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Journal articles on the topic 'Online multiplayer games'

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1

Bainbridge, William Sims. "Online Multiplayer Games." Synthesis Lectures on Information Concepts, Retrieval, and Services 1, no. 1 (2009): 1–113. http://dx.doi.org/10.2200/s00232ed1v01y200912icr013.

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Lober, Andreas, and Timo Conraths. "Cheat software – ‘doping’ in online games." Interactive Entertainment Law Review 2, no. 2 (2019): 78–83. http://dx.doi.org/10.4337/ielr.2019.02.03.

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This article considers the legal issues surrounding the use of cheat software in online games, especially with reference to those games featuring significant online multiplayer functionality, such as massively multiplayer online games. Given the propensity of cheat software to ruin the gaming experience of bona fide players in such multiplayer settings, potentially resulting in significant economic and reputational losses for game publishers, the article evaluates the methods which may be employed by the game publisher to restrict the development, distribution and use of cheat software by the
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Wicaksana, Gabe Dimas, Maman Abdurohman, and Aji Gautama Putrada. "Enhancing the quality of experience of Arduino-based multiplayer online game using MQTT server." Jurnal Teknologi dan Sistem Komputer 8, no. 1 (2020): 36–43. http://dx.doi.org/10.14710/jtsiskom.8.1.2020.36-43.

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Online multiplayer games require internet networks to play with opposing players more exciting because multiple players can fight each other. The game experiences lag, which is expressed as the quality of experience (QoE), is one of the most common problems for online multiplayer games, causing the games less exciting to play. This study examined the implementation of Message Queue Telemetry Transport (MQTT) as a communication protocol in multiplayer online games using Arduino and compared its performance against HTTP. QoE used data collected using the mean opinion score (MOS) method. The MQTT
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Su, Nathan N. "Single and Multiplayer Video Gamers: Looking at Their Experiences and Psychosocial Well-Being During the COVID-19 Pandemic." International Journal of Psychological Studies 13, no. 4 (2021): 51. http://dx.doi.org/10.5539/ijps.v13n4p51.

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The COVID-19 pandemic has impacted our lives in many different ways. One significant impact on daily life was the increased indoor time due to quarantine measures. Data collected suggests video games have become more popular than ever during these unprecedented times (Epstein, 2020).
 This study aims to explore the experiences and psychosocial well-being of individuals who played single and multiplayer video games during the pandemic.
 Data was collected through a questionnaire distributed to multiple online communities and forums from June 28th to July 29th, 2021. The total collecte
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Djamal, Gaouas, Menaceur Khaled, and Amara Abdelhalim. "Verbal violence in online multiplayer games." South Florida Journal of Development 6, no. 5 (2025): e5339. https://doi.org/10.46932/sfjdv6n5-076.

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This research paper examines various aspects of online gaming, gaming culture, computer-mediated communication and anonymity, and verbal violence and its manifestations in multiplayer games. This highlights the emergence of verbal violence as a form of communicative culture among players in online multiplayer games. Insults emerge as one of the most prominent forms of verbal violence, alongside cyberbullying, and vary depending on the participants' roles in gameplay. Overall, the player's choice of game type should be considered when analysing the relationship between video games and verbal ag
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Achterbosch, Leigh, Robyn Pierce, and Gregory Simmons. "Massively multiplayer online role-playing games." Computers in Entertainment 5, no. 4 (2008): 1–33. http://dx.doi.org/10.1145/1324198.1324207.

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Akin, Mustafa Seref. "Communication With the Social Environment in Multiplayer Online Games." International Journal of Game-Based Learning 13, no. 1 (2023): 1–14. http://dx.doi.org/10.4018/ijgbl.330755.

