Dissertations / Theses on the topic 'Online multiplayer games'
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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 textChan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.
Full textKhan, Nadeem. "A distributed server architecture for massively multiplayer online games /." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=101150.
Full textMeredith, A. D. "The presentation of self in Massively Multiplayer Online games." Thesis, Nottingham Trent University, 2014. http://irep.ntu.ac.uk/id/eprint/240/.
Full textWolfe, Amanda. "Massively Multiplayer Online Gamers: Motivations and Risks." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/cps_diss/74.
Full textStrong, S. A. "Gamer-generated language and the localisation of Massively Multiplayer Online Role-Playing Games." Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10046921/.
Full textWesterlund, Anton. "Using Video Communication in Online Multiplayer Games : The effects of adding a video chat overlay on the game experience in online multiplayer video games - a quasi-experimental design." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105928.
Full textBozcan, Selcuk. "A Tool For Network Simulation Of Massively Multiplayer Online Games." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609985/index.pdf.
Full textMcFarlane, Roger D. P. "Network software architectures for real-time massively multiplayer online games." Thesis, McGill University, 2004. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=18200.
Full textUn jeu en ligne massivement multi joueurs en temps réel est un jeu vidéo ou d'ordinateur géré en réseau dans lequel des dizaines à des centaines de milliers de consommateurs peuvent interagir entre eux en temps réel dans un environnement partagé, et ce même s’ils sont répartis dans des régions géographiques très distantes. Les analyses de l’industrie du jeu démontrent que l'utilisation et la pénétration de marché du jeu en ligne se développeront de manière significative au cours des cinq à dix prochaines années. Ceci explique que les développeurs de jeu et les compagnies de divertissement cherchent à offrir à un marché grand public des jeux en ligne basés sur un abonnement. Cependant, les risques, les coûts et la complexité impliqués dans le développement et l'opération d’un service de jeu en ligne sont élevés, dû en partie au manque de modèles bien établis et compris pour l'architecture de logiciels de réseau de tels produits. Cette thèse explore la littérature et la recherche concernant la simulation militaire distribuée, les environnements académiques virtuels gérés en réseau, et le jeu en ligne commercial à la recherche de modèles pour les architectures de logiciels de réseau qui sont applicables aux jeux en ligne massivement multi joueurs. C'est l'espoir de l'auteur de contribuer à cette pollinisation d’idées en fournissant un examen complet des techniques et des approches utilisés dans la conception et l'implémentation de systèmes répartis à grande échelle ayant des propriétés semblables à celles que l’on retrouve dans les systèmes de jeu en ligne massivement multi joueurs. De cette façon, peut-être, le coût, la complexité et le risque impliqués dans la réalisation d’un service de jeu en ligne massivement multi joueur pourront être réduits. fr
Grimes, Sara M. "Online multiplayer games: a virtual space for intellectual property debates? /." Burnaby B.C. : Simon Fraser University, 2005. http://ir.lib.sfu.ca/handle/1892/2163.
Full textVowles, Amy. "The psychology of Massively Multiplayer Online Role-Playing Games (MMORPG's)." Thesis, University of Birmingham, 2012. http://etheses.bham.ac.uk//id/eprint/6875/.
Full textWong, Christopher M. Eng Massachusetts Institute of Technology. "Kid's Survey Network : teaching data literacy with multiplayer online games." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/53130.
Full textIncludes bibliographical references (p. 66).
Current advancements in technology have permeated modern society, especially among the younger generations of computer users. Today's youth have grown up accustomed to video games and online social networking as standard elements of life. In contrast, many people of all ages today do not have a good grasp of data literacy. Many people simply do not understand statistics, charts, graphs and other survey data, which are all very commonly used in all aspects of everyday life. Kids' Survey Network is a large project that aims to focus the comfort and proficiency that middle school students have with web technology into an effective education tool to teach data literacy. This thesis project entails the creation of a suite of multiplayer learning games that reinforce the various other components of Kids' Survey Network.
by Christopher Wong.
