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Artykuły w czasopismach na temat "MMORPG"

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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.

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With more Internet access, MMORPGs have grown in popularity. In Indonesia, the biggest gaming market in Southeast Asia, this genre is less popular. Therefore, studying what inspires Indonesian MMORP users is necessary. The study used a quantitative research design on 221 online gamers who were familiar with MMORPGs but had never played them. The study tested research hypotheses using multivariate linear regression analysis. The study discovered that hedonic motivation, price value, habit, and flow all have a positive impact on one's intention to play MMORPG online games, but effort expectation and social influence have no impact.
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Kałuża, 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.

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Straipsnyje pateikiama tarpkultūrinės komunikacijos, egzistuojančios interneto bendruomenėse, analizė, atlikta bendradarbiaujant su grupės MMORPG (angl. Massive Multiplayer Online Role Playing Games) nariais. Šio tyrimo tikslas buvo parodyti, kad interneto bendruomenės linkusios turėti gana išvystytas organizacines struktūras, įgalinančias jų narius dirbti kartu atliekant intelektines užduotis. Nors MMORPG tradicinė akis į akį komunikacija yra pakeičiama kompiuterių perduodama komunikacija (angl. computer mediated communication), vis tiek galima pamatyti, kaip formuojasi specifinės grupės kultūra. Tyrimo metu nustatytas dar vienas svarbus veiksnys – interneto bendruomenėse, kurias sudaro MMORPG nariai iš skirtingų kultūrų, pasaulio religijų, matyti, kad kultūriniai jų sąveikos aspektai ne tik atsiskleidžia iš jų veiksmų, bet taip pat turi didelę įtaką žaidėjo elgsenai ar grupės organizavimui. Ilgo bendradarbiavimo veiksnys rodo, kad tarp žaidėjų, priklausančių MMORPG, yra susiformavusių specifinių komunikacijos formų ir integruojanti grupės kultūra.Intercultural communication and the Internet. The role of intercultural communication in Internet societiesMaciej Kałuża, Ewa Golik SummaryThe subject of our paper is an analysis of intercultural communication, in Internet societies, concentrated on group cooperation in MMORPGs (Massive Multiplayer Online Role Playing Games). The main purpose of our study was to show that Internet societies tend to have a highly developed structure of organization, enabling them to work together on very sophisticated tasks. Even though in MMORPGs a traditional face-to-face communication is replaced by the computer-mediated communication, we can still observe emergence of specific group cultures as defined by traditional sociology. Also, a rather important factor is that due to the fact that the Internet societies found in MMORPGs are made up of players from different cultures, world regions, the cultural aspect of their interaction is not only visible in their actions, but also tends to have a strong influence on players’ behaviors and group organization. The fact of a long cooperation among players playing the MMORPGs also results in a very specific form of communication and a highly complex in-group culture.Key words: Internet, communication, group, organization, structure
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Miftahuddin, 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.

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Massive Multiplayer Online Role-Playing Games (MMORPGs) are increasingly used to improve language learning. Many games have been created as products to help players improve their learning abilities. This research explores the execution of the MMORPGs to improve their vocabulary. The information was gathered through observation, documentation, and interview. There are seven chosen experienced players of MMORPG in worldwide servers who meet the requirements. Results demonstrated that implementing MMORPG can assist the EFL learners with acquiring new vocabulary from the aspect of the game like socializing, guild, mission, storyline, trading market, and things depiction assist the EFL learners with learning new vocabulary. The results of the study were expected to help the EFL learner gamer learn English, especially vocabulary, since the game has many aspects that help the EFL learners who play this game to enrich their vocabulary.
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Chen, 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.