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The process of massive multiplayer online gamers and their social environment is analyzed in this context. Video games offer a platform for players to develop essential social and emotional skills with online gamers, such as predicting behaviors, providing support, and building relationships. Gaming serves as a communication channel, and games played in groups promote increased socialization instead of isolating individuals. Supporting each other during gameplay strengthens friendships, and MMOs ensure that ties with old friends are not broken. Multiplayer games can help players form lasting s
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Altınbaş, Mehmet Emre, and Perihan Savaş. "Developing English as a Foreign Language Skills Through Multiplayer Online Computer Games." International Journal on E-Learning 19, no. 4 (2020): 313–29. https://doi.org/10.70725/659388eadmyk.

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The aim of the present study was to investigate the outcomes of using multiplayer online computer games for the development of English as a foreign language (EFL) skills (reading, writing, listening, speaking). For this purpose, the study employed a repeated measures design. The study was conducted with 13 multiplayer online gamer EFL learners studying at a private university in Turkey. The data were collected through the analysis of the English proficiency levels of the participants via two sample Cambridge Preliminary English Tests before and after a gaming period in which the participants p
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9

Steinkuehler, Constance. "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." E-Learning and Digital Media 4, no. 3 (2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.

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The claim that video games are replacing literacy activities that is bandied about in the American mainstream press is based not only on unspecified definitions of both ‘games' and ‘literacy’ but also on a surprising lack of research on what children actually do when they play video games. In this article, the author examines some of the practices that comprise game play in the context of one genre of video games in particular — massively multiplayer online games (MMOGs). Based on data culled from a two-year online cognitive ethnography of the MMOG Lineage (both I and II), the author argues th
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Hatta, Nuraziera Mohd, Ibrahim Ahmad, Mohd Hafiz Zakaria, Heru Astikasari Setya Murti, and Ulka Chandini Pendit. "The Role of Multiplayer Online Educational Games in Enhancing Critical Thinking." IJORER : International Journal of Recent Educational Research 5, no. 6 (2024): 1506–21. https://doi.org/10.46245/ijorer.v5i6.713.

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Objective: This research aims to determine the role of multiplayer online educational games in enhancing students' critical thinking skills. Method: This study utilizes a systematic review method guided by the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) approach. A comprehensive search was conducted using Scopus, PubMed, and Web of Science (WoS) databases, identifying studies that focused on multiplayer online educational games and their impact on critical thinking skills. Out of 910 studies identified, 20 met the inclusion criteria after a rigorous screening. R
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Barata, Alexandre, Pedro Santos, and Rui Prada. "AI for Massive Multiplayer Online Strategy Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 7, no. 1 (2011): 110–15. http://dx.doi.org/10.1609/aiide.v7i1.12441.

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Massive Multiplayer Online Strategy games present several unique challenges to players and designers. There is the need to constantly adapt to changes in the game itself and the need to achieve a certain level of simulation and realism, which typically implies battles involving combat with several distinct armies, combat phases and diferent terrains; resource management which involves buying and selling goods and combining lots of diferent kinds of resources to fund the player's nation and cutthroat diplomacy which dictates the pace of the game. However, these constant changes and simulation m
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12

Tsun-Yu Hsiao and Shyan-Ming Yuan. "Practical Middleware for Massively Multiplayer Online Games." IEEE Internet Computing 9, no. 5 (2005): 47–54. http://dx.doi.org/10.1109/mic.2005.106.

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13

BOSCHERT, SHERRY. "Multiplayer Online Games Can Be Helpful, Hurtful." Internal Medicine News 40, no. 19 (2007): 26. http://dx.doi.org/10.1016/s1097-8690(07)71184-8.

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BOSCHERT, SHERRY. "Multiplayer Online Games Can Be Helpful, Hurtful." Skin & Allergy News 38, no. 11 (2007): 50. http://dx.doi.org/10.1016/s0037-6337(07)70892-6.

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15

Hornbeck, Ryan G. "Explaining Time Spent in Multiplayer Online Games." Games and Culture 11, no. 5 (2016): 489–509. http://dx.doi.org/10.1177/1555412015570112.

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16

Webber, Nick. "Law, culture and massively multiplayer online games." International Review of Law, Computers & Technology 28, no. 1 (2014): 45–59. http://dx.doi.org/10.1080/13600869.2013.869919.

