Academic literature on the topic 'Cooperative multiplayer computer gaming'

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Journal articles on the topic "Cooperative multiplayer computer gaming"

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Smed, Jouni, Timo Kaukoranta, and Harri Hakonen. "Aspects of networking in multiplayer computer games." Electronic Library 20, no. 2 (April 1, 2002): 87–97. http://dx.doi.org/10.1108/02640470210424392.

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Distributed, real‐time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research has been done in military simulations, virtual reality systems, and computer supported cooperative working, the suggested solutions diverge from the problems posed by MCGs. With this in mind, this paper provides a concise overview of four aspects affecting networking in MCGs. First, networking resources (bandwidth, latency, and computational power) set the technical boundaries within which the MCG must operate. Second, distribution concepts encompass communication architectures (peer‐to‐peer, client/server, server‐network), and both data and control architectures (centralized, distributed, replicated). Third, scalability allows the MCG to adapt to the resource changes by parametrization. Finally, security aims at fighting back against cheating and vandalism, which are common in online gaming.
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Khan, Faisal Shah, and Simon J. D. Phoenix. "Gaming the quantum." Quantum Information and Computation 13, no. 3&4 (March 2013): 231–44. http://dx.doi.org/10.26421/qic13.3-4-5.

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In the time since the merger of quantum mechanics and game theory was proposed formally in 1999, the two distinct perspectives apparent in this merger of applying quantum mechanics to game theory, referred to henceforth as the theory of ``quantized games'', and of applying game theory to quantum mechanics, referred to henceforth as ``gaming the quantum'', have become synonymous under the single ill-defined term ``quantum game''. Here, these two perspectives are delineated and a game-theoretically proper description of what makes a multiplayer, non-cooperative game quantum mechanical, is given. Within the context of this description, finding Nash equilibrium in a zero-sum quantum game is exhibited to be equivalent to finding a solution to a simultaneous distance minimization problem in the state space of quantum objects, thus setting up a framework for a game theory inspired study of ``equilibrium'' behavior of quantum physical systems such as those utilized in quantum information processing and computation.
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Cai, Wei, Fangyuan Chi, Xiaofei Wang, and Victor C. M. Leung. "Toward Multiplayer Cooperative Cloud Gaming." IEEE Cloud Computing 5, no. 5 (September 2018): 70–80. http://dx.doi.org/10.1109/mcc.2018.326105129.

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TSE, EDWARD, SAUL GREENBERG, CHIA SHEN, and CLIFTON FORLINES. "Multimodal multiplayer tabletop gaming." Computers in Entertainment 5, no. 2 (April 2007): 12. http://dx.doi.org/10.1145/1279540.1279552.

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Cox, T. "Online and multiplayer gaming ? An overview." Virtual Reality 5, no. 4 (December 2000): 215–22. http://dx.doi.org/10.1007/bf01408520.

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Stone, A. "Wireless makes multiplayer gaming a winner." IEEE Pervasive Computing 2, no. 4 (October 2003): 5–9. http://dx.doi.org/10.1109/mprv.2003.1251162.

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Lisk, Timothy C., Ugur T. Kaplancali, and Ronald E. Riggio. "Leadership in Multiplayer Online Gaming Environments." Simulation & Gaming 43, no. 1 (January 19, 2011): 133–49. http://dx.doi.org/10.1177/1046878110391975.

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SONG, RONGGONG, LARRY KORBA, GEORGE YEE, and YING-CHIEH CHEN. "PROTECT VIRTUAL PROPERTY IN ONLINE GAMING SYSTEM." International Journal of Software Engineering and Knowledge Engineering 17, no. 04 (August 2007): 483–96. http://dx.doi.org/10.1142/s0218194007003367.

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Massively multiplayer role-playing gaming (MMORPG) has become a very popular entertainment in Asia. Along with the success of the massively multiplayer role-playing gaming industry in Asia, online gaming-related crimes have grown at an amazing rate. Most of the criminal cases are related to virtual properties since markets have developed for the virtual properties giving them real world values. There has been little research and resulting technologies for MMORPG virtual property protection. In order to reduce the crimes and protect online gaming systems, one potential solution is protecting the virtual properties in online gaming systems. In this paper, we propose a virtual property management language to meter the use of virtual property. The language provides a framework for managing the use of virtual properties and recording the history of transactions to trace the life of virtual properties.
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Ramakrishna, V., Max Robinson, Kevin Eustice, and Peter Reiher. "An Active Self-Optimizing Multiplayer Gaming Architecture." Cluster Computing 9, no. 2 (April 2006): 201–15. http://dx.doi.org/10.1007/s10586-006-7564-2.