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The Massively Multiplayer Online Role-Playing Game (MMORPG) industry is growing rapidly. A MMORPG is composed of many design attributes; therefore, the game developers cannot satisfy all of the design attributes due to the constraint of development resources and the time-to-market pressure of the product. The purpose of this study is to help game developers to make the trade-off decision of where to invest their limited resources to implement critical design attributes. To better understand the relationship between attributes performance and satisfaction, the two-dimensional quality model, Kano model, is applied to identify the key attributes in satisfaction. Results indicated that these design attributes of MMORPGs were classified into different quality categories, including attractive, one-dimensional, must-be and indifferent qualities. By applying the Kano quality classifications, the attractive and important design attributes can be identified. It also can help game designers determine the priority to resolve the trade-offs dilemma in multiple-attribute optimization of satisfaction for MMORPG design.
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Suznjevic, 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.

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Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft) real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on player’s activities during the day, to also incorporate the impact of the number of players sharing a server (server population) on network traffic. Based on real traffic traces, we statistically model the influence of the variation of the server’s player population on the network traffic, depending on the action categories (i.e., types of in-game player behaviour). Using the developed traffic model we prove that while server population only modifies specific action categories, this effect is significant enough to be observed on the overall traffic. We find that TCPVegasis a good option for competing flows in order not to throttle the MMORPG flows and that TCP SACK is more respectful with game flows than other TCP variants, namely,Tahoe, Reno,andNew Reno. Other tests show that MMORPG flows do not significantly reduce their sending window size when competing against UDP flows. Additionally, we study the effect of RTT unfairness between MMORPG flows, showing that it is less important than in the case of network-limited TCP flows.
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Wijaya, 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.

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In a couple of years, massively multiplayer online role-playing game (MMORPG) previous works reported various informal digital learning of English (IDLE) activities within and around video games that could enhance student-gamer vocabulary outcomes; receptive and productive language skills; and language socialization. The lack of multidisciplinary literature reviews between IDLE and language policy (LP) gives this study to open discussion on both areas. The urgency of this study is the high adoption of IDLE framework without considering LP where the reason for student’s engagement from MMORPG activities can be explained. This study aims to portray IDLE practitioner's activities in MMORPG from language management, beliefs, and practices. Following the long-term process, the data were generated from auto-ethnography and photo-elicitation that were taken from in-game and out-of-game activities. This article found three major findings. First, the management of MMORPG provoked gamers to communicate as a part of the game mission, and the guild could potentially develop top-down and bottom-up LP. Second, the value of language in the community played role in the decision-making language use from the negotiation process. Third, English and Mandarin dominated language practices from different interlocutors in various forms such as language in MMORPG’s context, code mixing, and abbreviation from multilingual sides giving various reading texts in contexts. The high status of English is still dominated by out-of-game language practices. There are two major implications in theory and praxis that would be discussed in this study.Keywords: Auto-ethnography, IDLE, language policy, MMORPG, and multilingual environment
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Hartshorne, 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.

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The notion of an ‘effective citizen’ is very complex and has very different meanings for varying individuals. However, the development of an effective citizenry is critical for a democratic society to thrive. One potential method of developing an effective citizenry is through the use of MMORPGs in civic education. In this paper, the authors report the results of a survey of the civic engagement and civic participation of college student players of the massively multi-player online role playing game (MMORPG) World of Warcraft (WoW). Findings indicate that respondents reported being more civically engaged than other segments of the population within the same age-range. Lastly, the authors explore the implications of the results and the potential of MMORPGs for developing an effective citizenry.
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Corredor, 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.

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This article aims at investigating the differences among three groups having distinct levels of experience in massively multiplayer online role-playing games (MMORPG), when solving a character design task in the videogame World of Warcraft (WoW), and when planning how to use the character during gameplay. These groups consisted of inexperienced players, general experts in MMORPGs and specialized WoW domain experts. The evaluation showed that MMORPG experience developed character design abilities that could be applied to other videogames (e.g., general expertise skills). Such skills were related to the ability to identify deep features related to particular types of characters (e.g., Rogue). The results also showed that there are domain expertise specific abilities, which only experts in WoW have. Such abilities were related to building game descriptions that could be considered narrative in the cognitive sense of the term, because they include time, intention and interaction, and also to identifying WoW-specific variables.
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Bytheway, 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.