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Holt, Nicholas A., and Douglas A. Kleiber. "The Sirens' Song of Multiplayer Online Games." Children, Youth and Environments 19, no. 1 (2009): 223–44. http://dx.doi.org/10.1353/cye.2009.0042.

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18

Liu, Changtong. "Analysis of Mobile MOBAs Design Based on Maslow's Hierarchy of Needs Analysis Theory." Communications in Humanities Research 38, no. 1 (2024): 185–90. http://dx.doi.org/10.54254/2753-7064/38/20240144.

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Modern society is accompanied by the development of Internet information technology, game exploitation technology, and the rapid popularization of smart phones. Multi-player online tactical competitive mobile games have increasingly become one of the most important choices for teenagers to reduce stress and emissions due to the convenience of carrying equipment, popularity of use, and entertainment in the process of use. This paper analyzes the main game needs of mobile game players through the questionnaire, interview, self-participation method, and objective observation method, so as to cons
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19

Chang, Ya-Ping, Dong-Hong Zhu, and Ho Simon Wang. "The Influence of Service Quality on Gamer Loyalty in Massively Multiplayer Online Role-Playing Games." Social Behavior and Personality: an international journal 39, no. 10 (2011): 1297–302. http://dx.doi.org/10.2224/sbp.2011.39.10.1297.

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In this study we investigated how different dimensions of service quality might influence the loyalty of customers in the context of online games. By studying the gamers of massively multiplayer online role-playing games (MMORPGs), we tested our hypotheses using structural equation modeling techniques. We found that the service quality dimensions of privacy, effectiveness, and entertainment indirectly influence the loyalty of gamers through satisfaction, whereas interaction has a direct effect on their loyalty. These findings have implications for online game companies to improve customers' lo
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Prathama, Gede Humaswara, Ni Made Ary Esta Dewi Wirastuti, and Yoga Divayana. "Analisa Penggunaan WebRTC dan Websocket pada Real Time Multiplayer Online Game Tradisional Ceki." Majalah Ilmiah Teknologi Elektro 18, no. 1 (2019): 47. http://dx.doi.org/10.24843/mite.2019.v18i01.p07.

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Ceki adalah salah satu permainan kartu tradisional yang pernah cukup popular di Malaysia, Singapura dan Indonesia. Di Bali permainan ceki sudah menjadi tradisi, dimana permainan ceki dimainkan saat adanya kegiatan masyarakat. multiplayer online games adalah salah satu cara untuk mengenalkan dan mengembangkan games tradisional menjadi lebih menarik untuk dimainkan. Permasalahan yang sering dihadapi untuk mengembangkan multiplayer online game diantaranya adalah permasalahan latency yang berbeda dari masing-masing pemain sehingga bisa mengganggu permainan dari pemain lain yang memiliki latency le
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21

Haris, Darius Andana, Viny Christiani Mawardi, and Davin Pratama. "Developing Multiplayer Online Game “KNIGHT FANTASY ONLINE”." Journal of Games, Game Art, and Gamification 5, no. 1 (2021): 1–8. http://dx.doi.org/10.21512/jggag.v5i1.7469.

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Knights Fantasy Online is a massively multiplayer online game with role-playing game genre. This game was developed using ActionScript 3.0 of Adobe Flash for client and Java for its server, while the design of the game was designed using Adobe Illustrator. This research is intended to make multiplayer online games using Adobe Flash. In this game, Players start their adventure in a world called Edenia as a knight from a kingdom called Aurum, the player is in charge of controlling the population of monsters. Players can take on quests, collect equipment and improve their character's ability. The
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22

Crenshaw, Nicole, and Bonnie Nardi. "NPCs as Social Mediators in Massively Multiplayer Online Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 11, no. 4 (2021): 89–91. http://dx.doi.org/10.1609/aiide.v11i4.12829.

