Gotowa bibliografia na temat „MMORPG”
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Artykuły w czasopismach na temat "MMORPG"
Samudera, Marvella, Elissa Dwi Lestari i Florentina Kurniasari. "Analysis of the Effect of Effort Expectancy, Social Influence, Hedonic Motivation, Price Value, Habit, and Flow on MMORPG’s Intention to Play". Environment-Behaviour Proceedings Journal 9, SI19 (10.03.2024): 67–72. http://dx.doi.org/10.21834/e-bpj.v9isi19.5770.
Pełny tekst źródłaKałuża, Maciej, i Ewa Golik. "Tarpkultūrinė komunikacija ir internetas: tarpkultūrinės komunikacijos vaidmuo interneto bendruomenėse". Informacijos mokslai 45 (1.01.2008): 22–34. http://dx.doi.org/10.15388/im.2008.0.3390.
Pełny tekst źródłaMiftahuddin, Damar, i Noor Malihah. "Massive Multiplayer Online Role-Playing Games to Enrich Vocabulary to Foreign Language Learners: The Implementation". Journal of English Teaching and Learning Issues 5, nr 2 (30.12.2022): 81. http://dx.doi.org/10.21043/jetli.v5i2.17090.
Pełny tekst źródłaChen, Chun Chih, i Han Yu Lin. "Identifying the Attractive Attributes of the Massively Multiplayer Online Role-Playing Game Designs". Applied Mechanics and Materials 236-237 (listopad 2012): 1095–100. http://dx.doi.org/10.4028/www.scientific.net/amm.236-237.1095.
Pełny tekst źródłaSuznjevic, Mirko, Jose Saldana, Maja Matijasevic, Julián Fernández-Navajas i José Ruiz-Mas. "Analyzing the Effect of TCP and Server Population on Massively Multiplayer Games". International Journal of Computer Games Technology 2014 (2014): 1–17. http://dx.doi.org/10.1155/2014/602403.
Pełny tekst źródłaWijaya, Surya Agung, Abdul Asib i Suparno Suparno. "Portraying Informal Digital Learning of English from Management, Beliefs, and Practices". Register Journal 14, nr 2 (1.12.2021): 157–84. http://dx.doi.org/10.18326/rgt.v14i2.157-184.
Pełny tekst źródłaHartshorne, Richard, Phillip J. VanFossen i Adam Friedman. "MMORPG Roles, Civic Participation and Leadership Among Generation Y". International Journal of Gaming and Computer-Mediated Simulations 4, nr 1 (styczeń 2012): 55–67. http://dx.doi.org/10.4018/jgcms.2012010103.
Pełny tekst źródłaCorredor, Javier Alejandro, i Leonardo Rojas Benavides. "Narrative and Conceptual Expertise in Massively Multiplayer Online Role Playing Games". International Journal of Gaming and Computer-Mediated Simulations 8, nr 1 (styczeń 2016): 44–67. http://dx.doi.org/10.4018/ijgcms.2016010104.
Pełny tekst źródłaBytheway, Julie. "In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games". International Journal of Computer-Assisted Language Learning and Teaching 4, nr 4 (październik 2014): 1–13. http://dx.doi.org/10.4018/ijcallt.2014100101.
Pełny tekst źródłaSwoboda, Birgit. "GTFO!! - Positioning as interaction strategy in MMORPG communication". Comunicação e Sociedade 27 (29.06.2015): 151–66. http://dx.doi.org/10.17231/comsoc.27(2015).2094.
Pełny tekst źródłaRozprawy doktorskie na temat "MMORPG"
Pahlin, Daniel. "Problemlösande MMORPG-Design". Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1421.
Pełny tekst źródłaDetta arbete diskuterar och visar förslag på lösningar till problem somjag har stött på under min tid som mmorpg spelare. Lösningarnaappliceras i mitt egna påbörjade mmorpg i formen av ett highconcept dokument.Problemen som tas upp i detta arbete handlar om tiden som krävs föratt spela ett mmorpg och jag försöker ge spelarna makten att väljasjälva hur de vill spendera sin tid inne i spelet.Senare i den reflexiva rapporten diskuteras metoder och lösningarnasom har arbetats fram.
Linhart, Pavel. "Obchodní modely MMORPG". Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-72544.
