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1

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.

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Lober, 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.

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This article considers the legal issues surrounding the use of cheat software in online games, especially with reference to those games featuring significant online multiplayer functionality, such as massively multiplayer online games. Given the propensity of cheat software to ruin the gaming experience of bona fide players in such multiplayer settings, potentially resulting in significant economic and reputational losses for game publishers, the article evaluates the methods which may be employed by the game publisher to restrict the development, distribution and use of cheat software by the latter's developers, publishers and users. Using provisions of trademark, copyright and competition law, the authors examine the tools available to game publishers to stifle the spread of cheat software and maintain a fair playing field within their online multiplayer games.
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Wicaksana, 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.

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Online multiplayer games require internet networks to play with opposing players more exciting because multiple players can fight each other. The game experiences lag, which is expressed as the quality of experience (QoE), is one of the most common problems for online multiplayer games, causing the games less exciting to play. This study examined the implementation of Message Queue Telemetry Transport (MQTT) as a communication protocol in multiplayer online games using Arduino and compared its performance against HTTP. QoE used data collected using the mean opinion score (MOS) method. The MQTT resulted in an average QoE score of 3.9 (Pingpong) and 4 (TicTacToe) MOS units, while on HTTP 3.8 (PingPong and TicTacToe). The use of the MQTT communication protocol can improve the QoE of multiplayer online game players compared to HTTP.
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Achterbosch, 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.

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Su, 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.

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The COVID-19 pandemic has impacted our lives in many different ways. One significant impact on daily life was the increased indoor time due to quarantine measures. Data collected suggests video games have become more popular than ever during these unprecedented times (Epstein, 2020). This study aims to explore the experiences and psychosocial well-being of individuals who played single and multiplayer video games during the pandemic. Data was collected through a questionnaire distributed to multiple online communities and forums from June 28th to July 29th, 2021. The total collected responses were n=260. 132 participants identified themselves as playing mostly single-player video games and 128 identified themselves as playing mostly multiplayer games. The results show during the pandemic individuals spent more time playing both types of video games. Motivations for playing single-player games trended towards decreasing anxiety and stress, and avoiding real life, whereas multiplayer motivations tended to trend towards socialization rather than decreasing stress or anxiety. During the pandemic, 40-50% of single and multiplayer gamers indicated decreased mental health. However, both types of players reported improvement in mental and social well-being while playing video games. More multiplayer gamers reported improved social well-being while playing compared to single-player gamers. The survey respondents tended to report having more positive experiences with single-player and multiplayer video games during the pandemic. Results presented video games as a way for individuals to socialize or decrease stress and anxiety. In addition, the comparison between the two types of gamers revealed that single-player respondents tended to play for relaxation, stress reduction, and perhaps improvement in mental health, while multiplayer gamers play to increase social interaction and improve social well-being. Further research is needed to explore the long-term effects of video games during the pandemic after everyone has returned to a pre-pandemic state.
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Steinkuehler, 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.

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The claim that video games are replacing literacy activities that is bandied about in the American mainstream press is based not only on unspecified definitions of both ‘games' and ‘literacy’ but also on a surprising lack of research on what children actually do when they play video games. In this article, the author examines some of the practices that comprise game play in the context of one genre of video games in particular — massively multiplayer online games (MMOGs). Based on data culled from a two-year online cognitive ethnography of the MMOG Lineage (both I and II), the author argues that forms of video game play such as those entailed in MMOGs are not replacing literacy activities but rather are literacy activities. In order to make this argument, the author surveys the literacy practices that MMOGamers routinely participate in, both within the game's virtual world (e.g. social interaction, in-game letters) and beyond (e.g. online game forums, the creation of fan sites and fan fiction). Then, with this argument in place, she attempts to historicize this popular contempt toward electronic ‘pop culture’ media such as video games and suggest a potentially more productive (and accurate) framing of the literacy practices of today's generation of adolescents and young adults.
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BOSCHERT, 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.

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BOSCHERT, 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.

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9

Hornbeck, 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.

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10

Tsun-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.

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11

Webber, Nick. "Law, culture and massively multiplayer online games." International Review of Law, Computers & Technology 28, no. 1 (January 2, 2014): 45–59. http://dx.doi.org/10.1080/13600869.2013.869919.

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Chang, Ya-Ping, Dong-Hong Zhu, and Ho Simon Wang. "The Influence of Service Quality on Gamer Loyalty in Massively Multiplayer Online Role-Playing Games." Social Behavior and Personality: an international journal 39, no. 10 (November 1, 2011): 1297–302. http://dx.doi.org/10.2224/sbp.2011.39.10.1297.