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Singh, Aameek, and Arup Acharya. "Multiplayer networked gaming with the session initiation protocol." Computer Networks 49, no. 1 (September 2005): 38–51. http://dx.doi.org/10.1016/j.comnet.2005.04.005.

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Dissertations / Theses on the topic "Cooperative multiplayer computer gaming"

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Davidson, Rick, and n/a. "An examination into the ability of cooperative multiplayer computer games as a means to facilitate group cohesion." University of Canberra. Human & Biomedical Sciences, 2000. http://erl.canberra.edu.au./public/adt-AUC20060704.122645.

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From an organisational perspective, the potential benefits of enhancing workplace cohesion are many, amongst which an increase in employee performance would be the most tangible and possibly the most desirable. The primary aim of the present research was to explore the capacity to increase levels of cohesion, and therefore facilitate team building, through the use of cooperative multiplayer computer gaming (CMCG). Study 1, involving 26 male and 23 female university students, required participants to play two, twenty minute, games of the commercially available computer game QUAKE(tm) as teams of 3 or of 4, against an equal number of computer generated artificial intelligence opposition. The interpersonal attraction and task focus facets of Cohesion, as well as Stress and Mood State, were measured using self-report questionnaires at both the pre- and post-test stages of the experiment. Results supported the prediction that exposing individuals to a computer game of a cooperative and interdependent nature would increase self-rated levels of cohesion, on both the interpersonal attraction and task focus sub-scales. Study 2 aimed to expand upon the findings of study 1, increasing the generalisability of the study 1 findings by surveying existing teams engaging in CMCG via the Internet. Those surveyed were individuals who currently played the Team Fortress module of QUAKE�, and who belonged to a Team Fortress Clan - the CMCG equivalent of a social sporting team. Individuals playing QUAKE(tm) via the Internet were found to be as cohesed with their team members as were the laboratory participants after the CMCG intervention. Further, important group dynamic factors evident in Team Fortress Clans, such as success being linked with higher levels of cohesion, were consistent with literary considerations regarding conventional, non-CMCG teams. Additional research exploration is required regarding the utility of CMCG, however, the present research indicates that such an exploration is warranted and should produce positive and practical results.
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Printzell, Dan. "Testing scalability of cloud gaming for multiplayer game." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16760.

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Background. The rendering of games takes a lot of processing power and requires expensivehardware to be able to perform this task in a real-time with an acceptableframe-rate. Games often also require an anti-cheat system that require extrapower to be able to always verify that the game has not been modified. With the help ofgame streaming these disadvantages could be removed from the clients. Objectives. The objective of this thesis is to create a game streaming server and client tosee if a game streaming server could scale with the amount of coresit has access to. Methods. The research question will be answered using the implementation methodology, and an experiment will be conducted using that implementation. Two programs are implemented, the server program and the client program.The servers implement the management of clients, the game logic, the rendering and the compression. Each client can only be connected to one server and the server and its clients live inside of a game instance. Everyone that is connected to one server play on the same instance.The implementation is implemented in the D programming language, and it uses the ZLib and the SDL2 libraries as the building blocks.With all of these connected an experiment is designed where as many clients as possible connect to the server. With this data a plot is create in the result section. Results. The output data shows that the implementation scale and a formula was made-up to match the scalability. The formula is . Conclusions. The experiment was successful and showed that the game server successfully scaledbased on the number of cores that where allocated. It does not scale as good as expected,but it is still an success. The test results are limited as it was only tested on one setup. More research is needed to test it on more hardware and to be able find more optimized implementations.
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Gaffney, Bradley R. "Cooperative learning in educational gaming." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85420.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (page 59).
This thesis analyzes Herbo Hunt, an educational game that aims to teach variables to students. By assigning unknown point values to creatures that must be caught in groups, we subtly encourage students to solve mental equations to achieve their goals. In addition to the formal study, the creation of the game itself utilized intelligent and flexible design techniques. Two main focuses were modularity of design and opportunity for procedural generation of content. Two versions of the game were used to explore the difference in learning between them; we created both a single-player experience and a cooperative version. We expected that players of the cooperative game would learn more quickly through discussion and coordination. Students played both versions, and then answered short questions regarding their experience. Contrary to our expectations students did not appear to show a difference in learning between the two versions; understanding seemed to take place at the same point regardless of game type.
by Bradley R. Gaffney.
M. Eng.
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Ashton, Martin. "Measuring cooperative behavior in contemporary multiplayer games." Thesis, McGill University, 2012. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=110546.

