Journal articles on the topic 'Online multiplayer games'
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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 textWebber, 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.
Full textChang, 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.
Full textHaris, 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.
Full textHughes, 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.
Full textBadrinarayanan, 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.
Full textPrathama, 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.
Full textChildress, 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.
Full textMartin, 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.
Full textArslan, 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.
Full textTAKADA, 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.
Full textNae, 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.
Full textArmitage, 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.
Full textAnderson, 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.
Full textlosup, 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.
Full textJiang, 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.
Full textWarner, 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.
Full textHuang, 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.
Full textLinares, 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.
Full textMarinova, 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.
Full textCompton, 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.
Full textSamsurim, 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.
Full textMurphy, 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.
Full textKaragiorgas, 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.
Full textBozcan, 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.
Full textYahyavi, 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.
Full textMitterhofer, 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.
Full textSusilo, 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.
Full textAzman, 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.
Full textPowar, 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.
Full textPowar, 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.
Full textVogiazou, 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.
Full textUysal, 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.
Full textBezerra, 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.
Full textKrassen, 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.
Full textMirowski, 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.
Full textGriffiths, 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.
Full textHuang, 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.
Full textBawa, Papia. "Why Games?" International Journal of Game-Based Learning 12, no. 1 (January 2022): 1–12. http://dx.doi.org/10.4018/ijgbl.294011.
Full textSmed, 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.
Full textMa, 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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