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In this study we investigated how different dimensions of service quality might influence the loyalty of customers in the context of online games. By studying the gamers of massively multiplayer online role-playing games (MMORPGs), we tested our hypotheses using structural equation modeling techniques. We found that the service quality dimensions of privacy, effectiveness, and entertainment indirectly influence the loyalty of gamers through satisfaction, whereas interaction has a direct effect on their loyalty. These findings have implications for online game companies to improve customers' loyalty.
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Haris, Darius Andana, Viny Christiani Mawardi, and Davin Pratama. "Developing Multiplayer Online Game “KNIGHT FANTASY ONLINE”." Journal of Games, Game Art, and Gamification 5, no. 1 (October 19, 2021): 1–8. http://dx.doi.org/10.21512/jggag.v5i1.7469.

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Knights Fantasy Online is a massively multiplayer online game with role-playing game genre. This game was developed using ActionScript 3.0 of Adobe Flash for client and Java for its server, while the design of the game was designed using Adobe Illustrator. This research is intended to make multiplayer online games using Adobe Flash. In this game, Players start their adventure in a world called Edenia as a knight from a kingdom called Aurum, the player is in charge of controlling the population of monsters. Players can take on quests, collect equipment and improve their character's ability. The game was tested by using Blackbox, alpha, beta and stress test. Through the results of a questionnaire distributed to 40 people. The test results shows that Knights Fantasy Online has an interesting gameplay, easy to understand and also has enough features as a massively multiplayer online game.
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Hughes, Chelsea M., Brandon J. Griffin, and Everett L. Worthington. "A measure of social behavior in team-based, multiplayer online games: The Sociality in Multiplayer Online Games (SMOG) scale." Computers in Human Behavior 69 (April 2017): 386–95. http://dx.doi.org/10.1016/j.chb.2016.12.043.

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Badrinarayanan, Vishag A., Jeremy J. Sierra, and Kinnon M. Martin. "A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs)." Journal of Business Research 68, no. 5 (May 2015): 1045–52. http://dx.doi.org/10.1016/j.jbusres.2014.10.006.

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Prathama, Gede Humaswara, Ni Made Ary Esta Dewi Wirastuti, and Yoga Divayana. "Analisa Penggunaan WebRTC dan Websocket pada Real Time Multiplayer Online Game Tradisional Ceki." Majalah Ilmiah Teknologi Elektro 18, no. 1 (May 6, 2019): 47. http://dx.doi.org/10.24843/mite.2019.v18i01.p07.

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Ceki adalah salah satu permainan kartu tradisional yang pernah cukup popular di Malaysia, Singapura dan Indonesia. Di Bali permainan ceki sudah menjadi tradisi, dimana permainan ceki dimainkan saat adanya kegiatan masyarakat. multiplayer online games adalah salah satu cara untuk mengenalkan dan mengembangkan games tradisional menjadi lebih menarik untuk dimainkan. Permasalahan yang sering dihadapi untuk mengembangkan multiplayer online game diantaranya adalah permasalahan latency yang berbeda dari masing-masing pemain sehingga bisa mengganggu permainan dari pemain lain yang memiliki latency lebih baik. Pada penelitian ini akan dibangun real time multiplayer online game untuk memainkan permainan tradisional ceki. membahas bagaimana aturan-aturan dari permainan tradisional ceki yang didapat dari aturan permainan masyarakat Bali akan diterapkan pada game engine dari multiplayer online game, bagaimana implementasi arsitektur multiplayer online game pada web-browser yang berbasis client-server dan peer to peer. Fokus dari penelitian ini adalah pada performansi dari penggunaan websocket dan webRTC terhadap latency dan penggunaan bandwidth untuk sinkronisasi data yang mendukung real time multiplayer online game berbasis peer to peer. Hasil yang didapatkan dari penelitian ini dilihat rata-rata latency yang dibutuhkan untuk sinkronisasi data antara websocket dibandingkan dengan webRTC sangat signifikan. Jumlah pemain tidak berpengaruh pada latency baik pada websocket maupun webRTC.
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Childress, Marcus D., and Ray Braswell. "Using Massively Multiplayer Online Role‐Playing Games for Online Learning." Distance Education 27, no. 2 (August 2006): 187–96. http://dx.doi.org/10.1080/01587910600789522.