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Previous research demonstrates that social experience is a key motivation for continued play in online games. We argue that there is an untapped potential for NPCs to act as social mediators in online games by stimulating social interaction between players. For example, a social mediator NPC could ask in chat, “How is everyone’s day?” to encourage conversations between players. We suggest two potential applications for social mediator NPCs in online games by examining social experiences in two contemporary massively-multiplayer online role-playing games (MMOs): Guild Wars 2 and World of Warcra
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23

Hughes, Chelsea M., Brandon J. Griffin, and Everett L. Worthington. "A measure of social behavior in team-based, multiplayer online games: The Sociality in Multiplayer Online Games (SMOG) scale." Computers in Human Behavior 69 (April 2017): 386–95. http://dx.doi.org/10.1016/j.chb.2016.12.043.

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24

Badrinarayanan, Vishag A., Jeremy J. Sierra, and Kinnon M. Martin. "A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs)." Journal of Business Research 68, no. 5 (2015): 1045–52. http://dx.doi.org/10.1016/j.jbusres.2014.10.006.

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25

Marinova, T. Y., and O. V. Zaretskaya. "Social Psychological Aspects of Addiction to Massively Multiplayer Online Role-Playing Games." Social Psychology and Society 6, no. 3 (2015): 109–19. http://dx.doi.org/10.17759/sps.2015060308.

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The paper addresses the issue of how massively multiplayer online role¬playing games (MMORPG) affect the behavior of players. Basing on a series of research, the paper analyzes how massively multiplayer online role¬playing games are created and highlights their specifics that possibly contribute to the development of psychological addiction to such games. The authors describe the outcomes of their own research on motivation in persons with gaming addiction aged 18 and up, with over 1 year of gaming experience. These out-comes suggest that current traditional criteria developed for assessing ga
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Sun, Xinai. "Gender Studies in Massively Multiplayer Online Role-Playing Games: A Literature Review." Lecture Notes in Education Psychology and Public Media 29, no. 1 (2023): 134–40. http://dx.doi.org/10.54254/2753-7048/29/20231429.

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Gender studies in video games, especially in the context of massively multiplayer online role-playing games (MMORPGs), offer a critical perspective on the representation, experience, and perception of gender within the virtual realm of games, thereby contributing to discussions and insights into more inclusive and equitable gaming environments. In this paper, the author provides an overview of the latest developments in gender studies in games, particularly in the framework of massive multiplayer online RPGs, identify new areas of academic interest, and identify the issues and unexplored realm
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Linares, Manuela, M. Dolores Gallego, and Salvador Bueno. "Proposing a TAM-SDT-Based Model to Examine the User Acceptance of Massively Multiplayer Online Games." International Journal of Environmental Research and Public Health 18, no. 7 (2021): 3687. http://dx.doi.org/10.3390/ijerph18073687.

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This study is focused on the massively multiplayer online games’ acceptance. In general, while specialized literature reveals that the online gaming industry has grown strongly in recent years, little evidence is identified on its user acceptance. In this manner, the present study is an attempt to fill this gap. Concretely, two aims are defined: (1) proposing an acceptance model to predict the continuance usage of massively multiplayer online games, and (2) knowing how this continuance usage encourages social well-being. The model proposed employing the structural equation modeling with partia
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Childress, Marcus D., and Ray Braswell. "Using Massively Multiplayer Online Role‐Playing Games for Online Learning." Distance Education 27, no. 2 (2006): 187–96. http://dx.doi.org/10.1080/01587910600789522.

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Surahman, Edy, Lukman Lukman, and Muh Nur Hidayat Nurdin. "Neuroticism dan kecanduan pada game multiplayer online battle arena." Cognicia 10, no. 2 (2022): 126–31. http://dx.doi.org/10.22219/cognicia.v10i2.22424.

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The increasing popularity of multiplayer online battle arena games that occurred resulted in negative impacts, one of which is internet gaming disorder. Some studies suggest that neuroticism is correlated with internet gaming disorder, but previous studies have provided inconsistent results. Moreover, research related to multiplayer online battle arena games is scarce, regardless of large popularity and community size. This study aims to determine the correlation of neuroticism with internet gaming disorder in multiplayer online battle arena. The sample in this study amounted to 67 online game
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Huang, Chailong, and Stefan D. Bruda. "Improved balance in multiplayer online battle arena games." Acta Universitatis Sapientiae, Informatica 12, no. 2 (2020): 183–204. http://dx.doi.org/10.2478/ausi-2020-0011.