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Social aspects of multiplayer games are well known as contributors to game success, with online friendships and socialization expected to expand and strengthen a player-base. Understanding the nature of social behavior and determining the impact of cooperation on gameplay is thus important to game design. In this work, we make use of data exposed through in-game and web-based API's of two contemporary multiplayer games, World of Warcraft and Halo: Reach. We use this data to investigate the extent of cooperation among players and the effect on individual player behavior. We moreover show how the quantitative assessment of cooperative behavior can be used to isolate potential problem areas in games which may require additional balancing. We first monitor group health and position to measure the pacing of a cooperative scenario in World of Warcraft. We measure a scenario's pacing as the temporal progression of its difficulty, which directly reflects the required level of cohesion and coordination among the players in a group. Our results verify the informal perception that statically designed content becomes increasingly trivial as players obtain stronger stats, thus reducing the need for cohesion. Direct quantification of this behavior, as enabled by designs such as ours, allows for online, adaptive pacing that should better foster player community by consistently emphasizing the need for communication.The benefits of actual group behavior also has a reverse impact on game design. In our experiment involving Halo: Reach, our results demonstrate that players who enter as a group into the multiplayer matchmaking system have, on average, a significantly higher win-to-loss ratio than players who enter the matchmaking system alone. This gives them an advantage over less social players, and thus attests to the potential for refinement in group matchmaking techniques. In addition, our exploratory principal component analysis of individual player performances reveals a set of novel player types adapted to the multiplayer context and quite distinct from player types found in other game genres.From a general standpoint, the data collection techniques outlined in this thesis reveal the use of publically-accessible game APIs as a relatively unexplored yet promising source of insight into real-world gameplay behavior. Our results serve as evidence for two widely-assumed notions of multiplayer game design; the first, that static game content adversely affects a game's replayability and ultimately lessens the need for communication and cohesion among players. The second, that coordination among players provides a significant advantage over those who choose to play independently in a team-based setting.
Les interactions sociales entre les utilisateurs de jeux vidéo multijoueurs contemporains contribuent largement à la propagation et à la longévité de ces derniers. La compréhension des facteurs qui se lient à la promotion d'interactions sociales au sein de ces environnements est donc importante à leur développement. Dans cette thèse, nous recueillons des données à partir d'interfaces de programmation de deux jeux multijoueurs contemporains: World of Warcraft et Halo: Reach. Nous analysons ces données afin d'évaluer l'effet global du comportement coopératif, ainsi que son effet sur le comportement d'individus. De plus, nous démontrons que la mesure quantitative de comportements coopératifs peut aider à l'identification de fautes systémiques d'un jeux.En premier lieu, nous mesurons les points de vie et la position des membres d'un groupe de joueurs pour évaluer le débit d'un scénario coopératif de World of Warcraft. Nous définissons ce débit en fonction de la difficulté du scénario par rapport au temps. L'achèvement d'un scénario à débit intense impose ainsi un niveau de communication plus élevé entre les membres du groupe. Nos résultats appuient d'ailleurs la perception informelle que les jeux conçus avec des environnements et des ennemis non-adaptifs perdent l'intérêt des joueurs lorsque ceux-ci deviennent trop puissants. De plus, cet accroissement en puissance réduit le nombre d'interactions sociales en diminuant l'exigence de la communication entre les joueurs. En deuxième lieu, nous observons les conséquences de la coopération entre les joueurs de Halo: Reach. Les données recueillies dans ce contexte suggèrent que les joueurs qui entrent en groupe d'amis dans le système d'établissement de parties ont de plus fortes chances d'obtenir une victoire que ceux qui s'y introduisent individuellement. Nous découvrons ainsi une faute potentielle de ce système d'établissement de parties qui favorise les joueurs plus sociaux au détriment des joueurs plus solitaires. De plus, nous appliquons une analyse des composantes principales (PCA) sur les résultats moyens de chaque joueur, ce qui révèle un ensemble de descripteurs adaptés au contexte multijoueur, très distinct des descripteurs attribués aux joueurs d'autres types de jeux.D'un point de vue global, quoique les interfaces de programmation de jeux soient relativement inexplorées, notre méthodologie démontre que celles-ci offrent une panoplie d'informations liées aux comportement de joueurs. Nos résultats supportent d'autant plus deux notions informelles enracinées dans le design de jeux multijoueurs -- la première dicte que les environnements statiques agissent contre la rejouabilité d'un jeu, et que ceux-ci réduisent ultimement les besoins de communication et de cohésion entre joueurs. Dans un contexte d'affrontements d'équipes, la deuxième notion soutenue par nos données suggère que les joueurs coordonnés en groupe ont un avantage inné par rapport aux joueurs plutôt indépendants.
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Jones, Jason M. "Games for training leveraging commercial off the shelf multiplayer gaming software for infantry squad collective training." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/2047.