Pełny tekst źródłaSchliemann, Erik. "Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet". Thesis, Umeå universitet, Institutionen för informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73312.
Pełny tekst źródłaEsbjörnsson, Robert. "Hur skapar man longterm gameplay i MMORPG". Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-97.
Pełny tekst źródłaDetta arbete tar upp frågan hur man får onlinerollspel, så kallade (MMORPG) att erbjuda bättre longterm gameplay och ge spelarna en intressantare upplevelse under längre tid. Frågeformuleringen detta behandlas utifrån är: ”Hur skapar man longterm gameplay för olika spelartyper i ett MMORPG?”
Frågan undersöks genom att utforska vad för typ av gameplay olika spelartyper är intresserade inom genren. Spelartyperna kommer från Bartle’s (1996) uppställning av fyra typer av spelare: achivers, explorers, socializers och killers.
Frågan besvaras sedan genom ett designdokument till ett MMORPG där olika typer av spelelement introduceras för ändamålet.
Resultatet som framkommer visar på att man ska ta vara på det som gör MMORPG till en sådan intressant spelform. Genom att erbjuda omväxling, social interaktion och inte minst nya utmaningar. Samtidigt som det sker en långvarig vidareutveckling av spelarens karaktär så sätt lockas spelarna till att stanna kvar och har alltid något underhållande mål att sträva efter. Spelaren vill få belöning och uppmuntran i förhållande till den tid och arbete som investeras i spelet.
Södertun, Markus, i Pontus Sjögren. "Sociala relations som skapas i Mmorpg-spel". Thesis, Högskolan i Halmstad, Medie- och kommunikationsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-18101.
Pełny tekst źródłaWahlbäck, Emmy. "Online Roleplaying : Collaborative storytelling in an MMORPG". Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5024.
Pełny tekst źródłaHeyde, Carla Junger. "Auto-realização de jogadores de Tibia : MMORPG". reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2007. http://hdl.handle.net/10183/11382.
Pełny tekst źródłaIn order to analyze the nature of the society we live today, which has a new virtual dimension possible by the Massively Multiplayer On-line Role Playing Games – MMORPGs -, we requested Axel Honneth’s theory. The author identifies the arising of an individualism of self-realization in modern capitalist societies, in which the individuals demand autonomous conditions of search for self-realization to reach what they understand as “good life”. This work analyzes the motives that lead the players to opt to participate in the “virtual society” of the games, starting from the hypothesis that the social environment that these games provide enables the construction of the players’ self-realization in a complementary way to the social environment which the individual belongs in flesh and blood. The MMORPGs are so complementing the individuals’ needs of social realization, and the “virtual” social environments being concrete in their contributions to such individuals’ demands. What explains the players’ option to experience their social relations inside the game. To investigate the veracity of this hypothesis a virtual ethnography was carried out in the Tibia game environment and the technique of participative observation was utilized, which we named “Playing”: watching, reading, writing and participating. The data were collected through informal conversations with more than five hundred characters for a period of seventeen months, in a total of approximately four thousand hours. They were analyzed by the particularity of each type of relation developed by the players: loving, legal and social appraisal. This research contributes to the comprehension of diverse social phenomena related to this kind of game and to assist the different publics – opinion creators, relative of players, potential players, and education institutions – to evaluate the act of to play. The data confirm our hypothesis and make possible the elaboration of questions about phenomena that are reproduced in the virtual environment and contradict the yearnings of those who believe that “another world is possible”.
Östling, David, i Isak Sundström. "Spelares upplevelser av mörka designmönster i MMORPG spel". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-300189.
Pełny tekst źródłaThis study was performed in order to investigate the concept of dark design patterns in MMORPG (Massive Multiplayer Online Role Playing Games) games and what players think about them. This was done in order to deepen the knowledge surrounding this topic and to get more insight to how players are affected by dark design patterns since there are currently no studies on players' opinions on dark design patterns in video games. For the purpose of this study we focused on the game Runescape as it is currently one of the most popular MMORPG games. The game is also very similar to many other MMORPG games when it comes to its design. The definitions of the dark design patterns present in this study primarily come from José Zagals study on dark patterns in games from 2013. Our study was conducted by posting a survey asking the players about their opinions on the dark design patterns that could be identified in Runescape. The survey was posted on a couple of Runescape discussion-forums. The study showed that players had mixed opinions and that many players had a general non-negative view on the dark design patterns present in the game. At the same time, many were also well aware of the problematic aspects of the dark patterns and had negative opinions on them but nevertheless tolerated them as they kept putting many hours into the game. A few of the ones with negative opinions described how their addiction to the game made them keep playing despite disliking the dark design patterns.