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Abstract The Multiplayer Online Battle Arena (MOBA) game is a popular type for its competition between players. Due to the high complexity, balance is the most important factor to secure a fair competitive environment. The common way to achieve dynamic data balance is by constant updates. The traditional method of finding unbalanced factors is mostly based on professional tournaments, a small minority of all the games and not real time. We develop an evaluation system for the DOTA2 based on big data with clustering analysis, neural networks, and a small-scale data collection as a sample. We th
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TAKADA, Keisuke. "Ethnography of Massively Multiplayer Online Role-playing Games." Japanese Sociological Review 69, no. 4 (2019): 434–52. http://dx.doi.org/10.4057/jsr.69.434.

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32

Martin, Crystle, and Constance Steinkuehler. "Collective Information Literacy in Massively Multiplayer Online Games." E-Learning and Digital Media 7, no. 4 (2010): 355–65. http://dx.doi.org/10.2304/elea.2010.7.4.355.

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33

Arslan, Farrukh. "Service Oriented Paradigm for Massive Multiplayer Online Games." International Journal of Soft Computing and Software Engineering 2, no. 5 (2012): 35–47. http://dx.doi.org/10.7321/jscse.v2.n5.4.

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34

Warner, Dorothy E., and Mike Raiter. "Social Context in Massively-Multiplayer Online Games (MMOGs):." International Review of Information Ethics 4 (December 1, 2005): 46–52. http://dx.doi.org/10.29173/irie172.

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Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games (MMOGs). The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and Disney’s Toontown, focusing on griefing opportunities in eac
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Anderson, Bodi. "Massive Multiplayer Online Role Playing Games and Interaction." International Journal of Virtual and Personal Learning Environments 5, no. 2 (2014): 28–39. http://dx.doi.org/10.4018/ijvple.2014040103.

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This current study examines the need for operational definitions of the concept of interaction in distance education studies. It is proposed that a discourse analysis of linguistic features conversation noted as being representative of interaction can be used to operationalize interaction in synchronous CMC. This study goes on compare two different registers: an internet chat register, and a Massive Multiplayer Online Role Playing Game register to explore the theoretical claim that such virtual world environments have higher levels of interaction. Overall findings exhibit that MMORPGs have hig
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Armitage, Grenville, and Philip Branch. "Distribution of first person shooter online multiplayer games." International Journal of Advanced Media and Communication 1, no. 1 (2005): 59. http://dx.doi.org/10.1504/ijamc.2005.007723.

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losup, Alexandru, Ruud van de Bovenkamp, Siqi Shen, Adele Lu Jia, and Fernando Kuipers. "Analyzing Implicit Social Networks in Multiplayer Online Games." IEEE Internet Computing 18, no. 3 (2014): 36–44. http://dx.doi.org/10.1109/mic.2014.19.

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38

Nae, Vlad, Alexandru Iosup, and Radu Prodan. "Dynamic Resource Provisioning in Massively Multiplayer Online Games." IEEE Transactions on Parallel and Distributed Systems 22, no. 3 (2011): 380–95. http://dx.doi.org/10.1109/tpds.2010.82.

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Jiang, Jehn-Ruey, Jih-Wei Wu, Chi-Wen Fan, and Jie-Yi Wu. "Immersive voice communication for massively multiplayer online games." Peer-to-Peer Networking and Applications 9, no. 1 (2014): 54–66. http://dx.doi.org/10.1007/s12083-014-0312-0.

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40

Wu, Hankang. "Deep learning in multiplayer online battle arena games." Applied and Computational Engineering 38, no. 1 (2024): 80–85. http://dx.doi.org/10.54254/2755-2721/38/20230533.

