Academic literature on the topic 'MMORPG'
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Journal articles on the topic "MMORPG"
Samudera, Marvella, Elissa Dwi Lestari, and Florentina Kurniasari. "Analysis of the Effect of Effort Expectancy, Social Influence, Hedonic Motivation, Price Value, Habit, and Flow on MMORPG’s Intention to Play." Environment-Behaviour Proceedings Journal 9, SI19 (March 10, 2024): 67–72. http://dx.doi.org/10.21834/e-bpj.v9isi19.5770.
Full textKałuża, Maciej, and Ewa Golik. "Tarpkultūrinė komunikacija ir internetas: tarpkultūrinės komunikacijos vaidmuo interneto bendruomenėse." Informacijos mokslai 45 (January 1, 2008): 22–34. http://dx.doi.org/10.15388/im.2008.0.3390.
Full textMiftahuddin, Damar, and Noor Malihah. "Massive Multiplayer Online Role-Playing Games to Enrich Vocabulary to Foreign Language Learners: The Implementation." Journal of English Teaching and Learning Issues 5, no. 2 (December 30, 2022): 81. http://dx.doi.org/10.21043/jetli.v5i2.17090.
Full textChen, Chun Chih, and Han Yu Lin. "Identifying the Attractive Attributes of the Massively Multiplayer Online Role-Playing Game Designs." Applied Mechanics and Materials 236-237 (November 2012): 1095–100. http://dx.doi.org/10.4028/www.scientific.net/amm.236-237.1095.
Full textSuznjevic, Mirko, Jose Saldana, Maja Matijasevic, Julián Fernández-Navajas, and José Ruiz-Mas. "Analyzing the Effect of TCP and Server Population on Massively Multiplayer Games." International Journal of Computer Games Technology 2014 (2014): 1–17. http://dx.doi.org/10.1155/2014/602403.
Full textWijaya, Surya Agung, Abdul Asib, and Suparno Suparno. "Portraying Informal Digital Learning of English from Management, Beliefs, and Practices." Register Journal 14, no. 2 (December 1, 2021): 157–84. http://dx.doi.org/10.18326/rgt.v14i2.157-184.
Full textHartshorne, Richard, Phillip J. VanFossen, and Adam Friedman. "MMORPG Roles, Civic Participation and Leadership Among Generation Y." International Journal of Gaming and Computer-Mediated Simulations 4, no. 1 (January 2012): 55–67. http://dx.doi.org/10.4018/jgcms.2012010103.
Full textCorredor, Javier Alejandro, and Leonardo Rojas Benavides. "Narrative and Conceptual Expertise in Massively Multiplayer Online Role Playing Games." International Journal of Gaming and Computer-Mediated Simulations 8, no. 1 (January 2016): 44–67. http://dx.doi.org/10.4018/ijgcms.2016010104.
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 textSwoboda, Birgit. "GTFO!! - Positioning as interaction strategy in MMORPG communication." Comunicação e Sociedade 27 (June 29, 2015): 151–66. http://dx.doi.org/10.17231/comsoc.27(2015).2094.
Full textDissertations / Theses on the topic "MMORPG"
Pahlin, Daniel. "Problemlösande MMORPG-Design." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1421.
Full textDetta arbete diskuterar och visar förslag på lösningar till problem somjag har stött på under min tid som mmorpg spelare. Lösningarnaappliceras i mitt egna påbörjade mmorpg i formen av ett highconcept dokument.Problemen som tas upp i detta arbete handlar om tiden som krävs föratt spela ett mmorpg och jag försöker ge spelarna makten att väljasjälva hur de vill spendera sin tid inne i spelet.Senare i den reflexiva rapporten diskuteras metoder och lösningarnasom har arbetats fram.
Linhart, Pavel. "Obchodní modely MMORPG." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-72544.
Full textSchliemann, Erik. "Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet." Thesis, Umeå universitet, Institutionen för informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73312.
