal with the ebbs and flows of the market and the rapid pace of technical change. The video game industry is one of the most profitable and dynamic industries in entertainment. Its future will possibly add a mix of social connectivity and continuing advances in technology as players seek each other as much as they seek games. Casual games are frequen
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13

Lego Universe Massively Multiplayer Online Game Official Strategy Guide. Prima Games, 2010.

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14

Freeman, Guo. Multiplayer Online Games: Origins, Players, and Social Dynamics. CRC Press LLC, 2018.

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15

Freeman, Guo. Multiplayer Online Games: Origins, Players, and Social Dynamics. CRC Press LLC, 2018.

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16

Multiplayer Online Games: Origins, Players, and Social Dynamics. A K Peters/CRC Press, 2018.

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17

Multiplayer Online Games: Origins, Players, and Social Dynamics. CRC Press LLC, 2018.

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18

Armitage, Grenville, Mark Claypool, and Philip Branch. Networking and Online Games: Understanding and Engineering Multiplayer Internet Games. Wiley & Sons, Limited, John, 2006.

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19

Armitage, Grenville, Mark Claypool, and Philip Branch. Networking and Online Games: Understanding and Engineering Multiplayer Internet Games. Wiley & Sons, Incorporated, John, 2006.

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20

Armitage, Grenville, Mark Claypool, and Philip Branch. Networking and Online Games: Understanding and Engineering Multiplayer Internet Games. Wiley & Sons, Incorporated, John, 2011.

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21

Networking and Online Games: Understanding and Engineering Multiplayer Internet Games. Wiley, 2006.

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22

Play between worlds: Online multiplayer games and contemporary play. MIT Press, 2006.

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23

Hillemann, Frank. Soziale Gemeinschaften in Massively Multiplayer Online Role-Playing Games. GRIN Verlag GmbH, 2013.

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24

Makzan. Flash Multiplayer Virtual Worlds. Packt Publishing, Limited, 2010.

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25

The Use of Massive Multiplayer Online Games to Evaluate C4I Systems. Storming Media, 2004.

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26

Freeman, Guo. Multiplayer Online GamesOrigins, Players, and Social DynamicsMultiplayer Online GamesOrigins, Players, and Social Dynamics: Origins, Players, and Social Dynamics. CRC Press LLC, 2018.

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27

Hare, 'No Bugs'. Development and Deployment of Multiplayer Online Games, Vol. I: GDD, Authoritative Servers, Communications. Ithare.com Website Gmbh, 2017.

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28

Hare, 'No Bugs'. Development and Deployment of Multiplayer Online Games, Vol. I: GDD, Authoritative Servers, Communications. ITHare.com Website GmbH, 2017.

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29

Kelly, Richard V. Massively Multiplayer Online Role-Playing Games: The People, the Addiction and the Playing Experience. McFarland & Company, 2004.

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30

Bartle, Richard A. A. MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-multiplayer Online Role-playing Games. Apress, 2015.

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31

Gose, Stephen. Making Multiplayer Online Games: A Game Development Workbook for any Phaser JavaScript Gaming Framework. Independently published, 2016.

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32

2, R. V. Kelly. Massively Multiplayer Online Role-Playing Games: The People, the Addiction and the Playing Experience. McFarland & Company, Incorporated Publishers, 2004.

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33

Jin, Dal Yong. Digital Hallyu 2.0: Transnationalization of Local Digital Games. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252039973.003.0007.

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This chapter maps out the growth of locally based digital games. In the twenty-first century, the New Korean Wave has been expanding with the rapid growth of digital culture, in particular with online gaming. The rapid growth of the Korean digital game industry, including online gaming, and its export into the Western market have raised a fundamental question of whether digital culture has changed the nature of the Korean Wave, from a regionally focused intracultural flow to include a Western-focused contraflow. The chapter attempts to discuss the ways in which local online games, in particula
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34

MMOs from the Outside In: The Massively-Multiplayer Online Role-Playing Games of Psychology, Law, Government, and Real Life. Apress, 2015.

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35

Hillemann, Frank. Massively Multiplayer Online Role-Playing Games, Ihre Sozialen Gemeinschaften und Ihre Bedeutung Fur Die Soziale Arbeit. GRIN Verlag GmbH, 2017.

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36

Bartle, Richard A. MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-Multiplayer Online Role-playing Games. Apress, Incorporated, 2015.

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37

Keating, Elizabeth. Challenges of Conducting Interaction with Technologically Mediated Bodies. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780190210465.003.0012.

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Technologically mediated interaction challenges people’s habitual ways of acting interdependently and intercorporeally with others. This chapter discusses strategies observed in two different groups, computer gamers playing Massively Multiplayer Online Role-Playing Games (MMORPGs), and engineers, as each group collaborates in goal-directed activities where technology significantly alters the reciprocal sharing of body experience. The gamers and engineers are challenged to render their bodies meaningful through interactive digital environments in order to effectively coordinate actions. As bodi
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38

game,puzzle game,puzzle,childrens game,children,all type games,type,Games,Reborn,Gameplay,Free,Gamer,Game (Business Operation),Multiplayer,Online Game (Video Game Platform),Video Game (Industry),Operation (Game),Computer,Play,Videogames,Hitman Reborn,Action,juegos,jogos,friv,juegos de,games games,gamesgames,juegosjuegos,yepi,friv 1000,friv 100,gry friv,jeox,minecraft,didi games,cool math games,3dgames,androidgame,flashgames,playgame,fun,dress up games. frivonline.biz, 2014.

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39

Coloring, Gamerytd. Coloring Book and Poster Collection: Gamer Battle_collection Playerunknown's Battlegrounds Is an Online Multiplayer Gaming. Independently Published, 2020.

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40

Gaming Video Game Gamer Online Multiplayer Gamepad: Graph Paper 1 Cm with 120 Pages. Independently Published, 2020.

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