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Martin, Crystle, and Constance Steinkuehler. "Collective Information Literacy in Massively Multiplayer Online Games." E-Learning and Digital Media 7, no. 4 (January 2010): 355–65. http://dx.doi.org/10.2304/elea.2010.7.4.355.

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19

Arslan, Farrukh. "Service Oriented Paradigm for Massive Multiplayer Online Games." International Journal of Soft Computing and Software Engineering 2, no. 5 (May 19, 2012): 35–47. http://dx.doi.org/10.7321/jscse.v2.n5.4.

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TAKADA, Keisuke. "Ethnography of Massively Multiplayer Online Role-playing Games." Japanese Sociological Review 69, no. 4 (2019): 434–52. http://dx.doi.org/10.4057/jsr.69.434.

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Nae, Vlad, Alexandru Iosup, and Radu Prodan. "Dynamic Resource Provisioning in Massively Multiplayer Online Games." IEEE Transactions on Parallel and Distributed Systems 22, no. 3 (March 2011): 380–95. http://dx.doi.org/10.1109/tpds.2010.82.

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22

Armitage, Grenville, and Philip Branch. "Distribution of first person shooter online multiplayer games." International Journal of Advanced Media and Communication 1, no. 1 (2005): 59. http://dx.doi.org/10.1504/ijamc.2005.007723.

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23

Anderson, Bodi. "Massive Multiplayer Online Role Playing Games and Interaction." International Journal of Virtual and Personal Learning Environments 5, no. 2 (April 2014): 28–39. http://dx.doi.org/10.4018/ijvple.2014040103.

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This current study examines the need for operational definitions of the concept of interaction in distance education studies. It is proposed that a discourse analysis of linguistic features conversation noted as being representative of interaction can be used to operationalize interaction in synchronous CMC. This study goes on compare two different registers: an internet chat register, and a Massive Multiplayer Online Role Playing Game register to explore the theoretical claim that such virtual world environments have higher levels of interaction. Overall findings exhibit that MMORPGs have higher amount of linguistic features characteristic of interaction. Evidence points to MMORPGs being more interactive and also supportive of collaborative interaction.
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losup, Alexandru, Ruud van de Bovenkamp, Siqi Shen, Adele Lu Jia, and Fernando Kuipers. "Analyzing Implicit Social Networks in Multiplayer Online Games." IEEE Internet Computing 18, no. 3 (May 2014): 36–44. http://dx.doi.org/10.1109/mic.2014.19.

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Jiang, Jehn-Ruey, Jih-Wei Wu, Chi-Wen Fan, and Jie-Yi Wu. "Immersive voice communication for massively multiplayer online games." Peer-to-Peer Networking and Applications 9, no. 1 (October 3, 2014): 54–66. http://dx.doi.org/10.1007/s12083-014-0312-0.

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Warner, Dorothy E., and Mike Raiter. "Social Context in Massively-Multiplayer Online Games (MMOGs):." International Review of Information Ethics 4 (December 1, 2005): 46–52. http://dx.doi.org/10.29173/irie172.

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Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games (MMOGs). The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and Disney’s Toontown, focusing on griefing opportunities in each game. We consider ethical questions from the perspectives of players, game companies, and policymakers.
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Huang, Chailong, and Stefan D. Bruda. "Improved balance in multiplayer online battle arena games." Acta Universitatis Sapientiae, Informatica 12, no. 2 (December 1, 2020): 183–204. http://dx.doi.org/10.2478/ausi-2020-0011.

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Abstract The Multiplayer Online Battle Arena (MOBA) game is a popular type for its competition between players. Due to the high complexity, balance is the most important factor to secure a fair competitive environment. The common way to achieve dynamic data balance is by constant updates. The traditional method of finding unbalanced factors is mostly based on professional tournaments, a small minority of all the games and not real time. We develop an evaluation system for the DOTA2 based on big data with clustering analysis, neural networks, and a small-scale data collection as a sample. We then provide an ideal matching system based on the Elo rating system and an evaluation system to encourage players to try more different heroes for a diversified game environment and more data supply, which makes for a virtuous circle in the evaluation system.
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Linares, Manuela, M. Dolores Gallego, and Salvador Bueno. "Proposing a TAM-SDT-Based Model to Examine the User Acceptance of Massively Multiplayer Online Games." International Journal of Environmental Research and Public Health 18, no. 7 (April 1, 2021): 3687. http://dx.doi.org/10.3390/ijerph18073687.