M.Eng.
Munir, Sundas, and Mirza Sanam Iqbal Baig. "Challenges and Security Aspects of Blockchain Based Online Multiplayer Games." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-38771.
Full textMansikkamäki, E. (Eetu). "Meaningful real-life relationships in massively multiplayer online roleplaying games." Master's thesis, University of Oulu, 2014. http://urn.fi/URN:NBN:fi:oulu-201412022038.
Full textPonsford, Matthew J. "The Mutual Interaction of Online and Offline Identities in Massively Multiplayer Online Communities: A Study of EVE Online Players." Antioch University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1480426506465534.
Full textBawa, Papia. "Game On| Massively Multiplayer Online Games (MMOG) as Tools to Augment Teaching and Learning." Thesis, Purdue University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10681049.
Full textThe study investigated the use of Massively Multiplayer Online Games (MMOG) in English and Business classrooms in Higher Education from the context of learners’ performance outcomes, as well as stakeholders’ (learners, administrators, and faculty) perceptions pertaining to their experiences when using an MMOG based curriculum. The findings strongly suggest that MMOGs helped enhance learner performances in statistically significant ways, and provided valuable insights into elements of interest and concerns of stakeholders about MMOG usage in classrooms. Based on these insights, I designed a practitioners’ guide to assist future scholars interested in this curricular approach. This guide provides innovative tips on show how faculty, administrators and institutions may imbibe this cutting-edge technology in easy and affordable ways within classrooms, while dealing with several concerns such stakeholders may have regarding the use of such games. Given the rise in popularity of game based technology and the existing literature on the value of game based education, coupled with a paucity of studies examining applicability and implementation issues in the context of using MMOGs, I hope that this submission will be a valuable contribution to the literature.
Goodman, Joshua. "A hybrid design for cheat detection in massively multiplayer online games." Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=32384.
Full textLes jeux en ligne massivement multi-joueur (MMOG) sont un genre de jeu devenu extrêmement populaire, avec des millions d'abonnés. Pour éviter les situations de tricherie, les concepteurs de jeux favorisent le modèle réseau client/serveur (C/S) parce qu'il garantie que l'autorité sur l'état du jeu est conservée par le fournisseur du jeu. Cependant, l'évolution de tel modèle est limité. Malgré leur lacune au niveau de la sécurité, les modèles pair-à-pair (P2P) sont une alternative intéressante. Nous proposons un modèle de réseau hybride, l'IRS, qui se spécialise dans la détection des cas de tricherie. Ce modèle exploite les aspects positifs des deux types de modèle réseau (C/S et P2P), tout en proposant un compromis raisonnable entre la sécurité et l'efficacité. Dans le modèle IRS, un serveur centralisé possède l'autorité absolue sur l'état du jeu, tout en assurant la gestion des communications pair-à-pair et la surveillance du comportement des participants. En permettant aux participants d'exécuter des messages pour d'autres participants, la charge d'exécution sur le serveur est réduite. Les cas de tricherie peuvent être découverts et éliminés à l'aide d'audits intermittentes qui comparent les résultats d'exécution d'un même message par deux participants. Des simulations du modèle hybride proposé ont été effectuées dans un environnement jeu visant à reproduire des situations de jeux réelles. Les résultats démontrent le modèle expulse les participants malveillants très rapidement du jeu avec des impacts minimaux aux autres participants, tout en conservant les avantages d'extensibilité des modèles distribués. Puisq
Triebel, Tonio [Verfasser], and Wolfgang [Akademischer Betreuer] Effelsberg. "Netzwerkdienste für Massively Multiplayer Online Games / Tonio Triebel. Betreuer: Wolfgang Effelsberg." Mannheim : Universitätsbibliothek Mannheim, 2014. http://d-nb.info/106000657X/34.
Full textJuve, Kambra. "The use of massive multiplayer online games to evaluate C4I systems /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FJuve.pdf.