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Combat arms units (both Marine and Army) often do not have enough people, time and resources to properly train collective tasks at the squad level. Resources are often retained by higher headquarters due to tight deployment schedules, land restrictions, logistics constraints and a myriad of other reasons. Due to the current operational demands of combat arms brigades and regiments, the reality of limited resources is often a contributing factor in poor performance at the squad level. Leaders at all levels will need to look for innovative ways to sustain training levels at the small unit level. The scope of this study examined the collective and leader tasks that are required for successful execution of Infantry squad missions (using the Army Training and Evaluation Plan ARTEP 7-8 Drill), and how those tasks could be trained with the use of commercial off-the-shelf multiplayer gaming software. The end-state of this research study is to provide initial analysis on what collective skills games can be used to train at the Infantry squad level, and develop a training model recommendation for the integration of this tool into existing unit plans.
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Van, Coppenhagen Christian. "Exploring the thoughts and thinking strategies used by gamers during multiplayer gameplay in different genres of popular computer games." Diss., Pretoria : [s.n.], 2006. http://upetd.up.ac.za/thesis/available/etd-11192007-160735.

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Hulterström, Kristina. "Witches, Warlocks and Traffic Encounters : Designing the interaction for an ad hoc gaming experience." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2059.

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This thesis explores the problems and possibilities concerning the interaction between players physically located in different cars during temporary meetings in a gaming situation. The thesis is part of a study set out to investigate how traffic encounters can be used as a resource in a mobile, multiplayer game intended as entertainment for children travelling in the backseat of cars. The multiplayer capabilities are realised by using wireless networks in ad hoc peer- to-peer mode, GPS positioning and a digital compass.

Designing the interaction for an ad hoc, mobile multiplayer experience introduces several design challenges, such as how to adapt to the temporality of traffic encounters and how to establish a connection between the digital game and the physical context. The nature of traffic encounters inspired us to take a newapproach to the interaction. The interaction is accomplished using a device, which enables direct interaction between players physically located in different cars. A prototype game was constructed within the frames of the project, which this thesis was part of, to test the functionality of the game concept. The prototype has been tested in its real setting, i.e. inside a car. The study and the work on this thesis was initialised and supervised by Liselott Brunnberg and the work was carried out at the Mobility Studio at the Interactive Institute in Stockholm during late spring and summer 2003.

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Maguluri, Naga Sai Nikhil. "Multi-Class Classification of Textual Data: Detection and Mitigation of Cheating in Massively Multiplayer Online Role Playing Games." Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1494248022049882.

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Eibl, Maximilian, and Marc Ritter. "Workshopband der Mensch & Computer 2011." Technische Universität Chemnitz, 2011. https://monarch.qucosa.de/id/qucosa%3A19535.

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Die seit 2001 stattfindende Konferenz Mensch & Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch & Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus. Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch & Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Mensch & Computer. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik
First initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow. From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik
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Chaboissier, Jonathan. "Interactions simultanées de plusieurs utilisateurs avec une table interactive." Phd thesis, Université Paris Sud - Paris XI, 2011. http://tel.archives-ouvertes.fr/tel-00672516.