Full textEsbjörnsson, Robert. "Hur skapar man longterm gameplay i MMORPG." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-97.
Full textDetta arbete tar upp frågan hur man får onlinerollspel, så kallade (MMORPG) att erbjuda bättre longterm gameplay och ge spelarna en intressantare upplevelse under längre tid. Frågeformuleringen detta behandlas utifrån är: ”Hur skapar man longterm gameplay för olika spelartyper i ett MMORPG?”
Frågan undersöks genom att utforska vad för typ av gameplay olika spelartyper är intresserade inom genren. Spelartyperna kommer från Bartle’s (1996) uppställning av fyra typer av spelare: achivers, explorers, socializers och killers.
Frågan besvaras sedan genom ett designdokument till ett MMORPG där olika typer av spelelement introduceras för ändamålet.
Resultatet som framkommer visar på att man ska ta vara på det som gör MMORPG till en sådan intressant spelform. Genom att erbjuda omväxling, social interaktion och inte minst nya utmaningar. Samtidigt som det sker en långvarig vidareutveckling av spelarens karaktär så sätt lockas spelarna till att stanna kvar och har alltid något underhållande mål att sträva efter. Spelaren vill få belöning och uppmuntran i förhållande till den tid och arbete som investeras i spelet.
Södertun, Markus, and Pontus Sjögren. "Sociala relations som skapas i Mmorpg-spel." Thesis, Högskolan i Halmstad, Medie- och kommunikationsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-18101.
Full textWahlbäck, Emmy. "Online Roleplaying : Collaborative storytelling in an MMORPG." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5024.
Full textHeyde, Carla Junger. "Auto-realização de jogadores de Tibia : MMORPG." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2007. http://hdl.handle.net/10183/11382.
Full textIn order to analyze the nature of the society we live today, which has a new virtual dimension possible by the Massively Multiplayer On-line Role Playing Games – MMORPGs -, we requested Axel Honneth’s theory. The author identifies the arising of an individualism of self-realization in modern capitalist societies, in which the individuals demand autonomous conditions of search for self-realization to reach what they understand as “good life”. This work analyzes the motives that lead the players to opt to participate in the “virtual society” of the games, starting from the hypothesis that the social environment that these games provide enables the construction of the players’ self-realization in a complementary way to the social environment which the individual belongs in flesh and blood. The MMORPGs are so complementing the individuals’ needs of social realization, and the “virtual” social environments being concrete in their contributions to such individuals’ demands. What explains the players’ option to experience their social relations inside the game. To investigate the veracity of this hypothesis a virtual ethnography was carried out in the Tibia game environment and the technique of participative observation was utilized, which we named “Playing”: watching, reading, writing and participating. The data were collected through informal conversations with more than five hundred characters for a period of seventeen months, in a total of approximately four thousand hours. They were analyzed by the particularity of each type of relation developed by the players: loving, legal and social appraisal. This research contributes to the comprehension of diverse social phenomena related to this kind of game and to assist the different publics – opinion creators, relative of players, potential players, and education institutions – to evaluate the act of to play. The data confirm our hypothesis and make possible the elaboration of questions about phenomena that are reproduced in the virtual environment and contradict the yearnings of those who believe that “another world is possible”.
Östling, David, and Isak Sundström. "Spelares upplevelser av mörka designmönster i MMORPG spel." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-300189.
Full textThis study was performed in order to investigate the concept of dark design patterns in MMORPG (Massive Multiplayer Online Role Playing Games) games and what players think about them. This was done in order to deepen the knowledge surrounding this topic and to get more insight to how players are affected by dark design patterns since there are currently no studies on players' opinions on dark design patterns in video games. For the purpose of this study we focused on the game Runescape as it is currently one of the most popular MMORPG games. The game is also very similar to many other MMORPG games when it comes to its design. The definitions of the dark design patterns present in this study primarily come from José Zagals study on dark patterns in games from 2013. Our study was conducted by posting a survey asking the players about their opinions on the dark design patterns that could be identified in Runescape. The survey was posted on a couple of Runescape discussion-forums. The study showed that players had mixed opinions and that many players had a general non-negative view on the dark design patterns present in the game. At the same time, many were also well aware of the problematic aspects of the dark patterns and had negative opinions on them but nevertheless tolerated them as they kept putting many hours into the game. A few of the ones with negative opinions described how their addiction to the game made them keep playing despite disliking the dark design patterns.