Full textJuve, Kambra R. "The use of massive multiplayer online games to evaluate C4I systems." Thesis, Monterey, California. Naval Postgraduate School, 2004. http://hdl.handle.net/10945/1667.
Full textHuman Systems Integration Report
In the past few years, Massive Multiplayer Online Games (MMOG) have gained in popularity in the gaming industry, the public and the Department of Defense. Improvements to computer technology and the increased data transfer rate over networks have caused the potential applications for networked environments to blossom. MMOGs are a product of these improvements, as technological advancements have made it possible for the masses to gain access to virtual environments and participate. The ability to communicate and interact within the virtual environment has the potential to make MMOG technology an ideal tool for evaluating C4I systems. The design and evaluation of C4I systems with MMOGs has the potential to allow for exploration in the areas of warfighter effectiveness, emergent behavior, collective decision making, human systems integration and effective information flow. This thesis strives to illustrate how a C4I system modeled in an MMOG can aid designers in gathering insights on the effectiveness of the system in various combat situations. The insights will be gathered through the interactions of players with the modeled system in the virtual environment. The human interaction with the modeled C4I system provides the ability to capture the effects of the C4I system on the warfighter. The resultant effects of the C4I system on the warfighter directly contribute to the overall combat effectiveness of the deployed military forces. The background of MMOGs and C4I systems, and attributes of MMOGs that are desirable in evaluating C4I systems are introduced and discussed. FORCEnet, a global C4I architecture still in the conceptual phase is then used as an example to illustrate the potential rewards to using MMOGs to evaluate C4I systems.
Lieutenant, United States Navy
Bopp, Stacey-Lee. "A phenomenological study of problematic internet use with massively multiplayer online games." Thesis, Nelson Mandela University, 2017. http://hdl.handle.net/10948/13757.
Full textBilir, Tanla E. "Real economics in virtual worlds a massively multiplayer online game case study: Runescape /." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31657.
Full textCommittee Chair: Pearce, Celia; Committee Member: Burnett, Rebecca; Committee Member: Do, Ellen Yi-Luen; Committee Member: Knoespel, Kenneth. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Diao, Ziqiang [Verfasser]. "Cloud-based support for Massively Multiplayer Online Role-Playing Games / Ziqiang Diao." Magdeburg : Universitätsbibliothek, 2017. http://d-nb.info/112872653X/34.
Full textLim, Chong-U. "Modeling player self-representation in multiplayer online games using social network data." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/82409.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 101-105).
Game players express values related to self-expression through various means such as avatar customization, gameplay style, and interactions with other players. Multiplayer online games are now often integrated with social networks that provide social contexts in which player-to-player interactions take place, such as conversation and trading of virtual items. Building upon a theoretical framework based in machine learning and cognitive science, I present results from a novel approach to modeling and analyzing player values in terms of both preferences in avatar customization and patterns in social network use. To facilitate this work, I developed the Steam-Player- Preference Analyzer (Steam-PPA) system, which performs advanced data collection on publicly available social networking profile information. The primary contribution of this thesis is the AIR Toolkit Status Performance Classifier (AIR-SPC), which uses machine learning techniques including k-means clustering, natural language processing (NLP), and support vector machines (SVM) to perform inference on the data. As an initial case study, I use Steam-PPA to collect gameplay and avatar customization information from players in the popular, and commercially successful, multi-player first-person-shooter game Team Fortress 2 (TF2). Next, I use AIR-SPC to analyze the information from profiles on the social network Steam. The upshot is that I use social networking information to predict the likelihood of players customizing their profile in several ways associated with the monetary values of their avatars. In this manner I have developed a computational model of aspects of players' digital social identity capable of predicting specific values in terms of preferences exhibited within a virtual game-world.
by Chong-U Lim.
S.M.
Cecin, Fábio Reis. "Peer-to-peer and cheat-resistant support for massively multiplayer online games." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2015. http://hdl.handle.net/10183/131877.