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This study is focused on the massively multiplayer online games’ acceptance. In general, while specialized literature reveals that the online gaming industry has grown strongly in recent years, little evidence is identified on its user acceptance. In this manner, the present study is an attempt to fill this gap. Concretely, two aims are defined: (1) proposing an acceptance model to predict the continuance usage of massively multiplayer online games, and (2) knowing how this continuance usage encourages social well-being. The model proposed employing the structural equation modeling with partial least squares (PLS-SEM) methodology. This PLS-SEM model has been defined using a combination of the technology acceptance model (TAM) and the self-determination theory (SDT), comprising eight constructs: (1) autonomy and competence, (2) relatedness, (3) achievement and challenge, (4) flow experience, (5) perceived enjoyment, (6) social well-being, (7) perceived ease of use, and (8) continuance intention. The findings reveal that continuance intention impacts on social well-being. Moreover, the pivotal role of flow experience for continuance intention has been demonstrated. Additionally, continuance intention has been impacted by the perceived enjoyment, showing that it is a key construct for the acceptance of massively multiplayer online games. Thus, two contributions are highlighted. First, these results provide the gaming industry and software developer companies with considerations on gamers’ motivations in the online game design, in order to stimulate and incentivize its use. Second, the present study can be useful for academicians and practitioners to understand the online gamers’ emotions and well-being, showing some light over their psychology and mental health. Finally, limitations and future directions are exposed.
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Marinova, T. Y., and O. V. Zaretskaya. "Social Psychological Aspects of Addiction to Massively Multiplayer Online Role-Playing Games." Social Psychology and Society 6, no. 3 (2015): 109–19. http://dx.doi.org/10.17759/sps.2015060308.

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The paper addresses the issue of how massively multiplayer online role¬playing games (MMORPG) affect the behavior of players. Basing on a series of research, the paper analyzes how massively multiplayer online role¬playing games are created and highlights their specifics that possibly contribute to the development of psychological addiction to such games. The authors describe the outcomes of their own research on motivation in persons with gaming addiction aged 18 and up, with over 1 year of gaming experience. These out-comes suggest that current traditional criteria developed for assessing gaming addiction cannot be applied to this particular form of addictive behavior.
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Compton, ReBecca. "Gamer Girl Visibility: Networks and Their Gendered Ingroup Behaviours in Massively Multiplayer Online Roleplaying Games." Excursions Journal 8, no. 1 (January 24, 2020): 1–23. http://dx.doi.org/10.20919/exs.8.2018.213.

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‘Why can’t I just be a gamer? Why do I have to be a “female gamer”?’ While a generic term for all gamers may be looming on the horizon, there are still aspects of play which draw clear boundaries between male and female gamers. These boundaries, however, are often illusions. In Massively Multiplayer Online Roleplaying Games (MMOs), several networks exist within the game space, and one such network is that of ‘female character’. For male players to gain a part in this network, many gender-bend, and the gender of the character is what determines their actions not the gender of the players themselves. When men use female avatars, they engage in behaviours which they believe are typical feminine acts, (healing, fighting from a distance, etc.) but these are based on false perceptions about gender roles. Gaining access to this network is one which requires constant performance; however, it is a network which is often inhospitable for real-world women.
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Samsurim, Shazwani, Nor Ashikin Mohamad Kamal, Marina Ismail, and Norizan Mat Diah. "Prediction Outcome for Massive Multiplayer Online Games Using Data Mining." Indonesian Journal of Electrical Engineering and Computer Science 11, no. 1 (July 1, 2018): 248. http://dx.doi.org/10.11591/ijeecs.v11.i1.pp248-255.

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Massive Multiplayer Online (MMO) game is one of the famous game genres among teenagers nowadays. MMO games allow gamers to interact and play with up to thousand players. Rainbow Six Siege (RSS) belongs to MMO type of game. However, due to many operators that are available in this game, the player needs to choose the right operator to counter the enemy operator. Therefore, based on the characteristic of the selected operator, this paper attempted to predict the outcomes of the game. In our prediction model, characteristics for these operators were extracted from 120 live stream replays. Three classification algorithms were utilized to predict the outcome of the game. Among these algorithms, IBK had obtained outstanding performance in the dataset. The accuracy of the model is 93.75%, applying 5-fold cross-validation test. The success rate reveals that our proposed model is suitable to predict the outcome of the game.
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Murphy, Derek L. "Documenting Pocket Universes: New Approaches to Preserving Online Games." Preservation, Digital Technology & Culture 44, no. 4 (November 1, 2015): 179–85. http://dx.doi.org/10.1515/pdtc-2015-0021.

