Littérature scientifique sur le sujet « Multiplayer online games »

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Articles de revues sur le sujet "Multiplayer online games"

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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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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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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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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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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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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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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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Thèses sur le sujet "Multiplayer online games"

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Hardy, Robert Stafford. "Cheating in Multiplayer Video Games." Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/31881.

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Cheating in video games has been prevalent ever since the days of Pong. Games have evolved much since then and the ways in which people play together have changed as well. Older systems required people to play together in the same room, but with the advent of the internet, gaming consoles allow us to play games together with people located all over the globe. Cheating has evolved as well, since gamers no longer have the luxury of monitoring the person sitting next to them; anti-cheating mechanisms are built into most online systems and suspicious behavior is monitored by gaming companies.
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Hawker, Michael. "Subgames in massively multiplayer online games." Thesis, McGill University, 2008. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=21992.

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With the launch of World of Warcraft in 2004, Massively Multiplayer Online Games (MMOGs) really came into their own as millions of people started playing worldwide. Providing scalability to such a large audience while maintaining a consistent gameplay experience is a diffcult task which many companies face in an industry where only few succeed. This thesis focuses on the issues of how a MMOG can be scaled to support more concurrent players and how consistency can be maintained in a Distributed Multi-Server Environment (DMSE). As a basis for investigation the notion of "Subgames" (i.e. games wi
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White, Dustin. "Role recognition in massively multiplayer online games." Winston-Salem, NC : Wake Forest University, 2009. http://dspace.zsr.wfu.edu/jspui/handle/10339/43154.

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Thesis (M.S.)--Wake Forest University. Dept. of Computer Science, 2009.<br>Title from electronic thesis title page. Thesis advisor: William H. Turkett Jr. Vita. Includes bibliographical references (p. 61-62).
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Veron, Maxime Pierre Andre. "Scalable services for massively multiplayer online games." Thesis, Paris 6, 2015. http://www.theses.fr/2015PA066212/document.

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Les jeux massivement multi-joueurs en ligne (jeux MMOGs) visent à rassembler un nombre infini de joueurs dans le même univers virtuel. Pourtant, tous les MMOG existants reposent sur des architectures client / serveur centralisé qui imposent une limite sur le nombre maximum de joueurs (avatars) et sur les ressources qui peuvent coexister dans un univers virtuel donné. Cette thèse vise à proposer des solutions pour améliorer l'évolutivité de MMOG. Cette thèse explore deux services qui sont essentiels à toutes les variantes de MMOG: jumelage et détection de triche. Ces deux services sont les goul
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Miller, Mitchell. "Bootstrapping Massively Multiplayer Online Role Playing Games." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2191.

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Massively Multiplayer Online Role Playing Games (MMORPGs) are a prominent genre in today's video game industry with the most popular MMORPGs generating billions of dollars in revenue and attracting millions of players. As they have grown, they have become a major target for both technological research and sociological research. In such research, it is nearly impossible to reach the same player scale from any self-made technology or sociological experiments. This greatly limits the amount of control and topics that can be explored. In an effort to make up a lacking or non-existent player-base f
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Hughes, Chelsea M. "A MEASURE OF SOCIAL BEHAVIOR IN TEAM-BASED, MULTIPLAYER ONLINE GAMES: THE SOCIALITY IN MULTIPLAYER ONLINE GAMES SCALE (SMOG)." VCU Scholars Compass, 2015. http://scholarscompass.vcu.edu/etd/3884.

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Video games have become a new platform for social interaction. I review the sociality of video games and the relationship between virtual- and real-world behaviors. I review and address the pros and cons of methods of measuring social behavior. Finally, I present two studies drawn from internet populations. In Study 1 (N = 250), I develop a scale, The Sociality in Multiplayer Online Games Scale (SMOG), which measures the frequency of social gaming behaviors in team-based, multiplayer online games. I hypothesized these to align on dominance and affiliation dimensions of social interaction (Kies
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Bahramshahry, Armin. "MCCA : a communication architecture for online multiplayer games." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12537.