Yao, Yifei. "Exploring the sense of immersion of MMORPG game design." Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-7508.
Full textSutton, April G. "Avatar identification and its effects on MMORPG game play." Xavier University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1444130344.
Full textBooks on the topic "MMORPG"
Schlesinger, Ed, ed. Guild Wars: Ghosts of Ascalon. New York, USA: Pocket Star Books, 2010.
Find full textSchmidt, Friederike. Selbstbestimmung und Anerkennung Sexueller und Geschlechtlicher Vielfalt: Lebenswirklichkeiten, Forschungsergebnisse und Bildungsbausteine. Edited by Friederike Schmidt, Anne-Christin Schondelmayer, and Ute B. Schröder. Wiesbaden: Springer VS, 2014.
Find full textSchmidt, Friederike. Selbstbestimmung und Anerkennung sexueller und geschlechtlicher Vielfalt: Lebenswirklichkeiten, Forschungsergebnisse und Bildungsbausteine. Edited by Dr Friederike Schmidt, Jun.-Prof. Dr. Anne-Christin Schondelmayer, and Ute B. Schröder. Wiesbaden, Germany: Springer VS, 2014.
Find full textGregory, Josh. Minecraft: MMORPG. Cherry Lake Publishing, 2018.
Find full textGregory, Josh. Minecraft: MMORPG. Cherry Lake Publishing, 2018.
Find full textMinecraft: MMORPG. Cherry Lake Publishing, 2018.
Find full textGregory, Josh. Minecraft: MMORPG. Cherry Lake Publishing, 2018.
Find full textMinecraft: MMORPG. Cherry Lake Publishing, 2018.
Find full textMMORPG Character Tracker. Independently Published, 2021.
Find full textMager, Toni, and Mathis Mager. Ultimative MMORPG-Namenslexikon. Independently Published, 2019.
Find full textBook chapters on the topic "MMORPG"
Barton, Matt, and Shane Stacks. "The Rise of the MMORPG." In Dungeons and Desktops, 457–98. [2nd edition]. | Boca Raton: Taylor & Francis, [2018]: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781351273404-20.
Full textKazmi, Mohd Faizi, Mohsin Ali Khan, and Zaw Ali Khan. "The Med Life - A Medical MMORPG." In Serious Games, 183–86. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-70111-0_17.
Full textJianmin, Wang, Zheng Zibin, Peter Tam, and Liu Jianping. "Optimization Technique for Commercial Mobile MMORPG." In Entertainment for Education. Digital Techniques and Systems, 34–45. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14533-9_4.
Full textLi, Jianwei, Hualei Wu, Xiaowen Li, and Shixi Chen. "Network Synchronization Mechanism Design Based on MMORPG." In AsiaSim 2012, 1–8. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34390-2_1.
Full textSchatten, Markus, Bogdan Okreaša Đurić, Igor Tomičič, and Nikola Ivkovič. "Automated MMORPG Testing – An Agent-Based Approach." In Lecture Notes in Computer Science, 359–63. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-59930-4_38.
Full textScott, John, and Newton Lee. "World of Warcraft, a MMORPG with Expansions." In Encyclopedia of Computer Graphics and Games, 2101–3. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_354.
Full textKim, Hye-Young. "User-Oriented Load Balancing Scheme for MMORPG." In IT Convergence and Security 2012, 515–20. Dordrecht: Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-5860-5_61.
