Journal articles on the topic 'MMORPG'

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1

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.

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With more Internet access, MMORPGs have grown in popularity. In Indonesia, the biggest gaming market in Southeast Asia, this genre is less popular. Therefore, studying what inspires Indonesian MMORP users is necessary. The study used a quantitative research design on 221 online gamers who were familiar with MMORPGs but had never played them. The study tested research hypotheses using multivariate linear regression analysis. The study discovered that hedonic motivation, price value, habit, and flow all have a positive impact on one's intention to play MMORPG online games, but effort expectation and social influence have no impact.
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Kałuża, 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.

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Straipsnyje pateikiama tarpkultūrinės komunikacijos, egzistuojančios interneto bendruomenėse, analizė, atlikta bendradarbiaujant su grupės MMORPG (angl. Massive Multiplayer Online Role Playing Games) nariais. Šio tyrimo tikslas buvo parodyti, kad interneto bendruomenės linkusios turėti gana išvystytas organizacines struktūras, įgalinančias jų narius dirbti kartu atliekant intelektines užduotis. Nors MMORPG tradicinė akis į akį komunikacija yra pakeičiama kompiuterių perduodama komunikacija (angl. computer mediated communication), vis tiek galima pamatyti, kaip formuojasi specifinės grupės kultūra. Tyrimo metu nustatytas dar vienas svarbus veiksnys – interneto bendruomenėse, kurias sudaro MMORPG nariai iš skirtingų kultūrų, pasaulio religijų, matyti, kad kultūriniai jų sąveikos aspektai ne tik atsiskleidžia iš jų veiksmų, bet taip pat turi didelę įtaką žaidėjo elgsenai ar grupės organizavimui. Ilgo bendradarbiavimo veiksnys rodo, kad tarp žaidėjų, priklausančių MMORPG, yra susiformavusių specifinių komunikacijos formų ir integruojanti grupės kultūra.Intercultural communication and the Internet. The role of intercultural communication in Internet societiesMaciej Kałuża, Ewa Golik SummaryThe subject of our paper is an analysis of intercultural communication, in Internet societies, concentrated on group cooperation in MMORPGs (Massive Multiplayer Online Role Playing Games). The main purpose of our study was to show that Internet societies tend to have a highly developed structure of organization, enabling them to work together on very sophisticated tasks. Even though in MMORPGs a traditional face-to-face communication is replaced by the computer-mediated communication, we can still observe emergence of specific group cultures as defined by traditional sociology. Also, a rather important factor is that due to the fact that the Internet societies found in MMORPGs are made up of players from different cultures, world regions, the cultural aspect of their interaction is not only visible in their actions, but also tends to have a strong influence on players’ behaviors and group organization. The fact of a long cooperation among players playing the MMORPGs also results in a very specific form of communication and a highly complex in-group culture.Key words: Internet, communication, group, organization, structure
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Miftahuddin, 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.

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Massive Multiplayer Online Role-Playing Games (MMORPGs) are increasingly used to improve language learning. Many games have been created as products to help players improve their learning abilities. This research explores the execution of the MMORPGs to improve their vocabulary. The information was gathered through observation, documentation, and interview. There are seven chosen experienced players of MMORPG in worldwide servers who meet the requirements. Results demonstrated that implementing MMORPG can assist the EFL learners with acquiring new vocabulary from the aspect of the game like socializing, guild, mission, storyline, trading market, and things depiction assist the EFL learners with learning new vocabulary. The results of the study were expected to help the EFL learner gamer learn English, especially vocabulary, since the game has many aspects that help the EFL learners who play this game to enrich their vocabulary.
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Chen, 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.

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The Massively Multiplayer Online Role-Playing Game (MMORPG) industry is growing rapidly. A MMORPG is composed of many design attributes; therefore, the game developers cannot satisfy all of the design attributes due to the constraint of development resources and the time-to-market pressure of the product. The purpose of this study is to help game developers to make the trade-off decision of where to invest their limited resources to implement critical design attributes. To better understand the relationship between attributes performance and satisfaction, the two-dimensional quality model, Kano model, is applied to identify the key attributes in satisfaction. Results indicated that these design attributes of MMORPGs were classified into different quality categories, including attractive, one-dimensional, must-be and indifferent qualities. By applying the Kano quality classifications, the attractive and important design attributes can be identified. It also can help game designers determine the priority to resolve the trade-offs dilemma in multiple-attribute optimization of satisfaction for MMORPG design.
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Suznjevic, 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.

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Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft) real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on player’s activities during the day, to also incorporate the impact of the number of players sharing a server (server population) on network traffic. Based on real traffic traces, we statistically model the influence of the variation of the server’s player population on the network traffic, depending on the action categories (i.e., types of in-game player behaviour). Using the developed traffic model we prove that while server population only modifies specific action categories, this effect is significant enough to be observed on the overall traffic. We find that TCPVegasis a good option for competing flows in order not to throttle the MMORPG flows and that TCP SACK is more respectful with game flows than other TCP variants, namely,Tahoe, Reno,andNew Reno. Other tests show that MMORPG flows do not significantly reduce their sending window size when competing against UDP flows. Additionally, we study the effect of RTT unfairness between MMORPG flows, showing that it is less important than in the case of network-limited TCP flows.
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Wijaya, 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.

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In a couple of years, massively multiplayer online role-playing game (MMORPG) previous works reported various informal digital learning of English (IDLE) activities within and around video games that could enhance student-gamer vocabulary outcomes; receptive and productive language skills; and language socialization. The lack of multidisciplinary literature reviews between IDLE and language policy (LP) gives this study to open discussion on both areas. The urgency of this study is the high adoption of IDLE framework without considering LP where the reason for student’s engagement from MMORPG activities can be explained. This study aims to portray IDLE practitioner's activities in MMORPG from language management, beliefs, and practices. Following the long-term process, the data were generated from auto-ethnography and photo-elicitation that were taken from in-game and out-of-game activities. This article found three major findings. First, the management of MMORPG provoked gamers to communicate as a part of the game mission, and the guild could potentially develop top-down and bottom-up LP. Second, the value of language in the community played role in the decision-making language use from the negotiation process. Third, English and Mandarin dominated language practices from different interlocutors in various forms such as language in MMORPG’s context, code mixing, and abbreviation from multilingual sides giving various reading texts in contexts. The high status of English is still dominated by out-of-game language practices. There are two major implications in theory and praxis that would be discussed in this study.Keywords: Auto-ethnography, IDLE, language policy, MMORPG, and multilingual environment
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Hartshorne, 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.

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The notion of an ‘effective citizen’ is very complex and has very different meanings for varying individuals. However, the development of an effective citizenry is critical for a democratic society to thrive. One potential method of developing an effective citizenry is through the use of MMORPGs in civic education. In this paper, the authors report the results of a survey of the civic engagement and civic participation of college student players of the massively multi-player online role playing game (MMORPG) World of Warcraft (WoW). Findings indicate that respondents reported being more civically engaged than other segments of the population within the same age-range. Lastly, the authors explore the implications of the results and the potential of MMORPGs for developing an effective citizenry.
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Corredor, 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.

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This article aims at investigating the differences among three groups having distinct levels of experience in massively multiplayer online role-playing games (MMORPG), when solving a character design task in the videogame World of Warcraft (WoW), and when planning how to use the character during gameplay. These groups consisted of inexperienced players, general experts in MMORPGs and specialized WoW domain experts. The evaluation showed that MMORPG experience developed character design abilities that could be applied to other videogames (e.g., general expertise skills). Such skills were related to the ability to identify deep features related to particular types of characters (e.g., Rogue). The results also showed that there are domain expertise specific abilities, which only experts in WoW have. Such abilities were related to building game descriptions that could be considered narrative in the cognitive sense of the term, because they include time, intention and interaction, and also to identifying WoW-specific variables.
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Bytheway, 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.

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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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Swoboda, 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.

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OMG! Lol n00b :)! When gamers, especially of MMORPGs (Massively Multiplayer Online Role-Playing Games) like World of Warcraft®, talk to one another they adapt language to their needs, as do all speakers. It is a common misconception that expressions such as smileys, acronyms and neologisms are a deterioration of current language. On the contrary, they can be regarded as instances of creativity, efficiency and in-group markers. Moreover, these expressions help gamers to position themselves in conversations, thus they can be regarded as active interaction strategies in the gaming discourse. But while communication is of crucial importance to achieve goals and for role-playing in MMORPGs, there are many communicative challenges for gamers, such as high-stress situations, missing paralinguistic cues and intercultural obstacles. By reference to an online-questionnaire, a self-compiled corpus and theories of pragmatics this paper sheds light on interaction strategies used by MMORPG-gamers.
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Ge, Qian. "MMORPGs: The Perspective from Psychology." Key Engineering Materials 460-461 (January 2011): 388–93. http://dx.doi.org/10.4028/www.scientific.net/kem.460-461.388.

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Every day, millions of users interact, collaborate, and form relationships with each other through avatars in online environments known as Massively Multi-User Online Role-Playing Games (MMORPGs). These online environments offer tantalizing glimpses of how millions of avatars interact on a daily basis outside of a laboratory setting and what users derive from that experience. In this paper, the demographics, motivations, experiences among Chinese MMORPG Players will be presented, analyzed and discussed.
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Wang, Haolan, Zeliang Zhang, Mohd Nor Akmal Khalid, Hiroyuki Iida, and Keqiu Li. "MMORPG Evolution Analysis from Explorer and Achiever Perspectives: A Case Study Using the Final Fantasy Series." Information 12, no. 6 (May 27, 2021): 229. http://dx.doi.org/10.3390/info12060229.

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Due to the advent of the Internet, massively multiplayer online role-playing games (MMORPGs) have been enjoyed worldwide by many players simultaneously, and game publishers’ revenues have reached billions of dollars from subscriptions alone. Frequent updates (e.g., versioning) and new contents (e.g., quest system) are the typical strategies adopted by developers to keep MMORPG experiences fresh and attractive. What makes such strategies attractive and retains the interest of players in MMORPGs? This study focuses on one aspect of a popular MMORPG: the player’s experience of the quest systems of Final Fantasy XIV (FF14). The different quest systems were analyzed considering Bartle’s players’ classification, specifically for the explorers and achievers. From an information science perspective, such an analysis can be achieved via game refinement (GR) theory, which formulates the information of the game’s progression into a measurable model of game sophistication. On top of that, we used the concept of motion in mind, which was derived from concepts in physics. It maps game progression information to enable the possible quantification and approximation of players’ mental movements and affective experiences in the game. Based on the analysis of the collected data using the proposed measures of GR and motion in mind, the impact of regular updates on players in long-term games is discussed. Insights from the study provide guidance and suggestions for potential improvements in long-term game design.
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Changkwian, Wanwisa, and Suksan Suppasetseree. "The Effects of an MMORPG on Thai EFL University Students’ Reading for Main Ideas." International Journal of Learning, Teaching and Educational Research 22, no. 6 (June 30, 2023): 415–34. http://dx.doi.org/10.26803/ijlter.22.6.22.

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This study aimed to explore the effectiveness of using a massively multiplayer online role-playing game (MMORPG) as a tool for improving students’ English reading skills, specifically in identifying main ideas. The study employed a quasi-experimental method to gather comprehensive data, including pre-tests and post-tests consisting of 25 items each, to measure students’ performance before and after utilizing the MMORPG. Additionally, a 15-question questionnaire was used to assess students’ perceptions of using an MMORPG for reading instruction, and semi-structured interviews comprised of five questions were conducted to delve deeper into students’ experiences and opinions. A purposive sample of 35 students enrolled in an English reading course at a university in Nakhon Ratchasima, Thailand was selected for participation. The findings reveal a significant improvement in participants’ post-test scores compared to their pre-test scores (the results of participants’ post-test scores increased from the pre-test scores at 6.657, p = .000), indicating enhanced understanding of main ideas through MMORPG based instruction. Moreover, the majority of participants expressed enjoyment and enhanced learning experiences using the MMORPG approach. This research study has implications for course developers, emphasizing the importance of a systematic process in MMORPG design and exploring the pedagogical benefits of incorporating an MMORPG as an alternative teaching method for similar subjects.
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Aimsupasit, Permbun, and Witcha Feungchan. "Factors Affecting the Quality of MMORPG Online Games in Bangkok." Advanced Materials Research 931-932 (May 2014): 1472–76. http://dx.doi.org/10.4028/www.scientific.net/amr.931-932.1472.

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Nowadays, Online gaming industry has been fast growing in Bangkok especially massively multiplayer online role-playing game (MMORPG). As online games grow in importance as an electronic commerce application, game developers and publishers increasingly believe that understanding factors affecting the quality of MMORPG online games is critical to the success of online game industry. Nevertheless, scant attention is given to the empirical investigation of the influence of online gaming perceived MMORPG quality. As for the study of factors affecting the quality of MMORPG online games in Bangkok, the researchers had set the regulations of quantitative research as a survey research with a questionnaire as the tool for data collection, the study results could be useful for online game industry.
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Hurkens, Amélie. "Worldlit as MMORPG?" Journal of World Literature 7, no. 3 (September 9, 2022): 449–69. http://dx.doi.org/10.1163/24056480-00703009.

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Abstract The marketing of world literature today is marked by the larger migration of literary culture to Web 2.0. This has gone hand in hand with a reconsignment of influence of orthodox authorities, from established reviewing organs to awards, to the amateur readers congregating on social media platforms, first and foremost on Goodreads, the world’s largest online community for circulating literary recommendations and socialization. The present paper traces this reconsignment of influence by examining the engagement of the Goodreads community with the works that were awarded the Booker Prize or the Pulitzer Prize for Fiction between 2015 and 2019, looking at reader reviews as well as the discussions ensuing from those reviews. As such, the reconsignment of influence is concluded to be regulated by the algorithmic rules of Goodreads and its proprietary platform, Amazon.com.
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Giustiniani, Julie, Magali Nicolier, Madeline Pascard, Caroline Masse, Pierre Vandel, Djamila Bennabi, Sophia Achab, Frédéric Mauny, and Emmanuel Haffen. "Do Individuals with Internet Gaming Disorder Share Personality Traits with Substance-Dependent Individuals?" International Journal of Environmental Research and Public Health 19, no. 15 (August 3, 2022): 9536. http://dx.doi.org/10.3390/ijerph19159536.

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(1) Background: Internet gaming disorder (IGD) shares many similarities with substance use disorder (SUD), contributing to its recognition as an addictive disorder. Nevertheless, no study has compared IGD to other addictive disorders in terms of personality traits established as highly co-occurring with SUDs. (2) Methods: We recruited a sample of gamers (massively multiplayer online role-playing games) (MMORPGs) via online in-game forums. We compared 83 individuals with IGD (MMORPG-IGD group) to 47 former heroin addicts under methadone maintenance treatment (MMT; MMT group) with regard to alexithymia, impulsivity, sensation seeking and aggressiveness assessed through self-administered scales, being TAS-20, BIS-10, Z-SSS and BDHI, respectively. (3) Results: Our results draw a relatively similar personality profile between groups but indicate that the subject traits are generally more pronounced in the MMT cohort. The overall lesser intensity of these traits in the MMORPG-IGD group might reflect the greater variability in the severity of the IGD. (4) Conclusions: IGD shares personality traits with MMT, and intensity may be influenced by the severity of the addiction or by certain direct environmental factors, and might also influence the propensity towards one behavior rather than another.
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Carr, Diane, and Martin Oliver. "Tanks, Chauffeurs and Backseat Drivers: Competence in MMORPGs." Eludamos: Journal for Computer Game Culture 3, no. 1 (February 26, 2009): 43–53. http://dx.doi.org/10.7557/23.5994.

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In this paper learning and competence in the MMORPG World of Warcraft are explored. In order to facilitate movement between in-game and the real-world contexts of play, data was collected from couples who play the game together while sharing real space. Through the collection and analysis of interview data the authors develop a framework for the examination of learning practices. The ways in which players acquire and assess skills, balance different skill levels, and accommodate different play preferences, are discussed. It is argued that competence in MMORPGs is complex, variously constituted and assessed by players in diverse ways.
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Cong, Hongcheng, and Nuttapong Jotikasthira. "A Comparative Study on Factors Affecting the User’s Satisfaction of Gaming Platforms: A Mobile Device or Desktop Computer." Frontiers in Business, Economics and Management 13, no. 1 (January 23, 2024): 124–31. http://dx.doi.org/10.54097/0d4f2m17.

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The research purpose : (1) The factors affecting the satisfaction of mobile devices and desktop players of MMORPG games in China are discussed. (2) Investigate the relative importance of the satisfaction of MMORPG players on mobile devices and desktop computer in China. (3) According to the research results, make a guide for MMORPG players in the choice of platform, and give relative suggestions, so that players can choose their own game platform more quickly. Using this quantitative research, mainly MMORPG players in Hunan Province, including players from other provinces. By publishing questionnaire links in related forums, social media platforms and related official topics, 1,258 valid questionnaires were collected after cleaning, and the methods of reliability analysis, validity analysis, variance analysis and regression analysis were used in the study. It is found that: (1) Game quality, social rating, narrative structure and game experience will have a positive impact on player satisfaction. (2) China MMORPG desktop computer players are more satisfied than mobile devices players. (3) Suggestions are made that future research should further explore the differences between specific game types and specific player groups, so as to better meet the needs of different users and better guide gamers.
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Putra, Reihan, Betty Purwandari, and Riri Satria. "Analisis Faktor-Faktor yang Mempengaruhi Adiksi Pada MMORPG (Studi Kasus: Final Fantasy XIV)." JITSI : Jurnal Ilmiah Teknologi Sistem Informasi 4, no. 4 (December 31, 2023): 171–79. http://dx.doi.org/10.30630/jitsi.4.4.195.

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Jumlah pemain permainan video di seluruh dunia meningkat setiap tahunnya. Kemudahan akses ke permainan telah tak terbantahkan memimpin banyak individu mengalami kecanduan. Pada tahun 2019, Organisasi Kesehatan Dunia (WHO) secara resmi mengklasifikasikan kecanduan permainan sebagai penyakit. Di antara berbagai genre, genre Massive Multiplayer Online Role-Playing Game (MMORPG) menjadi salah satu yang paling adiktif. Permainan MMORPG yang mendominasi pasar adalah Final Fantasy XIV, dengan jumlah pemain yang mengesankan mencapai 27 juta. Penelitian ini bertujuan untuk mengidentifikasi faktor-faktor yang mendorong kecanduan terhadap Final Fantasy XIV. Penelitian ini mengadopsi teori Affordance MMORPG dan Faktor Motivasi sebagai model penelitian yang mendasari. Dari 132 respon kuesioner yang valid, tiga hipotesis muncul sebagai faktor yang secara statistik signifikan mempengaruhi kecanduan. Temuan dari penelitian ini menawarkan wawasan berharga bagi pembuat kebijakan dan pengambil keputusan, memungkinkan mereka untuk merancang strategi untuk mencegah kecanduan MMORPG dan menciptakan lingkungan virtual yang sehat yang mendukung produktivitas
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Malliarakis, Christos, Maya Satratzemi, and Stelios Xinogalos. "Optimization of server performance in the CMX educational MMORPG for computer programming." Computer Science and Information Systems 11, no. 4 (2014): 1537–53. http://dx.doi.org/10.2298/csis131220078m.

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A new generation of computer games has taken over during the last few years, called Massive Multiplayer Online Role Playing Games (MMORPG). In parallel, the usage of games in education has increased, exploiting the fact that young people are familiarized with them and would be more motivated to learn while entertained. However, MMORPG require significant amounts of resources, such as bandwidth, RAM and CPU capacity to support learning. In this paper, we propose a new methodology to achieve monitoring and optimization of the load balancing, so that the essential resources for the proper execution of an educational MMORPG for computer programming can be foreseen and bestowed without overloading the system. Moreover, we present an educational MMORPG called CMX, which aims to teach computer programming through interactive activities and role-playing. We finally apply the proposed model to CMX by conducting an experiment and conclude that the server?s performance is indeed increased.
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Fujita, Atsushi, Hiroshi Itsuki, and Hitoshi Matsubara. "Detecting Real Money Traders in MMORPG by Using Trading Network." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 7, no. 1 (October 9, 2011): 26–31. http://dx.doi.org/10.1609/aiide.v7i1.12427.

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We have developed a method for detecting real money traders (RMTers) to support the operators of massively multiplayer online role-playing games (MMORPGs). RMTers, who earn currency in the real world by selling properties in the virtual world, tend to form alliances and frequently exchange a huge volume of virtual currency within such a community. The proposed method exploits (1) the trading network, to identify the communities of characters, and (2) the volume of trades, to estimate the likelihood of communities and characters becoming engaged in real money trading. The results of an experiment using actual log data from a commercial MMORPG showed that using the trading network is more effective in detecting RMTers than conventional machine learning methods that assess individual character without referring to the trading network.
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Чукуров, А. Ю. "Многопользовательская ролевая онлайн-игра (MMORPG1) как феномен культуры в контексте трансмедийного сторителлинга (Часть I)." Society. Environment. Development, no. 3(68) (September 28, 2023): 64–71. http://dx.doi.org/10.53115/19975996_2023_03_064-071.

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Анализируется многоаспектный феномен многопользовательских ролевых онлайн-игр в контексте трансмедийного сторителлинга. Компьютерные игры жанра MMORPG рассматриваются не как вид художественного творчества, а как продукт креативных индустрий и трансмедийный проект, т.е. в русле медиаконвергенции. Тем не менее, в статье выявляются пересечения подобного цифрового продукта со сферой искусства. Мы полагаем неверным использование одинаковых методологических подходов к анализу однопользовательских (сингловых) игр и многопользовательских онлайн- проектов, MMORPG в частности. В первой части статьи анализируется историография изучения цифрового игрового продукта для выявления методологической базы и методологических проблем исследования игры вообще и конкретно MMORPG. Во второй части представлен анализ морфологии игр данного жанра. Далее проводится сравнительный анализ ведущих ММОRPG в контексте медиаконвергенции. Мы полагаем, что видеоигра может быть рассмотрена в контексте художественных практик, как любой продукт креативных индустрий, имплицитно сочетающий коммерческое и художественное начала. Отдельные элементы морфологии игры, в частности, музыка, могут обретать самостоятельную художественную ценность и существовать вне игрового контекста. Морфологическая сложность и многогранность MMORPG проектов позволяет реализовать потребность личности не только в коммуникации, но и в творческой самореализации. Однако коммуникативная составляющая и специфика социализации в MMORPG проектах на первый план выводят феномен сетевой идентичности, т.е. всего того, что способствует формированию «виртуального я» для самопрезентации в онлайн-пространстве, а это кардинально отличает методологию анализа данного продукта от сингловых игр. В статье указывается на зависимость успешности подобных проектов от степени развитости их трансмедийной составляющей.
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Griffiths, Mark, Zaheer Hussain, Sabine M. Grüsser, Ralf Thalemann, Helena Cole, Mark N. O. Davies, and Darren Chappell. "Social Interactions in Online Gaming." International Journal of Game-Based Learning 1, no. 4 (October 2011): 20–36. http://dx.doi.org/10.4018/ijgbl.2011100103.

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This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong friendships and emotional relationships. A third study examined the effect of online socializing in the lives of 119 online gamers. Significantly more male gamers than female gamers said that they found it easier to converse online than offline, and 57% of gamers had engaged in gender swapping. A fourth study surveyed 7,069 gamers and found that 12% of gamers fulfilled at least three diagnostic criteria of addiction. Finally, an interview study of 71 gamers explored attitudes, experiences, and feelings about online gaming. They provided detailed descriptions of personal problems that had arisen due to playing MMORPGs.
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Phillips, J. "The MMORPG the merrier." Journal of Intellectual Property Law & Practice 1, no. 7 (May 11, 2006): 427. http://dx.doi.org/10.1093/jiplp/jpl066.

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Cassel, Paula Argemi, Thomaz Girardi Terribile, and Jéssica Costa Machado. "Por trás da tela: uso e consequências dos jogos online para multijogadores." Research, Society and Development 8, no. 10 (August 24, 2019): e498101421. http://dx.doi.org/10.33448/rsd-v8i10.1421.

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Realizou-se uma revisão assistemática da literatura nacional e internacional, com o objetivo de refletir sobre o uso e as consequências do uso do MMORPG. Buscou-se material teórico nas seguintes bases eletrônicas de dados: Scielo, Google Acadêmico, Pepsic, Scopus, Sciense Direrct, livros, teses e dissertações da CAPES, com os seguintes descritores “videogame”, “MMORPG”, “online gaming”, “gaming disorder”, “internet”, “behavioral addiction”, sem delimitação de ano de publicação, nas línguas inglês, português e espanhol para isso foram analisados 75 artigos, em duas categorias: Efeitos psicológicos gerais e Gaming disorder. Resultados encontrados sugerem que o MMORPG é um gênero de jogo que produz consequências positivas e negativas, propiciando aquisição de novas amizades, incremento de desempenho acadêmico, bem como incremento de traços de hostilidade, agressividade, dificuldade de resolução de problemas, mediante histórico prévio de funcionamento de personalidade. Ainda, o tempo cronológico despendido no uso de MMORPG aparece como elemento crucial para dependência, apesar dos demais traços. Sugere-se realização de pesquisas futuras empíricas envolvendo amostras brasileiras, uma vez que os estudos em nosso país são incipientes.
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Ham, Jongsuk. "Fluid Identities in the Structure of Cyberspace: A Comparison of Philippine and Korean Experiences." Plaridel 8, no. 2 (August 1, 2011): 71–84. http://dx.doi.org/10.52518/2011.8.2-04ham.

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Massive Multiplayer Online Role Playing Games (MMORPG), one of the most popular Internet cyberspace forms in the world, is regarded as a male-dominated space, constituting over 90 percent of participants, according to statistics collected by Nick Yee (2005). Most players participate in war games, which comprise the main theme for most MMORPG, and grow with their avatar through a series of battles. However, according to theorists like Sadie Plant (1997), cyberspace itself is feminine rather than masculine and, consequently, male identities are inevitably dispersed in this matrix. This assertion seems quite different from what we can perceive on the surface. To apply Plant’s study to the current cyberspace situation, this paper will use MMORPG as a model of cyberspace. Also, to verify Plant’s assertion, this paper will look at the narrative structure of MMORPG by adapting apparatus theory from film studies.This study will also take a critical look at the result of the interviews with Filipino and South Korean players to see how theories and reality match when comparing two different cultures.
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Simpson, Joseph M., J. David Knottnerus, and Michael J. Stern. "Virtual Rituals: Community, Emotion, and Ritual in Massive Multiplayer Online Role-playing Games—A Quantitative Test and Extension of Structural Ritualization Theory." Socius: Sociological Research for a Dynamic World 4 (January 1, 2018): 237802311877983. http://dx.doi.org/10.1177/2378023118779839.

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Millions of people worldwide immerse themselves in massive multiplayer online role-playing games (MMORPGs). These games generate large, diverse communities that engage in rituals within the game, completing missions or quests. What role do these MMORPG rituals play in commitment to these gaming communities? To address this question, we extend structural ritualization theory to explain the impact of ritual events and emotion on commitment to community in the game World of Warcraft. Our findings suggest that players focused on inanimate resources are less committed than players who focus on social aspects of the ritual events inside the game. We also find that emotional investment is a good predictor of commitment to community.
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Zhao, Chuang, Hongke Zhao, Runze Wu, Qilin Deng, Yu Ding, Jianrong Tao, and Changjie Fan. "Multi-Dimensional Prediction of Guild Health in Online Games: A Stability-Aware Multi-Task Learning Approach." Proceedings of the AAAI Conference on Artificial Intelligence 36, no. 4 (June 28, 2022): 4371–78. http://dx.doi.org/10.1609/aaai.v36i4.20358.

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Guild is the most important long-term virtual community and emotional bond in massively multiplayer online role-playing games (MMORPGs). It matters a lot to the player retention and game ecology how the guilds are going, e.g., healthy or not. The main challenge now is to characterize and predict the guild health in a quantitative, dynamic, and multi-dimensional manner based on complicated multi-media data streams. To this end, we propose a novel framework, namely Stability-Aware Multi-task Learning Approach(SAMLA) to address these challenges. Specifically, different media-specific modules are designed to extract information from multiple media types of tabular data, time seriescharacteristics, and heterogeneous graphs. To capture the dynamics of guild health, we introduce a representation encoder to provide a time series view of multi-media data that is used for task prediction. Inspiredby well-received theories on organization management, we delicately define five specific and quantitative dimensions of guild health and make parallel predictions based on a multi-task approach. Besides, we devise a novel auxiliary task, i.e.,the guild stability, to boost the performance of the guild health prediction task. Extensive experiments on a real-world large-scale MMORPG dataset verify that our proposed method outperforms the state-of-the-art methods in the task of organizational health characterization and prediction. Moreover, our work has been practically deployed in online MMORPG, and case studies clearly illustrate the significant value.
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Casañ-Pitarch, Ricardo. "análisis de los actos de comunicación social entre los jugadores de MMORPG." Texto Livre: Linguagem e Tecnologia 14, no. 3 (September 29, 2021): e33890. http://dx.doi.org/10.35699/1983-3652.2021.33890.

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Esta investigación tiene como objetivo analizar los actos comunicativos que utilizan los jugadores de videojuegos para socializar en MMORPG. El método de análisis de estos actos comunicativos se basa en los resultados obtenidos a partir de un cuestionario en el que participaron jugadores de MMORPG respondiendo a una serie de preguntas cerradas. Este cuestionario se centró en el análisis de algunos hábitos comunicativos socializadores de los participantes según la clasificación de Guntermann y Phillips (1982, p. 26), y tiene como objetivo determinar cómo una serie de variables interfieren en el proceso de socialización con otros jugadores. Estas variables que determinan cómo interfieren en el proceso de socialización entre los jugadores de MMORPG son la edad, la extroversión, la experiencia, la dedicación y los lenguajes hablados. Así, nuestros resultados muestran la correlación entre los usos de diferentes actos comunicativos para socializar con otros jugadores virtuales según las variables anteriores.
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Park, Byungchul, and Duk Hee Lee. "The Interplay between Real Money Trade and Narrative Structure in Massively Multiplayer Online Role-Playing Games." International Journal of Computer Games Technology 2017 (2017): 1–8. http://dx.doi.org/10.1155/2017/3853962.

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A narrative structure is one of the main components to constitute the genre of Massively Multiplayer Online Role-Playing Games (MMORPGs). Meanwhile Real Money Trade (RMT) enables a player to adjust an ex post level of challenge by skipping the narrative structure of a game. However, RMT may concurrently disturb a player who enjoys game following the narrative structure hierarchically. In pursuance of developing the knowledge about the relationship between RMT and the usage of MMORPG, we investigate the role of the strictness of predetermined narrative structure. We present the dual structure of societies to describe a player that arbitrarily decides to reside in a virtual society. Then we adopt the social nominalism to explain how individual motif of playing a game is expanded to the nature of game. Finally, we argue that a game with weakly predetermined narrative structure is more positively associated with RMT volume, since these games arouse a player’s sentiment of fun by relying more on their socially oriented motivation. With empirical evidence from the Korean MMORPGs market, we proved the hypothesis.
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Salsabil, Muhammad, Nur Arifah Drajati, and Sri Haryati. "The Effect of Massively Multiplayer Online Role-Playing Games (MMORPG) Vocabulary on Students’ Willingness to Communicate: A Narrative Inquiry." Pedagogy : Journal of English Language Teaching 11, no. 2 (December 28, 2023): 217. http://dx.doi.org/10.32332/joelt.v11i2.7742.

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Learning is not only done in the classroom but also outside the classroom through game media. This study focuses on the effect of vocabulary knowledge from massively multiplayer online role-playing games on students' willingness to communicate. The subjects of this research are three EFL learners who play MMORPG games. This study uses a biographical narrative inquiry method and collects data through semi-structured interviews and artefacts. EFL learners were assigned to share their experiences playing MMORPGs related to vocabulary knowledge and the desire to communicate. The data is analysed using thematic analysis. The findings highlight the positive impact of vocabulary knowledge on participants' self-confidence and pronunciation skills. A solid grasp of game-related vocabulary increases participants' self-confidence, making them more comfortable engaging in conversations and less afraid of making mistakes. It also improves pronunciation skills, as participants better understand word pronunciation through in-game interactions. Through collaboration among teachers, institutions, and parents, using MMORPGs as a learning tool is expected to provide maximum benefits for students in improving their English communication skills.
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Reis, Leoncio José de Almeida, and Fernando Renato Cavichiolli. "Jogando junto." Tríade: Comunicação, Cultura e Mídia 9, no. 22 (February 8, 2022): 204–28. http://dx.doi.org/10.22484/2318-5694.2021v9n22p204-228.

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No âmbito dos jogos digitais, popularizou-se nas últimas décadas os MMORPGs (Massive Multiplayer Online Role Playing Game), gênero nos quais os jogadores compartilham continuamente a experiência do jogar num mesmo mundo virtual. São jogos criados justamente visando proporcionar maior interação social entre os jogadores, possibilitando inclusive que estabeleçam algum tipo de relação social mais ou menos intensa e duradoura. Buscou-se, a partir de trabalho de campo etnográfico, questionário e entrevistas, explorar questões relativas a sociabilidade, tendo como campo de estudo o jogo World of Warcraft. A sociabilidade pôde ser constatada sob duas formas complementares: na criação de novos laços sociais e no fortalecimento de laços sociais constituídos anteriormente ao jogo. Verificou-se que o aspecto social do jogo, independente da sociabilidade, é determinante na constituição da experiência de jogar. Palavras-chave: Jogos digitais. MMORPG. Sociabilidade.
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Swoboda, Birgit. "GTFO!! - Posicionamento como estratégia de interação na comunicação MMORPG." Comunicação e Sociedade 27 (June 29, 2015): 133–50. http://dx.doi.org/10.17231/comsoc.27(2015).2093.

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OMG! Lol n00b :)! Quando os jogadores, sobretudo de MMORPG (Massively Multiplayer Online Role-Playing Games, i.e. jogos de interpretação online em massa para múltiplos jogadores) como o World of Warcraft®, falam entre si, adaptam a linguagem às suas necessidades, a exemplo do que fazem os falantes de uma língua. É errado presumir que expressões como smileys, acrónimos e neologismos constituem uma deterioração da linguagem atual. Antes pelo contrário, estas expressões podem ser vistas como exemplos de criatividade, eficiência e marcadores de grupo. Além disso, estas expressões ajudam os jogadores a posicionarem-se nas conversas, podendo por conseguinte ser vistas como estratégias de interação ativas no discurso dos jogos. Mas embora a comunicação seja de importância primordial para alcançar os objetivos e para efeitos de interpretação nos MMORPG, há vários desafios que se colocam aos jogadores, como situações de elevado stress, falta de pistas paralinguísticas e obstáculos interculturais. Recorrendo a um inquérito online, a um corpus compilado pela própria e a teorias de pragmática, este artigo estuda as estratégias de interação utilizadas pelos jogadores de MMORPG.
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Scott, Jonathan, and Alison P. Porter-Armstrong. "Impact of Multiplayer Online Role-Playing Games upon the Psychosocial Well-Being of Adolescents and Young Adults: Reviewing the Evidence." Psychiatry Journal 2013 (2013): 1–8. http://dx.doi.org/10.1155/2013/464685.

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Introduction. For many people, the online environment has become a significant arena for everyday living, and researchers are beginning to explore the multifaceted nature of human interaction with the Internet. The burgeoning global popularity and distinct design features of massively multiplayer online role-playing games (MMORPGs) have received particular attention, and discourses about the phenomenon suggest both positive and negative impact upon gamer health.Aim. The purpose of this paper was to critically appraise the research literature to determine if playing MMORPGs impacts upon the psychosocial well-being of adolescents and young adults.Method. Initial searches were conducted on nine databases spanning the years 2002 to 2012 using key words, such as online gaming, internet gaming, psychosocial, and well-being, which, in addition to hand searching, identified six studies meeting the inclusion and exclusion criteria for this review.Results. All six studies strongly associated MMORPG playing with helpful and harmful impact to the psychosocial well-being of the populations under study; however due to the methodologies employed, only tentative conclusions may be drawn.Conclusion. Since both helpful and harmful effects were reported, further multidisciplinary research is recommended to specifically explore the clinical implications and therapeutic potentialities of this modern, growing phenomenon.
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Hota, Monali, and Maud Derbaix. "A real child in a virtual world." International Journal of Retail & Distribution Management 44, no. 11 (November 14, 2016): 1132–48. http://dx.doi.org/10.1108/ijrdm-12-2015-0183.

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Purpose The purpose of this paper is to examine whether children’s online play and participation in massively multiplayer online role playing games (MMORPGs) is leading to the development of virtual retail shopping motivations and behaviours. This exploratory study also examines the influence of age-related differences in children’s social and consumer development vs adults and gender on this. Design/methodology/approach The study was conducted using two focus groups and ten in-depth interviews with 20 French children between the ages of eight and 12 years. Findings Results show that children’s online play and participation in MMORPG communities is leading to the development of virtual retail shopping motivations and behaviour through the purchase of virtual tools and accessories by all children using virtual in-game money. But these motivations are very gender specific due to the overarching importance of gender-specific motivations for achievement. Boys engage in virtual retail shopping because they need in-game progress and power gains, while girls engage in virtual retail shopping because they need social status enhancement. Research limitations/implications Research should be conducted on children in different age groups. All aspects of the process and consequences of children’s participation in online gaming communities should be examined more comprehensively. Quantitative research is required. Results may also vary with country and cultural context. Practical implications First, children between eight and 12 years of age are active consumers (influencers and buyers) for all companies. MMORPGs provide the perfect setting for better understanding of children’s motivations and behaviour regarding virtual retail shopping because they provide virtual in-game money for different achievements that children use to engage in such behaviour. Second, MMORPG companies can benefit by taking into account gender differences in children’s motivations and the importance of the games’ social dimensions and interactions when designing the games. Social implications First, the risks of playing computer games for children in terms of playing violent games and leading a virtual life must be considered and studied carefully by public policy officials. Second, public policy officials that look into online gaming should take into account gender differences in children’s motivations and the importance of the games’ social dimensions and interactions when monitoring online games. These are issues that are not only developing children’s abilities as social actors but may well be promoting excessive materialism aided by the formation of online peer groups. Originality/value This is the first study on children’s online play and participation in MMORPGs in the consumer context and will help us to understand children’s mind-set and motivations for retail activities in this unique retail setting. The study results show that children’s online play and participation in MMORPGs is leading to the development of virtual retail shopping motivations and behaviour that are very gender specific unlike adults.
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Tisseron, Serge. "Faut-il avoir peur des MMORPG ?" Sciences Humaines N° 252, no. 10 (October 22, 2013): 11. http://dx.doi.org/10.3917/sh.252.0011.

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Kim, Chul, and Kwang-Jae Lee. "Quest Automatic Creation Model on MMORPG." Joural of the Korea Entertainment Industry Association 1, no. 1 (December 31, 2007): 15. http://dx.doi.org/10.21184/jkeia.2007.12.1.1.15.

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구병문. "Copyright Issues on BOT in MMORPG." HUFS Law Review 33, no. 2 (May 2009): 441–73. http://dx.doi.org/10.17257/hufslr.2009.33.2.441.

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Jang, Su-Min, and Jae-Soo Yoo. "An Efficient MMORPG Distributed Game Server." Journal of the Korea Contents Association 7, no. 1 (January 28, 2007): 32–39. http://dx.doi.org/10.5392/jkca.2007.7.1.032.

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Donard, V. "Enjeux identitaires et relationnels des MMORPG." Pratiques Psychologiques 18, no. 1 (March 2012): 23–36. http://dx.doi.org/10.1016/j.prps.2011.04.002.

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Dindar, Muhterem, and Yavuz Akbulut. "Motivational characteristics of Turkish MMORPG players." Computers in Human Behavior 33 (April 2014): 119–25. http://dx.doi.org/10.1016/j.chb.2014.01.016.

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42

Chen, Kuan-Ta, Polly Huang, and Chin-Laung Lei. "Game traffic analysis: An MMORPG perspective." Computer Networks 50, no. 16 (November 2006): 3002–23. http://dx.doi.org/10.1016/j.comnet.2005.11.005.

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43

ЗВЕРЕВ, Максим Олегович. "ПРАВОВОЙ АНАЛИЗ ЛИЦЕНЗИОННЫХ СОГЛАШЕНИЙ К MMORPG." Труды по Интеллектуальной Собственности 48, no. 1 (February 29, 2024): 94–104. http://dx.doi.org/10.17323/tis.2024.19826.

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Статья посвящена отдельным положениям в лицензионных соглашениях различных широко известных массовых многопользовательских ролевых онлайн-игр (MMORPG), таких как Linage 2 (тип игры free-to-play) и World of Warcraft тип игры pay-to-play), а также более поздней Axie Infinity (тип игры play-to- earn). Положения лицензионных соглашений к компью- терным играм являются ярким примером некорректных и зачастую не имеющих законной силы условий. Стре- мясь получить доступ к игре, игроки беспрекословно принимают их и, не зная о своих правах или стремясь избежат дорогостоящих судебных разбирательств, редко оспаривают. В этой связи, а также в связи с цен- ностью игровой индустрии для международной эконо- мики в статье произведен правовой анализ некоторых положений лицензионных соглашений указанных компьютерных игр.
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Senoprabowo, Abi, Khamadi Khamadi, Toto Haryadi, and Hen Dian Yudani. "PERSEPSI VISUAL KARAKTER WARRIOR PADA GAME ONLINE WARCRAFT, PERFECT WORLD, DAN NUSANTARA ONLINE." Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) 2, no. 02 (September 29, 2017): 160–81. http://dx.doi.org/10.25124/demandia.v2i02.933.

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Visual merupakan aspek utama dalam perancangan game, sebagai stimulus yang mendorong subyek memberikan interpretasi dari berbagai aspek. Salah satu unsur visual yang penting yaitu karakter. Karakter membuat pemain menjadi fanatik, sehingga mendorongnya untuk memainkan karakter yang dianggap mewakili jati dirinya. Banyak game menjadi populer dikarenakan keunikan dari karakternya. Karakter tipe warrior menjadi karakter yang sering dipilih oleh pemain khususnya untuk genre Massively Multiplayer Online Role Playing Game (MMORPG) karena keunggulannya dalam skill kekuatan, pertahanan, ketangkasan, dan kecepatan dalam pertarungan jarak dekat. Dalam penelitian ini, karakter dipilih berdasarkan game MMORPG bertema Eropa, Asia, serta Indonesia. Perbedaan budaya pada setting tempat MMORPG membuat tampilan visual dari karakter warrior juga berbeda satu sama lain. Berdasarkan hal tersebut, penelitian ini dilakukan untuk mengetahui kecenderungan persepsi visual dari audiens dalam memilih karakter game online. Penelitian ini menggunakan paradigm pendekatan kuantitatif dengan metode pengumpulan data menggunakan VAS (Visual Analog Scale) dan metode analisis ANOVA (Analysis of Variance). Hasil dari penelitian ini adalah parameter seperti: perupaan karakter, armor, serta aksesoris dan senjata menjadi pertimbangan utama audiens dalam memilih karakter warrrior yang ideal. Sedangkan gender tidak menjadi faktor utama dalam pemilihan karakter.
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Nugraha, Wahyu, Muhamad Syarif, and Raja Sabaruddin. "ANALISA MODEL POHON DAN GRAF PADA GAME PERFECT WORLD 2 ONLINE." JTIK (Jurnal Teknik Informatika Kaputama) 5, no. 1 (January 1, 2021): 1–8. http://dx.doi.org/10.59697/jtik.v5i1.507.

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The implementation of graphs and trees in the Perfect World Online Game is one example of the application of discrete mathematics in human activities, especially the world of entertainment. The internet is currently causing the development of online games to increase rapidly, as seen from the emergence of many online games with various genres such as Adventure, Action, Strategy, RPG, MMORPG and many more. MMORPG was chosen as the type of game to be discussed because in the game model and features many apply trees and graphs. With the help of graph and tree theory, we can further explore all the features that are fast in an online game.
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Liu, Yuqiao. "Experiencing China’s Intangible Cultural Heritage in Role-playing Games: Comparative Studies between MMORPGs and Larps." International Journal of Role-Playing, no. 14 (September 19, 2023): 41–46. http://dx.doi.org/10.33063/ijrp.vi14.358.

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In recent years, considerable attention has been devoted to preserving intangible cultural heritage (ICH) through games. From a combined game studies and heritage studies perspective, role-playing games (RPGs) have a unique advantage in that they immerse the player in a character to experience and understand the basics of culture in an engaging way. Among different types of role-playing games, live-action role-playing (larp) and massively multiplayer online role-playing games (MMORPGs) have a great potential to promote the learning of intangible cultural expressions and traditions that make them available to a wider public. In China, MMORPGs have had a positive impact on preserving China’s intangible heritage in virtual space and larps, specifically in the form of Jubensha, are also playing an important role in the same way. The purpose of this study is to delve into how the ICH of China is being represented in MMORPGs and larps as an educational tool. With that target in mind, a close reading of selected MMORPG games -- A Dream of Jianghu and Justice Online -- and a larp game -- The Secret of the Gauze Lantern -- was conducted. The goals of this research are to understand what cultural experiences are integrated in those role-playing games to introduce Chinese ICH and explore the main differences between them in representing those intangible cultural elements. After analyzing these RPGs in-depth, I argue that both MMORPGs and larps show potential to safeguard the intangible cultural heritage of China; while MMORPGs present national-level intangible elements from different regions of China, Jubensha as a kind of larp focuses more on the indigenous traditions and customs of small-scale local areas.
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47

Park, Tae-Soon. "Comparative Analysis on Value System of MMORPG." Journal of the Korea Contents Association 11, no. 10 (October 28, 2011): 85–92. http://dx.doi.org/10.5392/jkca.2011.11.10.085.

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48

Utz, Sonja, Kai J. Jonas, and Ellen Tonkens. "Effects of Passion for Massively Multiplayer Online Role-Playing Games on Interpersonal Relationships." Journal of Media Psychology 24, no. 2 (January 2012): 77–86. http://dx.doi.org/10.1027/1864-1105/a000066.

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Game research suffers from using a variety of concepts to predict the (often negative) effects of playing games. These concepts often overlap (e.g., addiction or pathological gaming), include negative consequences in their definition, or are very game-specific (e.g., collective play). We argue that the field would benefit from using concepts that are well-established in other domains. Extending earlier work to the interpersonal domain, we examined the effects of obsessive and harmonious passion for massively multiplayer online role-playing games (MMORPGs) on the number and quality of online and offline friendships. Obsessive passion describes an irrepressible urge to engage in an activity, whereas harmonious passion describes the voluntary engagement in an activity. In an online survey of 406 MMORPG players, we found differential relationships between obsessive and harmonious passion and the number and quality of online and offline friendships. The results confirmed the usefulness of the dualistic model of passion for consequences of online gaming.
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49

Yoo, Wang-Yun. "UI Design of the MMORPG using Storytelling." Journal of the Korea Contents Association 9, no. 3 (March 28, 2009): 118–26. http://dx.doi.org/10.5392/jkca.2009.9.3.118.

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50

Nam, Byeong-Cheol, and Ki-Tae Bae. "Quantitative Analysis of Flow in MMORPG Games." Journal of Korea Game Society 11, no. 3 (June 30, 2011): 73–84. http://dx.doi.org/10.7583/jkgs.2011.11.3.073.

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