Yao, Yifei. "Exploring the sense of immersion of MMORPG game design". Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-7508.
Pełny tekst źródłaSutton, April G. "Avatar identification and its effects on MMORPG game play". Xavier University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1444130344.
Pełny tekst źródłaKsiążki na temat "MMORPG"
Schlesinger, Ed, red. Guild Wars: Ghosts of Ascalon. New York, USA: Pocket Star Books, 2010.
Znajdź pełny tekst źródłaSchmidt, Friederike. Selbstbestimmung und Anerkennung Sexueller und Geschlechtlicher Vielfalt: Lebenswirklichkeiten, Forschungsergebnisse und Bildungsbausteine. Redaktorzy Friederike Schmidt, Anne-Christin Schondelmayer i Ute B. Schröder. Wiesbaden: Springer VS, 2014.
Znajdź pełny tekst źródłaSchmidt, Friederike. Selbstbestimmung und Anerkennung sexueller und geschlechtlicher Vielfalt: Lebenswirklichkeiten, Forschungsergebnisse und Bildungsbausteine. Redaktorzy Dr Friederike Schmidt, Jun.-Prof. Dr. Anne-Christin Schondelmayer i Ute B. Schröder. Wiesbaden, Germany: Springer VS, 2014.
Znajdź pełny tekst źródłaGregory, Josh. Minecraft: MMORPG. Cherry Lake Publishing, 2018.
Znajdź pełny tekst źródłaGregory, Josh. Minecraft: MMORPG. Cherry Lake Publishing, 2018.
Znajdź pełny tekst źródłaMinecraft: MMORPG. Cherry Lake Publishing, 2018.
Znajdź pełny tekst źródłaGregory, Josh. Minecraft: MMORPG. Cherry Lake Publishing, 2018.
Znajdź pełny tekst źródłaMinecraft: MMORPG. Cherry Lake Publishing, 2018.
Znajdź pełny tekst źródłaMMORPG Character Tracker. Independently Published, 2021.
Znajdź pełny tekst źródłaMager, Toni, i Mathis Mager. Ultimative MMORPG-Namenslexikon. Independently Published, 2019.
Znajdź pełny tekst źródłaCzęści książek na temat "MMORPG"
Barton, Matt, i Shane Stacks. "The Rise of the MMORPG". W Dungeons and Desktops, 457–98. [2nd edition]. | Boca Raton: Taylor & Francis, [2018]: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781351273404-20.
Pełny tekst źródłaKazmi, Mohd Faizi, Mohsin Ali Khan i Zaw Ali Khan. "The Med Life - A Medical MMORPG". W Serious Games, 183–86. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-70111-0_17.
Pełny tekst źródłaJianmin, Wang, Zheng Zibin, Peter Tam i Liu Jianping. "Optimization Technique for Commercial Mobile MMORPG". W Entertainment for Education. Digital Techniques and Systems, 34–45. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14533-9_4.
Pełny tekst źródłaLi, Jianwei, Hualei Wu, Xiaowen Li i Shixi Chen. "Network Synchronization Mechanism Design Based on MMORPG". W AsiaSim 2012, 1–8. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34390-2_1.
Pełny tekst źródłaSchatten, Markus, Bogdan Okreaša Đurić, Igor Tomičič i Nikola Ivkovič. "Automated MMORPG Testing – An Agent-Based Approach". W Lecture Notes in Computer Science, 359–63. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-59930-4_38.
Pełny tekst źródłaScott, John, i Newton Lee. "World of Warcraft, a MMORPG with Expansions". W Encyclopedia of Computer Graphics and Games, 2101–3. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_354.
Pełny tekst źródłaKim, Hye-Young. "User-Oriented Load Balancing Scheme for MMORPG". W IT Convergence and Security 2012, 515–20. Dordrecht: Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-5860-5_61.