Full textTypically, games classified as ‘massively multiplayer online games’ (MMOGs) are competitive, real-time, large-scale interactive simulations of graphical virtual worlds. Currently, most (if not all) commercial MMOGs are implemented as centralized services, where hundreds or even thousands of ‘server’ machines, maintained by the game service provider, are responsible for running almost all of the virtual world simulation. This incurs a significant equipment and communication cost for the game providers. Several works attempt to reduce the cost of hosting a MMOG by proposing more decentralized, peer-to-peer models for distributing the simulation among client (player-owned PCs with consumer-grade broadband) and server (provider-owned) machines, with some going as far as eliminating the need for provider-owned machines altogether. Decentralizing a MMOG, however, creates security issues, as the simulation is now delegated to untrusted client nodes which gain opportunities to cheat the game rules, as the rules are now executed by them. There are several types of cheats, but we show in this thesis that a case can be made for considering state cheating and denial-of-service attacks as the most significant threats for peer-to-peer MMOGs. In light of this, we propose FreeMMG 2, a new MMOG decentralization model based on the division of the virtual world into cells that are maintained individually by separate groups of volunteer peers that are running a non-interactive, daemon simulation process. Each peer of a cell contains a full replica of the cell state and synchronizes both conservatively and optimistically with every other peers (replicas) of the cell, while at the same time receiving game commands and disseminating game updates to actual player machines. Due to its cell replication and random peer selection, we show that FreeMMG 2 is resistant to state cheating. And, due to the use of one secret back-up peer for every primary replica peer of the cell, we show that denial-of-service attacks don’t significantly increase the odds of either state cheating or cell state loss happening. Through network simulation we verify that FreeMMG 2 is scalable and bandwidth-efficient, showing that a replication-based approach to peer-to-peer MMOG support, considering peers with realistic Internet connectivity (no IP multicast and consumer-grade broadband), is a viable one.
Ratti, Saurabh. "A distributed location-aware routing architecture for P2P massively multiplayer online games." Thesis, University of Ottawa (Canada), 2010. http://hdl.handle.net/10393/28524.
Full textWendel, Erik. "Cheating in Online Games : A Case Study of Bots and Bot-Detection in Browser-Based Multiplayer Games." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for telematikk, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-19510.
Full textTucker, Staci. "Griefing: Policing Masculinity in Online Games." Thesis, University of Oregon, 2011. http://hdl.handle.net/1794/12140.
Full textDespite the rise in participation and economic importance of online games as a media phenomenon, ever-growing virtual worlds that seemingly exist as "third places" for social interaction and relationship formation, there is little research on the experiences of gamers with harassment, discrimination, and hate speech. Though changes in the industry serve as evidence of shifting attitudes about female, GLBTQ, and non-white gamers, harassment and use of hate speech based on sex and sexual orientation continue to flourish unchecked in online games. This study explores the prevalence of homophobia and sexism in online games as expressed through "griefing" behavior used to police competitive spaces traditionally dominated by white, heterosexual men. This thesis employs qualitative research methods to illuminate the persisting homophobia, sexism, and racism as experienced by gamers in online console and PC games.
Committee in charge: Carol Stabile, Chair; Pat Curtin, Member; Gabriella Martinez, Member
Lee, Wai Yu. "Understanding problematic use of massively multiplayer online games: instrument development and theoretical model testing." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/186.
Full textHumphreys, Alison Mary. "Massively Multiplayer Online Games Productive Players and their Disruptions to Conventional Media Practices." Queensland University of Technology, 2005. http://eprints.qut.edu.au/16119/.
Full textAndrivet, Sébastien. "Customer research, customer-driven design, and business strategy in Massively Multiplayer Online Games." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39531.
