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.
Full textKhan, 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.
Full textCai, 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.
Full textTSE, 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.
Full textCox, T. "Online and multiplayer gaming ? An overview." Virtual Reality 5, no. 4 (December 2000): 215–22. http://dx.doi.org/10.1007/bf01408520.
Full textStone, 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.
Full textLisk, 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.
Full textSONG, 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.
Full textRamakrishna, 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.
Full textSingh, 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.
Full textCai, Wei, Victor C. M. Leung, and Long Hu. "A Cloudlet-Assisted Multiplayer Cloud Gaming System." Mobile Networks and Applications 19, no. 2 (November 9, 2013): 144–52. http://dx.doi.org/10.1007/s11036-013-0485-4.
Full textMolyneux, Logan, Krishnan Vasudevan, and Homero Gil de Zúñiga. "Gaming Social Capital: Exploring Civic Value in Multiplayer Video Games." Journal of Computer-Mediated Communication 20, no. 4 (May 9, 2015): 381–99. http://dx.doi.org/10.1111/jcc4.12123.
Full textNg Lee-Luan and Rino Shafierul Azizie Shahrir Raghbir. "Learning English Vocabulary via Computer Gaming." Issues in Language Studies 10, no. 1 (June 29, 2021): 93–109. http://dx.doi.org/10.33736/ils.2708.2021.
Full textZhao, Meiqi, Jianmin Zheng, and Elvis S. Liu. "Server Allocation for Massively Multiplayer Online Cloud Games Using Evolutionary Optimization." ACM Transactions on Multimedia Computing, Communications, and Applications 17, no. 2 (June 2021): 1–23. http://dx.doi.org/10.1145/3433027.
Full textGarneli, Varvara, Konstantinos Patiniotis, and Konstantinos Chorianopoulos. "Designing Multiplayer Serious Games with Science Content." Multimodal Technologies and Interaction 5, no. 3 (February 25, 2021): 8. http://dx.doi.org/10.3390/mti5030008.
Full textDeng, Yunhua, Yusen Li, Ronald Seet, Xueyan Tang, and Wentong Cai. "The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming." IEEE Transactions on Multimedia 20, no. 5 (May 2018): 1233–45. http://dx.doi.org/10.1109/tmm.2017.2760621.
Full textPaulus, Frank W., Charlotte S. Sander, Monika Nitze, Anne-Rose Kramatschek-Pfahler, Anette Voran, and Alexander von Gontard. "Gaming Disorder and Computer-Mediated Communication in Children and Adolescents with Autism Spectrum Disorder." Zeitschrift für Kinder- und Jugendpsychiatrie und Psychotherapie 48, no. 2 (March 1, 2020): 113–22. http://dx.doi.org/10.1024/1422-4917/a000674.
Full textKackley, Jeremy, Matthew Gambrell, and Jean Gourd. "I3P: A Protocol for Increasing Reliability and Responsiveness in Massively Multiplayer Games." Journal of Advanced Computational Intelligence and Intelligent Informatics 12, no. 2 (March 20, 2008): 142–49. http://dx.doi.org/10.20965/jaciii.2008.p0142.
Full textCarradini, Stephen, and Anya Hommadova Lu. "New motivations: Change over time in motivations for mobile gaming." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 259–85. http://dx.doi.org/10.1386/jgvw_00019_1.
Full textDinaki, Hossein Ebrahimi, Shervin Shirmohammadi, and Mahmoud Reza Hashemi. "Boosted Metaheuristic Algorithms for QoE-Aware Server Selection in Multiplayer Cloud Gaming." IEEE Access 8 (2020): 60468–83. http://dx.doi.org/10.1109/access.2020.2983080.
Full textBraithwaite, Andrea. "WoWing Alone." Games and Culture 13, no. 2 (October 8, 2015): 119–35. http://dx.doi.org/10.1177/1555412015610246.
Full textShirmohammadi, Shervin, and Mark Claypool. "Guest editorial for special issue on massively multiplayer online gaming systems and applications." Multimedia Tools and Applications 45, no. 1-3 (June 12, 2009): 1–5. http://dx.doi.org/10.1007/s11042-009-0310-z.