Full textScott, John, and Newton Lee. "World of Warcraft, A MMORPG with Expansions." In Encyclopedia of Computer Graphics and Games, 1–3. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-319-08234-9_354-1.
Full textShui, Linlin, Guangzheng Fei, Guoyu Sun, and Chi Wa Leong. "Game Balance Principles in MMORPG with Pet System." In Learning by Playing. Game-based Education System Design and Development, 133–40. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03364-3_17.
Full textNistor, Nicolae. "Quantitative Analysis of Newcomer Integration in MMORPG Communities." In State-of-the-Art and Future Directions of Smart Learning, 131–36. Singapore: Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-287-868-7_15.
Full textConference papers on the topic "MMORPG"
Chen, Kuan-Ta, Jhih-Wei Jiang, Polly Huang, Hao-Hua Chu, Chin-Laung Lei, and Wen-Chin Chen. "Identifying MMORPG bots." In the 2006 ACM SIGCHI international conference. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1178823.1178829.
Full textQi, Yang. "Asura MMORPG online trailer." In ACM SIGGRAPH 2014 Computer Animation Festival. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2633956.2633984.
Full textAssiotis, Marios, and Velin Tzanov. "A distributed architecture for MMORPG." In 5th ACM SIGCOMM workshop. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1230040.1230067.
Full textBian Wu, Alf Inge Wang, and Yuanyuan Zhang. "Experiences from implementing an educational MMORPG." In 2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference (ICE-GIC 2010). IEEE, 2010. http://dx.doi.org/10.1109/icegic.2010.5716896.
Full textLiu Pu and Guan Jiaqing. "Traditional design elements in Chinese MMORPG." In 2010 IEEE 11th International Conference on Computer-Aided Industrial Design & Conceptual Design 1. IEEE, 2010. http://dx.doi.org/10.1109/caidcd.2010.5681835.
Full textSaqfalhett, Rawan. "THE EFFECT OF MMORPG ONLINE GAMES ON ENHANCING ENGLISH VOCABULARY ACQUISITION FOR EFL PLAYERS: CASE OF PALESTINIAN UNIVERSITY STUDENTS." In Modern approaches and new trends in teaching foreign languages. Alisher Navo'i Tashkent state university of Uzbek language and literature, 2024. http://dx.doi.org/10.52773/tsuull.conf.teach.foreign.lang.2024.8.5/skmp4544.
Full textSynnaeve, Gabriel, Pierre Bessière, Ali Mohammad-Djafari, Jean-François Bercher, and Pierre Bessiére. "Bayesian Modeling of a Human MMORPG Player." In BAYESIAN INFERENCE AND MAXIMUM ENTROPY METHODS IN SCIENCE AND ENGINEERING: Proceedings of the 30th International Workshop on Bayesian Inference and Maximum Entropy Methods in Science and Engineering. AIP, 2011. http://dx.doi.org/10.1063/1.3573658.
Full textTomicic, Igor, Petra Grd, and Markus Schatten. "Reverse Engineering of the MMORPG Client Protocol." In 2019 42nd International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO). IEEE, 2019. http://dx.doi.org/10.23919/mipro.2019.8756873.
Full textDiao, Ziqiang, Pengfei Zhao, Eike Schallehn, and Siba Mohammad. "Achieving Consistent Storage for Scalable MMORPG Environments." In the 19th International Database Engineering & Applications Symposium. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2790755.2790758.
Full textLiu, Fang, Guotao Yan, and Wenli Zhou. "Traffic Recognition and Characterization Analysis of MMORPG." In 2006 International Conference on Communication Technology. IEEE, 2006. http://dx.doi.org/10.1109/icct.2006.341783.
Full textReports on the topic "MMORPG"
Johnson, Michael T. Multinational Maritime Operations (MMOPS) for Naval Doctrine Command. Fort Belvoir, VA: Defense Technical Information Center, September 1995. http://dx.doi.org/10.21236/ada362370.
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