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.
Texte intégralHawker, 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.
Texte intégralWhite, Dustin. "Role recognition in massively multiplayer online games." Winston-Salem, NC : Wake Forest University, 2009. http://dspace.zsr.wfu.edu/jspui/handle/10339/43154.
Texte intégralVeron, Maxime Pierre Andre. "Scalable services for massively multiplayer online games." Thesis, Paris 6, 2015. http://www.theses.fr/2015PA066212/document.
Texte intégralMiller, Mitchell. "Bootstrapping Massively Multiplayer Online Role Playing Games." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2191.
Texte intégralHughes, 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.
Texte intégralBahramshahry, Armin. "MCCA : a communication architecture for online multiplayer games." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12537.
Texte intégralZhang, 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.
Texte intégralChen, 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.
Texte intégralAbdulazeez, S. "Dynamic load balancing for massively multiplayer online games." Thesis, Liverpool John Moores University, 2018. http://researchonline.ljmu.ac.uk/7864/.
Texte intégralChan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.
Texte intégralKhan, Nadeem. "A distributed server architecture for massively multiplayer online games /." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=101150.
Texte intégralMeredith, A. D. "The presentation of self in Massively Multiplayer Online games." Thesis, Nottingham Trent University, 2014. http://irep.ntu.ac.uk/id/eprint/240/.
Texte intégralWolfe, Amanda. "Massively Multiplayer Online Gamers: Motivations and Risks." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/cps_diss/74.
Texte intégralStrong, S. A. "Gamer-generated language and the localisation of Massively Multiplayer Online Role-Playing Games." Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10046921/.
Texte intégralWesterlund, Anton. "Using Video Communication in Online Multiplayer Games : The effects of adding a video chat overlay on the game experience in online multiplayer video games - a quasi-experimental design." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105928.
Texte intégralBozcan, Selcuk. "A Tool For Network Simulation Of Massively Multiplayer Online Games." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609985/index.pdf.
Texte intégralMcFarlane, Roger D. P. "Network software architectures for real-time massively multiplayer online games." Thesis, McGill University, 2004. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=18200.
Texte intégralGrimes, Sara M. "Online multiplayer games: a virtual space for intellectual property debates? /." Burnaby B.C. : Simon Fraser University, 2005. http://ir.lib.sfu.ca/handle/1892/2163.
Texte intégralVowles, Amy. "The psychology of Massively Multiplayer Online Role-Playing Games (MMORPG's)." Thesis, University of Birmingham, 2012. http://etheses.bham.ac.uk//id/eprint/6875/.
Texte intégralWong, Christopher M. Eng Massachusetts Institute of Technology. "Kid's Survey Network : teaching data literacy with multiplayer online games." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/53130.
Texte intégralMunir, Sundas, and Mirza Sanam Iqbal Baig. "Challenges and Security Aspects of Blockchain Based Online Multiplayer Games." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-38771.
Texte intégralMansikkamäki, E. (Eetu). "Meaningful real-life relationships in massively multiplayer online roleplaying games." Master's thesis, University of Oulu, 2014. http://urn.fi/URN:NBN:fi:oulu-201412022038.
Texte intégralPonsford, Matthew J. "The Mutual Interaction of Online and Offline Identities in Massively Multiplayer Online Communities: A Study of EVE Online Players." Antioch University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1480426506465534.
Texte intégralBawa, Papia. "Game On| Massively Multiplayer Online Games (MMOG) as Tools to Augment Teaching and Learning." Thesis, Purdue University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10681049.
Texte intégralGoodman, Joshua. "A hybrid design for cheat detection in massively multiplayer online games." Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=32384.
Texte intégralTriebel, Tonio [Verfasser], and Wolfgang [Akademischer Betreuer] Effelsberg. "Netzwerkdienste für Massively Multiplayer Online Games / Tonio Triebel. Betreuer: Wolfgang Effelsberg." Mannheim : Universitätsbibliothek Mannheim, 2014. http://d-nb.info/106000657X/34.