Full textPavelieva, A. K., and I. O. Lobko. "Gaming Slang in the English Language." Bulletin of Luhansk Taras Shevchenko National University, no. 3 (341) (2021): 67–75. http://dx.doi.org/10.12958/2227-2844-2021-3(341)-67-75.
Full textXiao, Peng. "A Virtual Resource Pricing Mechanism Based on Three-Side Gaming Model in Large-Scale Cloud Environments." International Journal of e-Collaboration 16, no. 3 (July 2020): 17–32. http://dx.doi.org/10.4018/ijec.2020070102.
Full textDu, Yao, Thomas D. Grace, Krithika Jagannath, and Katie Salen-Tekinbas. "Connected Play in Virtual Worlds: Communication and Control Mechanisms in Virtual Worlds for Children and Adolescents." Multimodal Technologies and Interaction 5, no. 5 (May 11, 2021): 27. http://dx.doi.org/10.3390/mti5050027.
Full textKongmee, Isara, Rebecca Strachan, Alison Pickard, and Catherine Montgomery. "A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners." International Journal of Virtual and Personal Learning Environments 3, no. 4 (October 2012): 1–15. http://dx.doi.org/10.4018/jvple.2012100101.
Full textBaek, Youngkyun, and Achraf Touati. "Comparing Collaborative and Cooperative Gameplay for Academic and Gaming Achievements." Journal of Educational Computing Research 57, no. 8 (January 24, 2019): 2110–40. http://dx.doi.org/10.1177/0735633118825385.
Full textCrabtree, Andy, Steve Benford, Mauricio Capra, Martin Flintham, Adam Drozd, Nick Tandavanitj, Matt Adams, and Ju Row Farr. "The Cooperative Work of Gaming: Orchestrating a Mobile SMS Game." Computer Supported Cooperative Work (CSCW) 16, no. 1-2 (April 25, 2007): 167–98. http://dx.doi.org/10.1007/s10606-007-9048-1.
Full textRubio Ballester, Belén, Sergi Bermúdez i Badia, and Paul F. M. J. Verschure. "Including Social Interaction in Stroke VR-Based Motor Rehabilitation Enhances Performance: A Pilot Study." Presence: Teleoperators and Virtual Environments 21, no. 4 (November 2012): 490–501. http://dx.doi.org/10.1162/pres_a_00129.
Full textFuster, Héctor, Andrés Chamarro, Xavier Carbonell, and Robert J. Vallerand. "Relationship Between Passion and Motivation for Gaming in Players of Massively Multiplayer Online Role-Playing Games." Cyberpsychology, Behavior, and Social Networking 17, no. 5 (May 2014): 292–97. http://dx.doi.org/10.1089/cyber.2013.0349.
Full textGrimes, Sara M. "Penguins, Hype, and MMOGs for Kids: A Critical Reexamination of the 2008 “Boom” in Children’s Virtual Worlds Development." Games and Culture 13, no. 6 (March 29, 2016): 624–44. http://dx.doi.org/10.1177/1555412016638755.
Full textFernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.
Full textCockburn, Alistair. "The end of software engineering and the start of economic-cooperative gaming." Computer Science and Information Systems 1, no. 1 (2004): 1–32. http://dx.doi.org/10.2298/csis0401001c.
Full textAlharthi, Sultan A., George E. Raptis, Christina Katsini, Igor Dolgov, Lennart E. Nacke, and Z. O. Toups. "Investigating the Effects of Individual Cognitive Styles on Collaborative Gameplay." ACM Transactions on Computer-Human Interaction 28, no. 4 (October 31, 2021): 1–49. http://dx.doi.org/10.1145/3445792.
Full textAziz, Norshakirah, Md Jan Nordin, Said Jadid Abdulkadir, and Muhammad Muhaimin M. Salih. "Digital Addiction: Systematic Review of Computer Game Addiction Impact on Adolescent Physical Health." Electronics 10, no. 9 (April 22, 2021): 996. http://dx.doi.org/10.3390/electronics10090996.
Full textDolgov, Igor, William J. Graves, Matthew R. Nearents, Jeremy D. Schwark, and C. Brooks Volkman. "Effects of cooperative gaming and avatar customization on subsequent spontaneous helping behavior." Computers in Human Behavior 33 (April 2014): 49–55. http://dx.doi.org/10.1016/j.chb.2013.12.028.