Pełny tekst źródłaScott, John, i Newton Lee. "World of Warcraft, A MMORPG with Expansions". W Encyclopedia of Computer Graphics and Games, 1–3. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-319-08234-9_354-1.
Pełny tekst źródłaShui, Linlin, Guangzheng Fei, Guoyu Sun i Chi Wa Leong. "Game Balance Principles in MMORPG with Pet System". W Learning by Playing. Game-based Education System Design and Development, 133–40. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03364-3_17.
Pełny tekst źródłaNistor, Nicolae. "Quantitative Analysis of Newcomer Integration in MMORPG Communities". W State-of-the-Art and Future Directions of Smart Learning, 131–36. Singapore: Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-287-868-7_15.
Pełny tekst źródłaStreszczenia konferencji na temat "MMORPG"
Chen, Kuan-Ta, Jhih-Wei Jiang, Polly Huang, Hao-Hua Chu, Chin-Laung Lei i Wen-Chin Chen. "Identifying MMORPG bots". W the 2006 ACM SIGCHI international conference. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1178823.1178829.
Pełny tekst źródłaQi, Yang. "Asura MMORPG online trailer". W ACM SIGGRAPH 2014 Computer Animation Festival. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2633956.2633984.
Pełny tekst źródłaAssiotis, Marios, i Velin Tzanov. "A distributed architecture for MMORPG". W 5th ACM SIGCOMM workshop. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1230040.1230067.
Pełny tekst źródłaBian Wu, Alf Inge Wang i Yuanyuan Zhang. "Experiences from implementing an educational MMORPG". W 2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference (ICE-GIC 2010). IEEE, 2010. http://dx.doi.org/10.1109/icegic.2010.5716896.
Pełny tekst źródłaLiu Pu i Guan Jiaqing. "Traditional design elements in Chinese MMORPG". W 2010 IEEE 11th International Conference on Computer-Aided Industrial Design & Conceptual Design 1. IEEE, 2010. http://dx.doi.org/10.1109/caidcd.2010.5681835.
Pełny tekst źródłaSaqfalhett, Rawan. "THE EFFECT OF MMORPG ONLINE GAMES ON ENHANCING ENGLISH VOCABULARY ACQUISITION FOR EFL PLAYERS: CASE OF PALESTINIAN UNIVERSITY STUDENTS". W Modern approaches and new trends in teaching foreign languages. Alisher Navo'i Tashkent state university of Uzbek language and literature, 2024. http://dx.doi.org/10.52773/tsuull.conf.teach.foreign.lang.2024.8.5/skmp4544.
Pełny tekst źródłaSynnaeve, Gabriel, Pierre Bessière, Ali Mohammad-Djafari, Jean-François Bercher i Pierre Bessiére. "Bayesian Modeling of a Human MMORPG Player". W BAYESIAN INFERENCE AND MAXIMUM ENTROPY METHODS IN SCIENCE AND ENGINEERING: Proceedings of the 30th International Workshop on Bayesian Inference and Maximum Entropy Methods in Science and Engineering. AIP, 2011. http://dx.doi.org/10.1063/1.3573658.
Pełny tekst źródłaTomicic, Igor, Petra Grd i Markus Schatten. "Reverse Engineering of the MMORPG Client Protocol". W 2019 42nd International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO). IEEE, 2019. http://dx.doi.org/10.23919/mipro.2019.8756873.
Pełny tekst źródłaDiao, Ziqiang, Pengfei Zhao, Eike Schallehn i Siba Mohammad. "Achieving Consistent Storage for Scalable MMORPG Environments". W the 19th International Database Engineering & Applications Symposium. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2790755.2790758.
Pełny tekst źródłaLiu, Fang, Guotao Yan i Wenli Zhou. "Traffic Recognition and Characterization Analysis of MMORPG". W 2006 International Conference on Communication Technology. IEEE, 2006. http://dx.doi.org/10.1109/icct.2006.341783.
Pełny tekst źródłaRaporty organizacyjne na temat "MMORPG"
Johnson, Michael T. Multinational Maritime Operations (MMOPS) for Naval Doctrine Command. Fort Belvoir, VA: Defense Technical Information Center, wrzesień 1995. http://dx.doi.org/10.21236/ada362370.
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