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Over the last decade the ability of the Internet infrastructure to carry traffic has not improved at the same rate as the desktop technology. This imbalance has increased the perceived difference in the quality of service (QoS) offered by online multiplayer games compared to single player games. This thesis introduces MCCA, a communication architecture for online multiplayer games to improve the observed QoS and to lower the development complexity. MCCA takes advantage of online game’s relaxed state consistency and predictable workload. MCCA enables a game to label its traffic as belonging t
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Zhang, Kaiwen. "Persistent transaction models for massively multiplayer online games." Thesis, McGill University, 2010. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=95121.

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Massively Multiplayer Online Games (MMOGs) can be treated as a database application. Players request actions concurrently to alter the state of objects in the game. Since the world state is the most valuable asset of MMOGs, it is extremely important to ensure its consistency. On the other hand, the defining feature of such games is their capacity to support thousands of clients playing simultaneously, thus requiring scalability. This thesis proposes a solution which leverages typical game semantics and architectures to design scalable transaction models for action handling while maintaining t
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Chen, Bei Di 1978. "Cheat controlled synchronization schemes for online multiplayer games." Thesis, McGill University, 2004. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=81270.

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One of the key issues with online multiplayer games is game play fairness. In both centralized and decentralized architectures the ordering of command messages from clients for execution is an important issue that impacts fairness and response time of game play. Recently, a fair-ordered message exchange protocol (FMEP), based on "reaction" times was proposed to order command messages for a client-server model. This thesis presents a cheat controlled protocol (CCP) that can be used to control cheating in the FMEP. We examined the performance of the CCP by emulating wide-area game play sc
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Abdulazeez, S. "Dynamic load balancing for massively multiplayer online games." Thesis, Liverpool John Moores University, 2018. http://researchonline.ljmu.ac.uk/7864/.

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In recent years, there has been an important growth of online gaming. Today’s Massively Multiplayer Online Games (MMOGs) can contain millions of synchronous players scattered across the world and participating with each other within a single shared game. Traditional Client/Server architectures of MMOGs exhibit different problems in scalability, reliability, and latency, as well as the cost of adding new servers when demand is too high. P2P architecture provides considerable support for scalability of MMOGs. It also achieves good response times by supporting direct connections between players.
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Livres sur le sujet "Multiplayer online games"

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Online multiplayer games. Morgan & Claypool Publishers, 2010.

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Wizards and warriors: Massively multiplayer online game creation. Course Technology, 2012.

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

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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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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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Leung, Ka Hing. Multiplayer online game development. Oxford Brookes University, 2004.

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

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

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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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Chapitres de livres sur le sujet "Multiplayer online games"

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Ferretti, Stefano. "Synchronization in Multiplayer Online Games." In Handbook of Digital Games. John Wiley & Sons, Inc., 2014. http://dx.doi.org/10.1002/9781118796443.ch7.

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Zhang, Kaiwen. "Transactions in Massively Multiplayer Online Games." In Encyclopedia of Big Data Technologies. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-77525-8_184.

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Zhang, Kaiwen. "Transactions in Massively Multiplayer Online Games." In Encyclopedia of Big Data Technologies. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-63962-8_184-1.

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Morillo, Pedro, Juan Manuel Orduña, and Marcos Fernández. "Workload Characterization in Multiplayer Online Games." In Computational Science and Its Applications - ICCSA 2006. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11751540_52.

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Kriegel, Hans-Peter, Matthias Schubert, and Andreas Züfle. "Managing and Mining Multiplayer Online Games." In Advances in Spatial and Temporal Databases. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22922-0_26.

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Müller, Jens, Rafael Schwerdt, and Sergei Gorlatch. "Dynamic Service Provisioning for Multiplayer Online Games." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11573937_50.