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AbstractWhen preserving massively multiplayer online video games over the long term, archivists must reckon with their player cultures or risk losing a crucial component in understanding the games. This article advocates for documenting player cultures in these games, investigates recent amateur archival efforts, and suggests possible new methods of documentation and preservation when one works with these games. Successful and suggested approaches include ethnographic writing, video documentation, and the crowd-sourcing of contributions from the player community itself.
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Karagiorgas, Dimitrios N., and Shari Niemann. "Gamification and Game-Based Learning." Journal of Educational Technology Systems 45, no. 4 (May 17, 2017): 499–519. http://dx.doi.org/10.1177/0047239516665105.

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In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and serious games. While both methods are used to educate, serious games are meant to provide training and practice without entertaining. Whereas, gamification uses game-like features such as points and similar to serious games are not meant to entertain. This review will provide an overview of gamification and serious games as well as the learning possibilities of noneducational games such as massively multiplayer online role-playing games. Finally, massively multiplayer online role-playing games will be discussed in detail as to whether they can meet the general behavioral requirements of effective learning.
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Bozcan, Selçuk, and Veysi İşler. "Network modeling and simulation of massively multiplayer online games." SIMULATION 88, no. 8 (October 19, 2011): 908–20. http://dx.doi.org/10.1177/0037549711423283.

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Yahyavi, Amir, and Bettina Kemme. "Peer-to-peer architectures for massively multiplayer online games." ACM Computing Surveys 46, no. 1 (October 2013): 1–51. http://dx.doi.org/10.1145/2522968.2522977.

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Mitterhofer, Stefan, Christopher Kruegel, Engin Kirda, and Christian Platzer. "Server-Side Bot Detection in Massively Multiplayer Online Games." IEEE Security & Privacy Magazine 7, no. 3 (May 2009): 29–36. http://dx.doi.org/10.1109/msp.2009.78.

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Susilo, Willy, Yang Wai Chow, and Rungrat Wiangsripanawan. "Protecting peer-to-peer-based massively multiplayer online games." International Journal of Computational Science and Engineering 10, no. 3 (2015): 293. http://dx.doi.org/10.1504/ijcse.2015.068837.

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Azman, Hazita, and Nurul Farhana Dollsaid. "Applying Massively Multiplayer Online Games (MMOGs) in EFL Teaching." Arab World English Journal 9, no. 4 (December 15, 2018): 3–18. http://dx.doi.org/10.24093/awej/vol9no4.1.

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Powar, Swati, and Subhash Shinde. "Study of analysing implicit relationships in multiplayer online games." International Journal of Latest Trends in Engineering and Technology 6, no. 4 (March 30, 2016): 1–5. http://dx.doi.org/10.21172/10.

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Powar, Swati. "Study of analysing implicit relationships in multiplayer online games." International Journal of Latest Trends in Engineering and Technology 6, no. 4 (2016): 1–5. http://dx.doi.org/10.21172/164.1.

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Vogiazou, Yanna, and Marc Eisenstadt. "Designing multiplayer games to facilitate emergent social behaviours online." Interactive Technology and Smart Education 2, no. 2 (May 31, 2005): 117–30. http://dx.doi.org/10.1108/17415650580000037.

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Uysal, Ahmet. "Commitment to multiplayer online games: An investment model approach." Computers in Human Behavior 61 (August 2016): 357–63. http://dx.doi.org/10.1016/j.chb.2016.03.028.

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Bezerra, Carlos Eduardo Benevides, and Cláudio Fernando Resin Geyer. "A load balancing scheme for massively multiplayer online games." Multimedia Tools and Applications 45, no. 1-3 (May 21, 2009): 263–89. http://dx.doi.org/10.1007/s11042-009-0302-z.

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Krassen, Cindy, and Stef Aupers. "Pressure to play: Social pressure in online multiplayer games." Information Society 38, no. 1 (October 23, 2021): 13–24. http://dx.doi.org/10.1080/01972243.2021.1987364.

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Mirowski, Alexander, and Brian P. Harper. "Elements of Infrastructure Demand in Multiplayer Video Games." Media and Communication 7, no. 4 (December 20, 2019): 237–46. http://dx.doi.org/10.17645/mac.v7i4.2337.