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Multiplayer Online Battle Arena games, known as MOBA in abbreviation, are developing rapidly, and more and more new players are growing interests to it. But some parts of these games are quite complicate for those beginners, such as how to pick appropriate champions, how to choose suitable items for purchasing, what is the win rate for current game session and how to make correct strategy decisions. This paper summarized some works, that can help players to solve those complicate parts and understand the game well, using machine learning and deep learning models. These works have all proved th
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Abrudan, Mirela, Andreea Voina, and Andreea Lăpuşte. "Computer role-playing games: player motivations, preferences, and behavior." Studia Universitatis Babeș-Bolyai Ephemerides 66, no. 2 (2021): 5–32. http://dx.doi.org/10.24193/subbeph.2021.2.01.

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"In recent years, computer role-playing games have changed the way we spend our free time. Traditional games have been increasingly replaced by digitized productions, and technology has made it easier to access videogames on multiples devices. Online games bring users together in a fantasy world in which they design avatars, manifesting their creativity and employing gaming strategies. This study analyzed Romanian gamers’ behaviors and perceptions of massively multiplayer online role-playing games (henceforth MMORPGs); by employing focus groups and a survey, the authors aimed to map preference
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Ramadhan, Thareq Abel, Komang Candra Brata, and Mahardeka Tri Ananata. "Pengembangan Gim Online Multiplayer Matematika 24 Berbasis Web." Jurnal Teknologi Informasi dan Ilmu Komputer 11, no. 2 (2024): 385–92. http://dx.doi.org/10.25126/jtiik.20241127810.

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Penelitian ini bertujuan untuk mengembangkan gim online multiplayer berbasis web yang fokus pada pemahaman matematika dengan tujuan meningkatkan minat belajar siswa terhadap matematika. Bermain gim atau video game telah menjadi aktivitas yang digemari oleh banyak kalangan sebagai media rekreasi dan sarana untuk bersosialisasi. Selain itu, video game juga memiliki potensi sebagai alat pembelajaran yang efektif. Salah satu permainan kartu yang telah terbukti efektif dalam melatih kemampuan perhitungan matematika dan meningkatkan minat belajar siswa terhadap matematika adalah permainan “24”. Dala
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Sari, Eka Permata, Mochamad Nadif Nasruloh, Ikfi Dhani Liono, and Munawir Ramadhan. "Pendekatan Islamic Studies terhadap Koin dan Harta Virtual Game PES 2021 Multiplayer Konami." Alhamra Jurnal Studi Islam 3, no. 2 (2022): 115. http://dx.doi.org/10.30595/ajsi.v3i2.13403.

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Minat terhadap Studi Islam mengalami peningkatan cukup pesat pada beberapa tahun terakhir dengan adanya revolusi tekhnologi. Perkembangan teknologi seakan tidak pernah berhenti menghasilkan produk-produk teknologi yang tidak terhitung jumlahnya. Produk teknologi yang beragam tentu dimaksudkan untuk memenuhi kebutuhan manusia akan pendidikan, ilmu pengetahuan, kesehatan, atau bahkan hanya sekedar hiburan semata. Muncul berbagai fitur aplikasi games menjadi salah satu aktivitas refleksi ditengah ketatnya kebijakan pandemic serta banyak kolega-kolegia yang memanfatkan games mejadi salah satu peng
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Sari, Nur Indah Komala, Muh Nur Hidayat Nurdin, and Tri Sulastri. "The Relationship Between Game Online Addiction and The Tendency for Verbal Agressiveness in Multiplayer Online Battle Arena." ARRUS Journal of Social Sciences and Humanities 3, no. 5 (2023): 685–94. http://dx.doi.org/10.35877/soshum2128.

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Playing online games is an activity that is popular with various groups, not only children or adolescents, playing online games is also widely practiced by early adults to the elderly. Verbal aggression occurs due to online game addiction, so self-control is needed for Multiplayer Online Battle Arena (MOBA) users. This game emphasizes the cooperative nature of each player, the players will choose and control one game character that is mastered, and will form a strategy for the team which is a strong unit of various abilities and advantages that are unique and different from each character. in
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Karagiorgas, Dimitrios N., and Shari Niemann. "Gamification and Game-Based Learning." Journal of Educational Technology Systems 45, no. 4 (2017): 499–519. http://dx.doi.org/10.1177/0047239516665105.