Texte intégralJuve, Kambra. "The use of massive multiplayer online games to evaluate C4I systems /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FJuve.pdf.
Texte intégralJuve, Kambra R. "The use of massive multiplayer online games to evaluate C4I systems." Thesis, Monterey, California. Naval Postgraduate School, 2004. http://hdl.handle.net/10945/1667.
Texte intégralBopp, Stacey-Lee. "A phenomenological study of problematic internet use with massively multiplayer online games." Thesis, Nelson Mandela University, 2017. http://hdl.handle.net/10948/13757.
Texte intégralBilir, Tanla E. "Real economics in virtual worlds a massively multiplayer online game case study: Runescape /." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31657.
Texte intégralDiao, Ziqiang [Verfasser]. "Cloud-based support for Massively Multiplayer Online Role-Playing Games / Ziqiang Diao." Magdeburg : Universitätsbibliothek, 2017. http://d-nb.info/112872653X/34.
Texte intégralLim, Chong-U. "Modeling player self-representation in multiplayer online games using social network data." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/82409.
Texte intégralCecin, Fábio Reis. "Peer-to-peer and cheat-resistant support for massively multiplayer online games." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2015. http://hdl.handle.net/10183/131877.
Texte intégralRatti, Saurabh. "A distributed location-aware routing architecture for P2P massively multiplayer online games." Thesis, University of Ottawa (Canada), 2010. http://hdl.handle.net/10393/28524.
Texte intégralWendel, Erik. "Cheating in Online Games : A Case Study of Bots and Bot-Detection in Browser-Based Multiplayer Games." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for telematikk, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-19510.
Texte intégralLee, Wai Yu. "Understanding problematic use of massively multiplayer online games: instrument development and theoretical model testing." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/186.
Texte intégralHumphreys, Alison Mary. "Massively Multiplayer Online Games Productive Players and their Disruptions to Conventional Media Practices." Queensland University of Technology, 2005. http://eprints.qut.edu.au/16119/.
Texte intégralAndrivet, Sébastien. "Customer research, customer-driven design, and business strategy in Massively Multiplayer Online Games." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39531.
Texte intégralJohnsson, 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.
Texte intégralKogan, Ilya. "An Analysis of Cheat Prevention in Peer-to-Peer Massively Multiplayer Online Games." Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1276273302.
Texte intégralLoh, Benjamin Y. "Massively Multiplayer Online Role Playing Games (MMORPGs) in Malaysia: The Global-Local Nexus." Ohio University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1375663397.
Texte intégralTucker, Staci. "Griefing: Policing Masculinity in Online Games." Thesis, University of Oregon, 2011. http://hdl.handle.net/1794/12140.
Texte intégralParsons, Jeffrey Michael. "An examination of massively multiplayer online role-playing games as a facilitator of internet addiction." Diss., University of Iowa, 2005. http://ir.uiowa.edu/etd/98.
Texte intégralFan, Lu. "Solving key design issues for massively multiplayer online games on peer-to-peer architectures." Thesis, Heriot-Watt University, 2009. http://hdl.handle.net/10399/2270.
Texte intégralMattsson, 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.
Texte intégralLarsson, Emil. "Movement Prediction Algorithms for High Latency Games : A Testing Framework for 2D Racing Games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12916.
Texte intégralZhang, Christina Yan. "The use of massively multiplayer online games to augment early-stage design process in construction." Thesis, Loughborough University, 2012. https://dspace.lboro.ac.uk/2134/9924.
Texte intégralMendoza, Sean Henry Veloria. "Massively multiplayer online games as a sandbox for leadership| The relationship between in and out of game leadership behaviors." Thesis, Pepperdine University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3619793.
Texte intégralMallon, David Timothy. "Bringing community to the holodeck : interactive narrative and the massively multiplayer online role-playing game." Thesis, Georgia Institute of Technology, 2001. http://hdl.handle.net/1853/19687.
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