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Les travaux de cette thèse en informatique s'inscrivent dans le domaine de l'interaction homme-machine (IHM). Le sujet de ce mémoire concerne l'utilisation d'une nouvelle forme d'ordinateur appelée table interactive. Il s'agit d'une table dont le plateau est à la fois un écran et une surface de détection multi-tactile. Les tables interactives ouvrent de nouveaux usages de l'informatique en permettant des applications multi-utilisateurs en coprésence. Les utilisateurs d'une même table interactive ont naturellement envie d'interagir simultanément sur la surface partagée. Cette simultanéité est toutefois difficile à observer dans un contexte collaboratif et non artificiel. Les études existantes n'ont pas suffisamment analysé les problèmes rencontrés ni cherché comment le système peut aider à gérer les accès simultanés.Notre approche a consisté à étudier les interactions simultanées en nous orientant vers des situations originales où la couche applicative du système exerce une forte pression sur le rythme d'utilisation. Nous justifions ainsi l'utilisation d'un jeu vidéo comme outil d'exploration et d'expérimentation. Ce mémoire retrace la conception et le développement de RealTimeChess, un jeu pour 2 à 4 joueurs, adapté aux caractéristiques des tables interactives, et inspiré des échecs dans une version s'affranchissant du tour par tour. Nous rapportons les résultats d'expériences menées sur des groupes de 2 à 4 participants en situations de coopération et de compétition, qui ont permis de mettre en évidence des problèmes de gênes physiques et d'accessibilité aux objets distants ; de perception des informations importantes en contexte dynamique ; et de contrôle du rythme de l'interaction.Ce mémoire expose en outre les leçons apprises au niveau de l'interaction simultanée de plusieurs utilisateurs, des aspects de territorialité, des comportements collaboratifs et enfin en proposant des recommandations de Game Design pour tables interactives.
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Books on the topic "Cooperative multiplayer computer gaming"

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Multiplayer gaming and engine coding for the Torque Game Engine. Wellesley, Mass: A K Peters, Ltd., 2008.

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

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Book chapters on the topic "Cooperative multiplayer computer gaming"

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Wohn, Donghee Yvette, Rabindra Ratan, and Leticia Cherchiglia. "Gender and Genre Differences in Multiplayer Gaming Motivations." In Lecture Notes in Computer Science, 233–48. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50164-8_16.

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Cruz, Inês, Carlos Moreira, Mannes Poel, Hugo Ferreira, and Anton Nijholt. "Kessel Run - A Cooperative Multiplayer SSVEP BCI Game." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 77–95. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-73062-2_6.

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Strömberg, Hanna, Jaana Leikas, Riku Suomela, Veikko Ikonen, and Juhani Heinilä. "Multiplayer Gaming with Mobile Phones – Enhancing User Experience with a Public Screen." In Lecture Notes in Computer Science, 183–92. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11590323_19.

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Argenton, Luca, Marisa Muzio, Esther J. Shek, and Fabrizia Mantovani. "Multiplayer Serious Games and User Experience: A Comparison Between Paper-Based and Digital Gaming Experience." In Lecture Notes in Computer Science, 54–62. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-22960-7_6.

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Mast, Danića, and Sanne de Vries. "Cooperative Tetris: The Influence of Social Exertion Gaming on Game Experience and Social Presence." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 115–23. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-49616-0_11.

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Zhao, Jinjing. "L2 Languaging in a Massively Multiplayer Online Game." In Computer-Assisted Language Learning, 855–72. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7663-1.ch040.

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This paper examines L2 learner variations in the context of massively multiplayer online games (MMOGs). MMOGs have gained much attention among CALL researchers because this particular game genre is perceived to promote informal, contextualized interaction in a learner's target language, including interaction with native speakers. However, there is little research on differences between L2 learners in terms of how they engage in language learning and use in the context of gameplay. Drawing on data from questionnaires, interviews, gaming sessions, and gaming journals, this paper argues that affordances of MMOGs must be understood in relation to the learner's history, ability, and preference within the social context of game play; L2 learners engage with various game discourses that align with their preferences of game play and goals of language learning. In closing, the paper discusses procedural challenges in conducting research on MMOGs and similar gaming contexts.
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"Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." In The Design and Use of Simulation Computer Games in Education, 187–215. Brill | Sense, 2007. http://dx.doi.org/10.1163/9789087903121_012.

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Bowers, Clint, Peter A. Smith, and Jan Cannon-Bowers. "Social Psychology and Massively Multiplayer Online Learning Games." In Handbook of Research on Effective Electronic Gaming in Education, 702–18. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-808-6.ch040.

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The use of computer games and especially online games for educational purposes is growing in popularity. In this chapter we attempt to summarize findings from the area of social psychology as a basis to form propositions, guidelines, and research questions that will help develop effective multiplayer environments for learning. We are particularly interested in how to foster collaborative learning in multiplayer environments by exploiting the naturally occurring structures and features of popular massively multiplayer games. Where possible, we offer examples of how these features can be used to support learning and highlight areas in need of future research.
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Jacobs, Melinda. "Playing “Nice”." In Computer-Mediated Communication across Cultures, 32–44. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-60960-833-0.ch003.