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In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and serious games. While both methods are used to educate, serious games are meant to provide training and practice without entertaining. Whereas, gamification uses game-like features such as points and similar to serious games are not meant to entertain
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Subramaniam, Mythily, Boon Yiang Chua, Edimansyah Abdin, et al. "Prevalence and Correlates of Internet Gaming Problem among Internet Users: Results from an Internet Survey." Annals of the Academy of Medicine, Singapore 45, no. 5 (2016): 174–83. http://dx.doi.org/10.47102/annals-acadmedsg.v45n5p174.

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Introduction: The current study aimed to establish the prevalence of internet gaming disorder (IGD) and its association with demographic characteristics, game genre, game use (time spent on gaming), as well as psychological distress, social phobia and well-being among current online gamers in Singapore. Materials and Methods: A total of 1251 participants aged 13 to 40 years completed the study which was administered as a web survey. The online questionnaire was designed using QuestionPro, and consisted of 8 sections and 105 questions. The 9-item Internet Gaming Disorder Questionnaire was used
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Compton, ReBecca. "Gamer Girl Visibility: Networks and Their Gendered Ingroup Behaviours in Massively Multiplayer Online Roleplaying Games." Excursions Journal 8, no. 1 (2020): 1–23. http://dx.doi.org/10.20919/exs.8.2018.213.

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‘Why can’t I just be a gamer? Why do I have to be a “female gamer”?’ While a generic term for all gamers may be looming on the horizon, there are still aspects of play which draw clear boundaries between male and female gamers. These boundaries, however, are often illusions. In Massively Multiplayer Online Roleplaying Games (MMOs), several networks exist within the game space, and one such network is that of ‘female character’. For male players to gain a part in this network, many gender-bend, and the gender of the character is what determines their actions not the gender of the players themse
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Murphy, Derek L. "Documenting Pocket Universes: New Approaches to Preserving Online Games." Preservation, Digital Technology & Culture 44, no. 4 (2015): 179–85. http://dx.doi.org/10.1515/pdtc-2015-0021.

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AbstractWhen preserving massively multiplayer online video games over the long term, archivists must reckon with their player cultures or risk losing a crucial component in understanding the games. This article advocates for documenting player cultures in these games, investigates recent amateur archival efforts, and suggests possible new methods of documentation and preservation when one works with these games. Successful and suggested approaches include ethnographic writing, video documentation, and the crowd-sourcing of contributions from the player community itself.
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Sparrow, Lucy A., Ren Galwey, Dahlia Jovic, Taylor Hardwick, and Mahli-Ann Butt. "Towards Ethical AI Moderation in Multiplayer Games." Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (2024): 1–30. http://dx.doi.org/10.1145/3677109.

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AI is increasingly being used to moderate player behaviour in online multiplayer games, working to identify and respond to toxic and problematic conduct with greater efficiency and accuracy than existing automated systems. However, little work has explored the application of AI moderation in the gaming ecosystem, despite growing ethical concerns about AI applications in other domains. In this study, we conducted 2 expert workshops and interviewed 26 players and industry professionals on their understandings, perceptions and experiences with AI moderation in multiplayer games. Applying a metaph
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Mirowski, Alexander, and Brian P. Harper. "Elements of Infrastructure Demand in Multiplayer Video Games." Media and Communication 7, no. 4 (2019): 237–46. http://dx.doi.org/10.17645/mac.v7i4.2337.

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With the advent of organized eSports, game streaming, and always-online video games, there exist new and more pronounced demands on players, developers, publishers, spectators, and other video game actors. By identifying and exploring elements of infrastructure in multiplayer games, this paper augments Bowman’s (2018) conceptualization of demands in video games by introducing a new category of ‘infrastructure demand’ of games. This article describes how the infrastructure increasingly built around video games creates demands upon those interacting with these games, either as players, spectator
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