Books on the topic 'MMORPG'

To see the other types of publications on this topic, follow the link: MMORPG.

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 41 books for your research on the topic 'MMORPG.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse books on a wide variety of disciplines and organise your bibliography correctly.

1

Schlesinger, Ed, ed. Guild Wars: Ghosts of Ascalon. New York, USA: Pocket Star Books, 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Schmidt, 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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Schmidt, 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 text
APA, Harvard, Vancouver, ISO, and other styles
4

Gregory, Josh. Minecraft: MMORPG. Cherry Lake Publishing, 2018.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Gregory, Josh. Minecraft: MMORPG. Cherry Lake Publishing, 2018.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Minecraft: MMORPG. Cherry Lake Publishing, 2018.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Gregory, Josh. Minecraft: MMORPG. Cherry Lake Publishing, 2018.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Minecraft: MMORPG. Cherry Lake Publishing, 2018.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

MMORPG Character Tracker. Independently Published, 2021.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Mager, Toni, and Mathis Mager. Ultimative MMORPG-Namenslexikon. Independently Published, 2019.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
11

MMORPG Character Tracker. Independently Published, 2021.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
12

MMORPG Character Tracker. Independently Published, 2021.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
13

MMORPG Character Tracker. Independently Published, 2021.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
14

MMORPG Character Tracker. Independently Published, 2021.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
15

MMORPG Character Tracker. Independently Published, 2021.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
16

Klein, J. Arthur, and Fritz Rauer. Purpursand: Eine VR-MMORPG LitRPG-Trilogie. Independently Published, 2022.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
17

Griggs, Clay. Total VR : 1: Total Quest MMORPG. Independently Published, 2018.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
18

G, Ennelle. Comment Draguer Sur les MMORPG: Nouvelle Partie. Independently Published, 2017.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
19

Die Verbotenen Gräber: Eine VR-MMORPG LitRPG-Trilogie. Independently Published, 2022.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
20

MMORPG: How a computer game becomes deadly serious. United States of America: SHI Publishing, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
21

EverQuest: The Legend and Lore that Defined a Generation of Gaming. BradyGames, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
22

Bonato, Stefano. Mmorpg: Introduzione Alla Psicologia Dei Giochi Di Ruolo Online. Independently Published, 2018.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
23

Sohma, A. M. The Desperate Quest: A MMORPG and LitRPG Online Adventure. K. M. Shea, 2019.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
24

FIRMINO, J. G. A. AMIGOS E GUILDAS: performance, mídia e agência em um MMORPG. EDITORA CRV, 2019. http://dx.doi.org/10.24824/978854443694.3.

Full text
APA, Harvard, Vancouver, ISO, and other styles
25

Sohma, A. M. The Revived: A MMORPG and LitRPG Online Adventure (Second Age of Retha). K. M. Shea, 2018.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
26

Sohma, A. M. The Luckless: A MMORPG and LitRPG Online Adventure (Second Age of Retha). K. M. Shea, 2017.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
27

Shea, K. M. The Desperate Quest: A MMORPG and LitRPG Online Adventure (Second Age of Retha) (Volume 2). K. M. Shea, 2017.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
28

Publishing, Sunshine. I Would Rather Suffer with Mmorpg Than Be Senseless: Funny Notebook for Mmorpg Lovers, Cute Journal for Writing Journaling and Note Taking at Home Office Work School College,appreciation Birthday Christmas Gag Gift for Women Men Teen Coworker Friend. Independently Published, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
29

Sergeeva, Ava. Die Programmierte Identitat. Zur Korrelation Von Interface und Rolle Im Mmorpg Am Beispiel Von der Herr der Ringe Online. GRIN Verlag GmbH, 2015.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
30

Giers, Katharina. 'Klappstuhlkommando' und andere sprachlich-wunderliche Phänomene in der MMORPG-Welt: Kulturelles und semantisches Wissen am Beispiel des Computerspielbestsellers 'World of Warcraft'. GRIN Verlag GmbH, 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
31

Hollburg, Cordt. Was treibt Menschen in virtuelle Welten?: Eine Untersuchung über die Auswirkungen unterschiedlicher Selbstkonzepte und Bindungsfaktoren auf die Spielzeit und Suchtneigung von MMORPG-Spielern. GRIN Verlag GmbH, 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
32

Gregory, Josh. MMORPGs in Minecraft. Cherry Lake Publishing, 2019.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
33

Gregory, Josh. MMORPGs in Minecraft. Cherry Lake Publishing, 2019.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
34

Gregory, Josh. MMORPGs in Minecraft. Cherry Lake Publishing, 2019.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
35

Gregory, Josh. MMORPGs in Minecraft. Cherry Lake Publishing, 2019.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
36

Ockrent, Christine. La mmore du coeur. Fayard, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
37

MMORPGS in Minecraft (21st Century Skills Innovation Library: Unofficial Guides Junior). Cherry Lake Pub, 2019.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
38

Grief Play Management: A Qualitative Study of Grief Play Management in MMORPGs. Lightning Source Incorporated, 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
39

Valkyrie, Zek. Game Worlds Get Real. ABC-CLIO, LLC, 2017. http://dx.doi.org/10.5040/9798400655548.

Full text
Abstract:
Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie—a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself—explores the evolution of the meaning of “play” in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency.
APA, Harvard, Vancouver, ISO, and other styles
40

Keating, Elizabeth. Challenges of Conducting Interaction with Technologically Mediated Bodies. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780190210465.003.0012.

Full text
Abstract:
Technologically mediated interaction challenges people’s habitual ways of acting interdependently and intercorporeally with others. This chapter discusses strategies observed in two different groups, computer gamers playing Massively Multiplayer Online Role-Playing Games (MMORPGs), and engineers, as each group collaborates in goal-directed activities where technology significantly alters the reciprocal sharing of body experience. The gamers and engineers are challenged to render their bodies meaningful through interactive digital environments in order to effectively coordinate actions. As bodies are able to be extended through space, the technology which makes this possible also reduces key aspects of visual and sensory fields, including the arrangement of bodies in space and movement. This in turn affects the achievement of focused interaction, the transfer of skills, and the understanding of checks and alignment.
APA, Harvard, Vancouver, ISO, and other styles
41

Jin, Dal Yong. Digital Hallyu 2.0: Transnationalization of Local Digital Games. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252039973.003.0007.

Full text
Abstract:
This chapter maps out the growth of locally based digital games. In the twenty-first century, the New Korean Wave has been expanding with the rapid growth of digital culture, in particular with online gaming. The rapid growth of the Korean digital game industry, including online gaming, and its export into the Western market have raised a fundamental question of whether digital culture has changed the nature of the Korean Wave, from a regionally focused intracultural flow to include a Western-focused contraflow. The chapter attempts to discuss the ways in which local online games, in particular massively multiplayer online role-playing games (MMORPGs), have advanced contraflow. In addition, it discusses a changing trend in the digital game sector, which has been occurring due to both the increasing role of China's game industries and the emergence of mobile gaming in the smartphone era. It also maps out the process by which Korean online games are appropriated for Western game users in a form of “glocalization”in both content and structure. Finally, the chapter articulates whether this new trend can diminish an asymmetrical cultural flow between the West and the East.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography