Academic literature on the topic 'Online multiplayer games'
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Journal articles on the topic "Online multiplayer games"
Bainbridge, William Sims. "Online Multiplayer Games." Synthesis Lectures on Information Concepts, Retrieval, and Services 1, no. 1 (January 2009): 1–113. http://dx.doi.org/10.2200/s00232ed1v01y200912icr013.
Full textLober, Andreas, and Timo Conraths. "Cheat software – ‘doping’ in online games." Interactive Entertainment Law Review 2, no. 2 (December 2019): 78–83. http://dx.doi.org/10.4337/ielr.2019.02.03.
Full textWicaksana, Gabe Dimas, Maman Abdurohman, and Aji Gautama Putrada. "Enhancing the quality of experience of Arduino-based multiplayer online game using MQTT server." Jurnal Teknologi dan Sistem Komputer 8, no. 1 (January 31, 2020): 36–43. http://dx.doi.org/10.14710/jtsiskom.8.1.2020.36-43.
Full textAchterbosch, Leigh, Robyn Pierce, and Gregory Simmons. "Massively multiplayer online role-playing games." Computers in Entertainment 5, no. 4 (March 2008): 1–33. http://dx.doi.org/10.1145/1324198.1324207.
Full textSu, Nathan N. "Single and Multiplayer Video Gamers: Looking at Their Experiences and Psychosocial Well-Being During the COVID-19 Pandemic." International Journal of Psychological Studies 13, no. 4 (November 4, 2021): 51. http://dx.doi.org/10.5539/ijps.v13n4p51.
Full textSteinkuehler, Constance. "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." E-Learning and Digital Media 4, no. 3 (September 2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.
Full textBOSCHERT, SHERRY. "Multiplayer Online Games Can Be Helpful, Hurtful." Internal Medicine News 40, no. 19 (October 2007): 26. http://dx.doi.org/10.1016/s1097-8690(07)71184-8.
Full textBOSCHERT, SHERRY. "Multiplayer Online Games Can Be Helpful, Hurtful." Skin & Allergy News 38, no. 11 (November 2007): 50. http://dx.doi.org/10.1016/s0037-6337(07)70892-6.
Full textHornbeck, Ryan G. "Explaining Time Spent in Multiplayer Online Games." Games and Culture 11, no. 5 (July 2016): 489–509. http://dx.doi.org/10.1177/1555412015570112.
Full textTsun-Yu Hsiao and Shyan-Ming Yuan. "Practical Middleware for Massively Multiplayer Online Games." IEEE Internet Computing 9, no. 5 (September 2005): 47–54. http://dx.doi.org/10.1109/mic.2005.106.
Full textDissertations / Theses on the topic "Online multiplayer games"
Hardy, Robert Stafford. "Cheating in Multiplayer Video Games." Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/31881.
Full textMaster of Science
Hawker, Michael. "Subgames in massively multiplayer online games." Thesis, McGill University, 2008. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=21992.
Full textLa popularité des jeux massivement multi-joueurs en ligne ( MMOGs ) a grandement augmenté avec l'arrivée du jeu World of Warcraft, qui est joué par des millions de personnes à travers le monde. Cependant, ce type d'application nécessite des infrastructures extensibles pour accommoder des milliers de joueurs, tout en offrant une expérience de jeu consistante. Ceci représente un grand obstacle que plusieurs compagnies doivent affronter, mais qui est surmonté par peu. Cette thèse aborde les problèmes reliés à la croissance du nombre de joueurs simultanés, tout en discutant comment maintenir un environnement distribué multi- serveurs ( DMSE ) consistant. La notion de sous-jeux ( un jeu qui se déroule l'intérieur d'un autre jeu ) a été utilisée pour mieux étudier le problème. En tant qu'unités de jeu plus petits et flexibles, les sous-jeux facilitent la croissance, mais augmentent les problèmes de concurrence puisque leur bon fonctionnement nécessite des actions modulaires dans un environnement distribué. Ces défis sont adressés par un nouveau protocole transactionnel et un cadre d'applications d'actions qui font abstraction et règlent les problèmes de consistance, tout en offrant une infrastructure qui permet une certaine croissance. Une solution, où les mécanismes de jeux et de sous-jeux sont adaptés en conséquence, illustre les techniques proposées dans cette thèse. Ces techniques permettent une plus grande croissance pour les jeux MMOGs dans un DMSE, tout en fournissant des outils de sous-jeux qui permettent l'étude des défis de consistance et de croissance.
White, Dustin. "Role recognition in massively multiplayer online games." Winston-Salem, NC : Wake Forest University, 2009. http://dspace.zsr.wfu.edu/jspui/handle/10339/43154.
Full textTitle from electronic thesis title page. Thesis advisor: William H. Turkett Jr. Vita. Includes bibliographical references (p. 61-62).
Veron, Maxime Pierre Andre. "Scalable services for massively multiplayer online games." Thesis, Paris 6, 2015. http://www.theses.fr/2015PA066212/document.
Full textMassively Multi-player Online Games (MMOGs) aim at gathering an infinite number of players within the same virtual universe. Yet all existing MMOGs rely on centralized client/server architectures which impose a limit on the maximum number of players (avatars) and resources that can coexist in any given virtual universe. This thesis aims at proposing solutions to improve the scalability of MMOGs. To address the wide variety of their concerns, MMOGs rely on independent services such as virtual world hosting, avatar storage, matchmaking, cheat detection, and game design. This thesis explores two services that are crucial to all MMOG variants: matchmaking and cheat detection. Both services are known bottlenecks, and yet current implementations remain centralized. This thesis also shows that it is possible to design a peer to peer refereeing service on top of a reputation system. The resulting service remains highly efficient on a large scale, both in terms of performance and in terms of cheat prevention. Since refereeing is somewhat similar to failure detection, this thesis extends the proposed approach to monitor failures. The resulting failure detection service scales with the number of monitored nodes and tolerates jitter
Miller, Mitchell. "Bootstrapping Massively Multiplayer Online Role Playing Games." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2191.
Full textHughes, Chelsea M. "A MEASURE OF SOCIAL BEHAVIOR IN TEAM-BASED, MULTIPLAYER ONLINE GAMES: THE SOCIALITY IN MULTIPLAYER ONLINE GAMES SCALE (SMOG)." VCU Scholars Compass, 2015. http://scholarscompass.vcu.edu/etd/3884.
Full textBahramshahry, Armin. "MCCA : a communication architecture for online multiplayer games." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12537.
Full textZhang, Kaiwen. "Persistent transaction models for massively multiplayer online games." Thesis, McGill University, 2010. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=95121.
Full textLes jeux en ligne massivement multijoueur (MMOGs) peuvent être considérés comme des applications base de données. Les joueurs initient des actions de façon concurrentielle pour modifier l'état du jeu. Puisque l'état du monde est le plus grand atout des MMOGs, il est extrêmement important d'assurer sa consistance. D'un autre côté, la caractéristique essentielle de ces jeux est leur capacité de supporter plusieurs milliers de clients simultanément, et donc l'habileté de gérer une charge grandissante. Cette thèse propose une solution qui est fondée sur des sémantiques et architectures typiques aux jeux pour concevoir des modèles de transaction extensibles à la charge pour la gestion des actions tout en maintenant les niveaux requis de consistance. Ces modèles varient dans leurs niveaux d'isolation et d'atomicité et offrent donc des garanties de consistance variées qui sont adaptées à des actions d'importance et de complexité différente. Des protocoles de gestion des actions optimisés sont alors conçus selon ces modèles. Nous présentons aussi une architecture pour la gestion de persistance des données qui est intégrée aux modèles de transaction mentionnés ci-dessus. Nous montrons comment les garanties de consistance de chaque modèle sont maintenues par la structure persistante. Des actions concrètes sont alors mises en oeuvre et conçues selon les divers modèles de transaction avec persistance. Nous évaluons et comparons la performance de chacune des implémentations et discutons du compromis entre la performance et la consistance.
Chen, Bei Di 1978. "Cheat controlled synchronization schemes for online multiplayer games." Thesis, McGill University, 2004. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=81270.
Full textAbdulazeez, S. "Dynamic load balancing for massively multiplayer online games." Thesis, Liverpool John Moores University, 2018. http://researchonline.ljmu.ac.uk/7864/.
Full textBooks on the topic "Online multiplayer games"
Online multiplayer games. San Rafael, Calif. (1537 Fourth Street, San Rafael, CA 94901 USA): Morgan & Claypool Publishers, 2010.
Find full textWizards and warriors: Massively multiplayer online game creation. Boston, MA, USA: Course Technology, 2012.
Find full textChew, Matthew. Policy implications of massively multiplayer online games for Hong Kong. Hong Kong: Hong Kong Institute of Asia-Pacific Studies, Chinese University of Hong Kong, 2006.
Find full textPlay between worlds: Online multiplayer games and contemporary play. Cambridge, Mass: MIT Press, 2006.
Find full textDille, Ed. The online gaming starter kit: Reviews, how-tos & hot tips for all major multiplayer games. Research Triangle Park, NC: Ventana Communications Group, 1997.
Find full textInc, ebrary, ed. Flash multiplayer virtual worlds: Build Immersive, full featured interactive worlds for games, online communities, and more. Birmingham, U.K: Packt, 2010.
Find full textLeung, Ka Hing. Multiplayer online game development. Oxford: Oxford Brookes University, 2004.
Find full textFreeman, Guo. Multiplayer Online Games. Routledge, 2018.
Find full textMultiplayer Online Games. A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9781315153926.
Full textWilliams, Dimitri, and Adam S. Kahn. Games, Online and off. Edited by William H. Dutton. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199589074.013.0010.
Full textBook chapters on the topic "Online multiplayer games"
Ferretti, Stefano. "Synchronization in Multiplayer Online Games." In Handbook of Digital Games, 175–96. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2014. http://dx.doi.org/10.1002/9781118796443.ch7.
Full textZhang, Kaiwen. "Transactions in Massively Multiplayer Online Games." In Encyclopedia of Big Data Technologies, 1712–18. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-77525-8_184.
Full textZhang, Kaiwen. "Transactions in Massively Multiplayer Online Games." In Encyclopedia of Big Data Technologies, 1–7. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-63962-8_184-1.
Full textMorillo, Pedro, Juan Manuel Orduña, and Marcos Fernández. "Workload Characterization in Multiplayer Online Games." In Computational Science and Its Applications - ICCSA 2006, 490–99. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11751540_52.
Full textKriegel, Hans-Peter, Matthias Schubert, and Andreas Züfle. "Managing and Mining Multiplayer Online Games." In Advances in Spatial and Temporal Databases, 441–44. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22922-0_26.
Full textMüller, Jens, Rafael Schwerdt, and Sergei Gorlatch. "Dynamic Service Provisioning for Multiplayer Online Games." In Lecture Notes in Computer Science, 461–70. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11573937_50.
Full textAranda, Gustavo, Tomas Trescak, Marc Esteva, Inmaculada Rodriguez, and Carlos Carrascosa. "Massively Multiplayer Online Games Developed with Agents." In Transactions on Edutainment VII, 129–38. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-29050-3_12.
Full textPagel, Max, Heinrich Söbke, and Thomas Bröker. "Using Multiplayer Online Games for Teaching Soft Skills in Higher Education." In Serious Games, 276–90. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88272-3_20.
Full textPagel, Max, Heinrich Söbke, and Thomas Bröker. "Using Multiplayer Online Games for Teaching Soft Skills in Higher Education." In Serious Games, 276–90. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88272-3_20.
Full textLiu, Zhiqi, Yandi Shen, Junhua Lu, Dingke Kong, Yinyin Chen, Jingxuan He, Shu Liu, Ye Qi, and Wei Chen. "Visual Exploration of Virtual Lives in Multiplayer Online Games." In E-Learning and Games, 3–14. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40259-8_1.
Full textConference papers on the topic "Online multiplayer games"
Palant, Wladimir, Carsten Griwodz, and Pål Halvorsen. "Consistency requirements in multiplayer online games." In 5th ACM SIGCOMM workshop. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1230040.1230061.
Full textMartens, Marcus, Siqi Shen, Alexandru Iosup, and Fernando Kuipers. "Toxicity detection in multiplayer online games." In 2015 International Workshop on Network and Systems Support for Games (NetGames). IEEE, 2015. http://dx.doi.org/10.1109/netgames.2015.7382991.
Full textMehrabi, Meghdad, and Vivian Hsueh-Hua Chen. "Interactivity in massively multiplayer online games." In the 7th International Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1971630.1971656.
Full textZhang, Kaiwen, Bettina Kemme, and Alexandre Denault. "Persistence in massively multiplayer online games." In the 7th ACM SIGCOMM Workshop. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1517494.1517505.
Full textMeredith, Alex, Mark Griffiths, and Monica Whitty. "Identity in massively multiplayer online games." In the 10th International Conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1497308.1497406.
Full textSteinkuehler, Constance. "Massively multiplayer online games & education." In the 8th iternational conference. Morristown, NJ, USA: Association for Computational Linguistics, 2007. http://dx.doi.org/10.3115/1599600.1599726.
Full textSpyridonis, Fotios, Damon Daylamani-Zad, and Margarita P. O'Brien. "Efficient In-Game Communication in Collaborative Online Multiplayer Games." In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). IEEE, 2018. http://dx.doi.org/10.1109/vs-games.2018.8493420.
Full textFarlow, Shawn, and Jerry L. Trahan. "Client-server assignment in massively multiplayer online games." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934147.
Full textLee, Sang-Kwang, Seung-Jin Hong, and Seong-Il Yang. "Predicting Game Outcome in Multiplayer Online Battle Arena Games." In 2020 International Conference on Information and Communication Technology Convergence (ICTC). IEEE, 2020. http://dx.doi.org/10.1109/ictc49870.2020.9289254.
Full textLu, Fengyun, Simon Parkin, and Graham Morgan. "Load balancing for massively multiplayer online games." In 5th ACM SIGCOMM workshop. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1230040.1230064.
Full textReports on the topic "Online multiplayer games"
McCracken, Arienne. Exploring the uses and importance of avatar dress in a multiplayer online game: A qualitative study of women gamers. Ames: Iowa State University, Digital Repository, November 2015. http://dx.doi.org/10.31274/itaa_proceedings-180814-1165.
Full textLandwehr, Peter M. A Collection of Economic and Social Data from Glitch, a Massively Multiplayer Online Game. Fort Belvoir, VA: Defense Technical Information Center, March 2013. http://dx.doi.org/10.21236/ada586978.
Full text