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With the advent of organized eSports, game streaming, and always-online video games, there exist new and more pronounced demands on players, developers, publishers, spectators, and other video game actors. By identifying and exploring elements of infrastructure in multiplayer games, this paper augments Bowman’s (2018) conceptualization of demands in video games by introducing a new category of ‘infrastructure demand’ of games. This article describes how the infrastructure increasingly built around video games creates demands upon those interacting with these games, either as players, spectators, or facilitators of multiplayer video game play. We follow the method described by Susan Leigh Star (1999), who writes that infrastructure is as mundane as it is a critical part of society and as such is particularly deserving of academic study. When infrastructure works properly it fades from view, but in doing so loses none of its importance to human endeavor. This work therefore helps to make visible the invisible elements of infrastructure present in and around multiplayer video games and explicates the demands these elements create on people interacting with those games.
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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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47

Huang, Yan, Stefanus Jasin, and Puneet Manchanda. "“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games." Information Systems Research 30, no. 3 (September 2019): 927–47. http://dx.doi.org/10.1287/isre.2019.0839.

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We propose a novel two-stage data-analytic modeling approach to gamer matching for multiplayer video games. In the first stage, we build a hidden Markov model to capture how gamers' latent engagement state evolves as a function of their game-play experience and outcome and the relationship between their engagement state and game-play behavior. We estimate the model using a data set containing detailed information on 1,309 randomly sampled gamers' playing histories over 29 months. We find that high-, medium-, and low-engagement-state gamers respond differently to motivations, such as feelings of achievement and need for challenge. For example, a higher per-period total score (achievement) increases the engagement of gamers in a low or high engagement state but not those in a medium engagement state; gamers in a low or medium engagement state enjoy within-period score variation (challenge), but those in a high engagement state do not. In the second stage, we develop a matching algorithm that learns (predicts) the gamer's current engagement state on the fly and exploits that learning to match the gamer to a round to maximize game-play. Our algorithm increases gamer game-play volume and frequency by 4%–8% conservatively, leading to economically significant revenue gains for the company.
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48

Bawa, Papia. "Why Games?" International Journal of Game-Based Learning 12, no. 1 (January 2022): 1–12. http://dx.doi.org/10.4018/ijgbl.294011.

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The Phenomenological study investigated the perceptions of 4 Community College administrators and 2 faculty, who experienced for the first time, the process of curricular modification using Massively Multiplayer Online Games or MMOs in their Business and English programs. Since administrators and faculty are key stakeholders of any initiative for technology integration in curricular modification, the study contributed to filling the gap in the literature regarding such stakeholder perceptions and added new insights regarding easy and affordable ways to successfully and effectively integrate MMOs within the curriculum in Higher Education disciplines.
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Smed, Jouni, Timo Kaukoranta, and Harri Hakonen. "Aspects of networking in multiplayer computer games." Electronic Library 20, no. 2 (April 1, 2002): 87–97. http://dx.doi.org/10.1108/02640470210424392.

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Distributed, real‐time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research has been done in military simulations, virtual reality systems, and computer supported cooperative working, the suggested solutions diverge from the problems posed by MCGs. With this in mind, this paper provides a concise overview of four aspects affecting networking in MCGs. First, networking resources (bandwidth, latency, and computational power) set the technical boundaries within which the MCG must operate. Second, distribution concepts encompass communication architectures (peer‐to‐peer, client/server, server‐network), and both data and control architectures (centralized, distributed, replicated). Third, scalability allows the MCG to adapt to the resource changes by parametrization. Finally, security aims at fighting back against cheating and vandalism, which are common in online gaming.
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Ma, Minhua, and Andreas Oikonomou. "Network Architectures and Data Management for Massively Multiplayer Online Games." International Journal of Grid and High Performance Computing 2, no. 4 (October 2010): 40–50. http://dx.doi.org/10.4018/jghpc.2010100104.

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Current-generation Massively Multiplayer Online Games (MMOG), such as World of Warcraft, Eve Online, and Second Life are mainly built on distributed client-server architectures with server allocation based on sharding, static geographical partitioning, dynamic micro-cell scheme, or optimal server for placing a virtual region according to the geographical dispersion of players. This paper reviews various approaches on data replication and region partitioning. Management of areas of interest (field of vision) is discussed, which reduces processing load dramatically by updating players only with those events that occur within their area of interest. This can be managed either through static geographical partitioning on the basis of the assumption that players in one region do not see/interact with players in other regions, or behavioural modelling based on players’ behaviours. The authors investigate data storage and synchronisation methods for MMOG databases, mainly on relational databases. Several attempts of peer to peer (P2P) architectures and protocols for MMOGs are reviewed, and critical issues such as cheat prevention on P2P MMOGs are highlighted.
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