Full textLim, Sohye, and Jong-Eun Roselyn Lee. "When Playing Together Feels Different: Effects of Task Types and Social Contexts on Physiological Arousal in Multiplayer Online Gaming Contexts." CyberPsychology & Behavior 12, no. 1 (February 2009): 59–61. http://dx.doi.org/10.1089/cpb.2008.0054.
Full textGao, Yongqiang, Lin Wang, and Jiantao Zhou. "Cost-Efficient and Quality of Experience-Aware Provisioning of Virtual Machines for Multiplayer Cloud Gaming in Geographically Distributed Data Centers." IEEE Access 7 (2019): 142574–85. http://dx.doi.org/10.1109/access.2019.2944405.
Full textMancini, Tiziana, Chiara Imperato, and Federica Sibilla. "Does avatar's character and emotional bond expose to gaming addiction? Two studies on virtual self-discrepancy, avatar identification and gaming addiction in massively multiplayer online role-playing game players." Computers in Human Behavior 92 (March 2019): 297–305. http://dx.doi.org/10.1016/j.chb.2018.11.007.
Full textPinkwart, Niels, and Hannes Olivier. "Cooperative virtual worlds—a viable eCollaboration pathway or merely a gaming trend?" Electronic Markets 19, no. 4 (October 6, 2009): 233–36. http://dx.doi.org/10.1007/s12525-009-0022-2.
Full textWallner, Guenter. "Automatic generation of battle maps from replay data." Information Visualization 17, no. 3 (July 17, 2017): 239–56. http://dx.doi.org/10.1177/1473871617713338.
Full textThawonmas, Ruck. "Special Issue on Intelligence Techniques in Computer Games and Simulations." Journal of Advanced Computational Intelligence and Intelligent Informatics 12, no. 2 (March 20, 2008): 105. http://dx.doi.org/10.20965/jaciii.2008.p0105.
Full textKim, Hye-Young, and Jinsul Kim. "A load balancing scheme for gaming server applying reinforcement learning in IoT." Computer Science and Information Systems 17, no. 3 (2020): 891–906. http://dx.doi.org/10.2298/csis190917026k.
Full textBytheway, Julie. "In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games." International Journal of Computer-Assisted Language Learning and Teaching 4, no. 4 (October 2014): 1–13. http://dx.doi.org/10.4018/ijcallt.2014100101.
Full textCarrión Candel, Elena, Mercedes Pérez Agustín, and Elena Giménez De Ory. "ICT and gamification experiences with CLIL methodology as innovative resources for the development of competencies in compulsory secondary education." Digital Education Review, no. 39 (June 30, 2021): 238–56. http://dx.doi.org/10.1344/der.2021.39.238-256.
Full textCattan, Grégoire, Anton Andreev, and Etienne Visinoni. "Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: An Update." Computers 9, no. 4 (November 14, 2020): 92. http://dx.doi.org/10.3390/computers9040092.
Full textKordyaka, Bastian, Katharina Jahn, and Bjoern Niehaves. "Towards a unified theory of toxic behavior in video games." Internet Research 30, no. 4 (April 10, 2020): 1081–102. http://dx.doi.org/10.1108/intr-08-2019-0343.
Full textTakeda, K., S. J. Newman, J. Kenny, and M. Zyskowski. "Convergence: Commodity flight simulation and the future." Aeronautical Journal 112, no. 1136 (October 2008): 599–607. http://dx.doi.org/10.1017/s0001924000002566.
Full textHayashi, Nahoko, and Toshio Yamagishi. "Selective Play: Choosing Partners in an Uncertain World." Personality and Social Psychology Review 2, no. 4 (November 1998): 276–89. http://dx.doi.org/10.1207/s15327957pspr0204_4.
Full textSalam, Abdus, Anwar Hossain, and Shahidur Rahman. "The Effect of using Teams Games Tournaments (TGT) Cooperative Technique for Learning Mathematics in secondary schools of Bangladesh." Journal of Research in Mathematics Education 4, no. 3 (October 24, 2015): 271. http://dx.doi.org/10.17583/redimat.2015.1519.
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