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Aranda, Gustavo, Tomas Trescak, Marc Esteva, Inmaculada Rodriguez, and Carlos Carrascosa. "Massively Multiplayer Online Games Developed with Agents." In Transactions on Edutainment VII. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-29050-3_12.

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Liu, Zhiqi, Yandi Shen, Junhua Lu, et al. "Visual Exploration of Virtual Lives in Multiplayer Online Games." In E-Learning and Games. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40259-8_1.

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Lee, Jina, and Kiran Lakkaraju. "Predicting Social Ties in Massively Multiplayer Online Games." In Social Computing, Behavioral-Cultural Modeling and Prediction. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-05579-4_12.

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Gorlatch, Sergei, Frank Glinka, Alexander Ploss, et al. "Enhancing Grids for Massively Multiplayer Online Computer Games." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-85451-7_51.

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Actes de conférences sur le sujet "Multiplayer online games"

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Palant, Wladimir, Carsten Griwodz, and Pål Halvorsen. "Consistency requirements in multiplayer online games." In 5th ACM SIGCOMM workshop. ACM Press, 2006. http://dx.doi.org/10.1145/1230040.1230061.

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Martens, Marcus, Siqi Shen, Alexandru Iosup, and Fernando Kuipers. "Toxicity detection in multiplayer online games." In 2015 International Workshop on Network and Systems Support for Games (NetGames). IEEE, 2015. http://dx.doi.org/10.1109/netgames.2015.7382991.

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Mehrabi, Meghdad, and Vivian Hsueh-Hua Chen. "Interactivity in massively multiplayer online games." In the 7th International Conference. ACM Press, 2010. http://dx.doi.org/10.1145/1971630.1971656.

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Zhang, Kaiwen, Bettina Kemme, and Alexandre Denault. "Persistence in massively multiplayer online games." In the 7th ACM SIGCOMM Workshop. ACM Press, 2008. http://dx.doi.org/10.1145/1517494.1517505.

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Meredith, Alex, Mark Griffiths, and Monica Whitty. "Identity in massively multiplayer online games." In the 10th International Conference. ACM Press, 2008. http://dx.doi.org/10.1145/1497308.1497406.

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Steinkuehler, Constance. "Massively multiplayer online games & education." In the 8th iternational conference. Association for Computational Linguistics, 2007. http://dx.doi.org/10.3115/1599600.1599726.

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Spyridonis, Fotios, Damon Daylamani-Zad, and Margarita P. O'Brien. "Efficient In-Game Communication in Collaborative Online Multiplayer Games." In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). IEEE, 2018. http://dx.doi.org/10.1109/vs-games.2018.8493420.

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Farlow, Shawn, and Jerry L. Trahan. "Client-server assignment in massively multiplayer online games." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934147.

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Lee, Sang-Kwang, Seung-Jin Hong, and Seong-Il Yang. "Predicting Game Outcome in Multiplayer Online Battle Arena Games." In 2020 International Conference on Information and Communication Technology Convergence (ICTC). IEEE, 2020. http://dx.doi.org/10.1109/ictc49870.2020.9289254.

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Lu, Fengyun, Simon Parkin, and Graham Morgan. "Load balancing for massively multiplayer online games." In 5th ACM SIGCOMM workshop. ACM Press, 2006. http://dx.doi.org/10.1145/1230040.1230064.

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Rapports d'organisations sur le sujet "Multiplayer online games"

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McCracken, Arienne. Exploring the uses and importance of avatar dress in a multiplayer online game: A qualitative study of women gamers. Iowa State University, Digital Repository, 2015. http://dx.doi.org/10.31274/itaa_proceedings-180814-1165.

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Landwehr, Peter M. A Collection of Economic and Social Data from Glitch, a Massively Multiplayer Online Game. Defense Technical Information Center, 2013. http://dx.doi.org/10.21236/ada586978.

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