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Within the Internet, a range of international and multicultural communities abound, especially within the context of interactive online games known as Massively Multiplayer Online Role-Playing Games (MMORPGs). The clashing of cultures in one particular MMORPG, Omerta, has caused many problems within the related online community. These conflicts have led to online instances of culturalism – discrimination based upon cultural-mindset – within this international online community (Jacobs, 2009). This chapter examines the following questions: Do players in international online gaming environments have the right to discriminate based on cultural attitudes and perceptions, or should a player’s right to not be discriminated against dominate in such international contexts? And how can multiculturalism be successfully managed in international online spaces?
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Bytheway, Julie. "In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games." In Computer-Assisted Language Learning, 1218–31. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7663-1.ch058.

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Millions of language learners use commercial off-the-shelf computer games as informal learning contexts. Massively multiplayer online role-playing games (MMORPGs) are rich meaningful vocabulary learning contexts with in-game cultures that encourage creativity, decrease anxiety, force interaction, demand cooperative and autonomous learning, increase motivation, and reward curiosity. This case-study of World of Warcraft® players examined how the in-game culture affected participants' use of vocabulary learning strategies. Using research processes inherent in Grounded Theory, rich data was collected from extant MMORPG texts and observations of, interviews with, and elicited texts from a criterion sample of six ESL experienced gamers. Through constant comparative analysis, patterns and strategies emerged. Gu's (2005) model of vocabulary learning strategies in contexts was adapted to suit digital game contexts. The results highlight the need to value how the MMORPG culture affects language learners' vocabulary learning strategies and argue for study into autonomous language learning in commercial off-the-shelf digital games.
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Conference papers on the topic "Cooperative multiplayer computer gaming"

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Cai, Wei, and Victor C. M. Leung. "Multiplayer cloud gaming system with cooperative video sharing." In 2012 IEEE 4th International Conference on Cloud Computing Technology and Science (CloudCom). IEEE, 2012. http://dx.doi.org/10.1109/cloudcom.2012.6427515.

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Zibin, Yoav. "JuryAPI: Secure Client-Side-Only Multiplayer Gaming API." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_073.

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Hasan, Shiblee Imtiaz. "Multiplayer gaming for low-end mobile phones: Gaming between basic mobile phones, handheld devices and computer platforms." In 2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference (ICE-GIC 2010). IEEE, 2010. http://dx.doi.org/10.1109/icegic.2010.5716902.

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Shores, Kenneth B., Yilin He, Kristina L. Swanenburg, Robert Kraut, and John Riedl. "The identification of deviance and its impact on retention in a multiplayer game." In CSCW'14: Computer Supported Cooperative Work. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2531602.2531724.

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Vella, Kellie, Christopher James Koren, and Daniel Johnson. "The Impact of Agency and Familiarity in Cooperative Multiplayer Games." In CHI PLAY '17: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3116595.3116622.

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Alharthi, Sultan A., George E. Raptis, Christina Katsini, Igor Dolgov, Lennart E. Nacke, and Zachary O. Toups. "Toward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games." In CSCW '18: Computer Supported Cooperative Work and Social Computing. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3272973.3274047.

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Pandey, Hari Mohan, and Abhishek Jain. "Human Cognitive Features to Define Correlation Between Depression and Internet Gaming Disorder." In 2021 IEEE 24th International Conference on Computer Supported Cooperative Work in Design (CSCWD). IEEE, 2021. http://dx.doi.org/10.1109/cscwd49262.2021.9437639.

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Pandey, Hari Mohan, and Abhishek Jain. "Human Cognition to Analyze Alcohol Use Disorder and Correlation with Internet Gaming Disorder." In 2021 IEEE 24th International Conference on Computer Supported Cooperative Work in Design (CSCWD). IEEE, 2021. http://dx.doi.org/10.1109/cscwd49262.2021.9437842.

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Gao, Yongqiang, Wenhui Guo, and Chenyang Zhou. "Quality of Service Aware Cost Optimization for Online Gaming Services in IaaS Clouds." In 2021 IEEE 24th International Conference on Computer Supported Cooperative Work in Design (CSCWD). IEEE, 2021. http://dx.doi.org/10.1109/cscwd49262.2021.9437698.

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