Full textThis thesis is a part of an exploration of how the relationships between the customers of Massively Multiplayer Online Games (MMOGs) shape customer experience, and can be used to diminish customer churn and improve customer life expectancy, two critical drivers for any subscription-based business model. MMOGs are a very complex product, with a massive level of interaction within the customer base - in fact those interactions constitute a significant part of the appeal. Thus, MMOGs combine aspects of particularly tough online community management, online customer service, and game design/content creation. To be successful, all of those elements need a fine understanding of the customer, their needs and their virtual 'life' and relationships within the game world. This thesis explores the usefulness of detailed, sophisticated interview to gain a fine understanding of customer needs and of the tools necessary to organize communication with, and among, customers. From this knowledge, it projects examples of strategic thrusts necessary to achieve or maintain leadership within this recent, but very powerful and lucrative, business model.
by Sébastien Andrivet.
M.B.A.
Johnsson, Fredrik. "Mobility Gaming - Social Interaction in Massive Multiplayer Online Games within a mobile context." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21461.
Full textKogan, Ilya. "An Analysis of Cheat Prevention in Peer-to-Peer Massively Multiplayer Online Games." Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1276273302.
Full textLoh, Benjamin Y. "Massively Multiplayer Online Role Playing Games (MMORPGs) in Malaysia: The Global-Local Nexus." Ohio University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1375663397.
Full textParsons, Jeffrey Michael. "An examination of massively multiplayer online role-playing games as a facilitator of internet addiction." Diss., University of Iowa, 2005. http://ir.uiowa.edu/etd/98.
Full textFan, Lu. "Solving key design issues for massively multiplayer online games on peer-to-peer architectures." Thesis, Heriot-Watt University, 2009. http://hdl.handle.net/10399/2270.
Full textMattsson, Annette. "Learning by gaming : A comparison of how Swedish upper secondary male and female students learn English." Thesis, Mälardalens högskola, Akademin för utbildning, kultur och kommunikation, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-49113.
Full textLarsson, Emil. "Movement Prediction Algorithms for High Latency Games : A Testing Framework for 2D Racing Games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12916.
Full textZhang, Christina Yan. "The use of massively multiplayer online games to augment early-stage design process in construction." Thesis, Loughborough University, 2012. https://dspace.lboro.ac.uk/2134/9924.
Full textMendoza, Sean Henry Veloria. "Massively multiplayer online games as a sandbox for leadership| The relationship between in and out of game leadership behaviors." Thesis, Pepperdine University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3619793.
Full textGiven society's increasingly technology centric play and workplace environment, Massively Multiplayer Online Games (MMOs) can be an excellent sandbox to develop future leaders of teams, which are the lifeblood of any organization. MMOs like World of WarCraft provide rich immersive experiences that allow leaders and followers the ability to create highly complex ecosystems that can mimic some of the largest out of game organizations. In game they can potentially gain valuable insights, which can later be applied to the workplace. This study explores Leadership characteristics appearing in and out of game. A combination of identity theories and leadership characteristics provide a greater understanding of possible relationships that may be occurring between leaders and followers; and in and out of multiplayer video game environments. Using transformational leadership as a framework, 6 leaders were interviewed, and assessed with the Multifactor Leadership Questionnaire (MLQ). Also, their guild communities were examined for evidence of leadership behaviors. The results found relationships between a leader's in and out of game characteristics with values and contexts in the workplace between leader, community, and follower. These relationships create and shape the lived experiences of leaders providing them the insights to create connections between relevant contexts in game with their workplace environment. This study identifies leadership stories, that can been employed in the workplace for the benefit of the organization; and the use group play spaces as a place to practice leadership operations of a business. Through these narratives, leaders can better understand the values that shape their identity; the relevant contexts that enabled the appearance of leadership characteristics in and out of game; and an opportunity to connect with a community aligned to teach leaders how to be.
Mallon, David Timothy. "Bringing community to the holodeck : interactive narrative and the massively multiplayer online role-playing game." Thesis, Georgia Institute of Technology, 2001. http://hdl.handle.net/1853/19687.
Full text