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Millions of language learners use commercial off-the-shelf computer games as informal learning contexts. Massively multiplayer online role-playing games (MMORPGs) are rich meaningful vocabulary learning contexts with in-game cultures that encourage creativity, decrease anxiety, force interaction, demand cooperative and autonomous learning, increase motivation, and reward curiosity. This case-study of World of Warcraft® players examined how the in-game culture affected participants' use of vocabulary learning strategies. Using research processes inherent in Grounded Theory, rich data was collected from extant MMORPG texts and observations of, interviews with, and elicited texts from a criterion sample of six ESL experienced gamers. Through constant comparative analysis, patterns and strategies emerged. Gu's (2005) model of vocabulary learning strategies in contexts was adapted to suit digital game contexts. The results highlight the need to value how the MMORPG culture affects language learners' vocabulary learning strategies and argue for study into autonomous language learning in commercial off-the-shelf digital games.
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Swoboda, 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.

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OMG! Lol n00b :)! When gamers, especially of MMORPGs (Massively Multiplayer Online Role-Playing Games) like World of Warcraft®, talk to one another they adapt language to their needs, as do all speakers. It is a common misconception that expressions such as smileys, acronyms and neologisms are a deterioration of current language. On the contrary, they can be regarded as instances of creativity, efficiency and in-group markers. Moreover, these expressions help gamers to position themselves in conversations, thus they can be regarded as active interaction strategies in the gaming discourse. But while communication is of crucial importance to achieve goals and for role-playing in MMORPGs, there are many communicative challenges for gamers, such as high-stress situations, missing paralinguistic cues and intercultural obstacles. By reference to an online-questionnaire, a self-compiled corpus and theories of pragmatics this paper sheds light on interaction strategies used by MMORPG-gamers.
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Rozprawy doktorskie na temat "MMORPG"

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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.

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Detta 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.

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Linhart, Pavel. "Obchodní modely MMORPG". Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-72544.

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This thesis studies massive multiplayer online role-playing games (MMORPG) and their business models. Purpose of this work is to analyze current MMORPG market and business models which are currently used. The main goal and asset of this thesis is concept of new business and payment models that could be used in MMORPGs in order to increase number of customers and to raise profits. Part of the concept is the analysis of possibilities of player's history to create a profile suitable for personalized advertising. The last goal is analysis of ways that developers of MMORPGs use to motivate players to to play long-term, so they use the service and generate profit.
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Schliemann, 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.

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As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate to each other, which presents interesting new opportunities foranonymity to create identities. An aspect of this radically evolving technology thatexhibits strong possibilities for altering or producing identities is the rapidly growingonline game genre MMOG (Massive Multiplayer Online Game) which isentertainment that millions of people all over the globe engage in daily. Thisrelatively new platform for socialising has become of cultural and social significance,which is why it calls for examination and research. Thus, the main research questionsasked in this thesis are as following: How does players of MMOGs utilise the nighcomplete anonymity to present or modify their identities online? In which ways areMMOGs used as a platform for socialising and development of social groupdynamics? After observing a large group of players in a popular MMOG, as well asconducting several interviews with key identities within the group, I discovered three fundamental parts of identity creation, and created a model for use and applicationin different social situations and constellations.
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Esbjörnsson, 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.

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Detta 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.

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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.

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Wahlbäck, 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.

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Rollspel kan ske i många olika former, och rollspelandet online erbjuder spelare en  mängd olika möjligheter för interakton och socialt samspel. Hur går rollspelet tll och  hur påverkar det spelarna som deltar? Den här studien tar upp hur rollspel i et  MMORPG kan gå tll, hur det kan användas i skapande utanför spelets gränser samt  hur de deltagande ser på sin egen medverkan i skapandet av en berätelse genom  rollspel. Undersökningen har gåt ut på at under en td delta i rollspel för at sedan  använda de intryck och händelser som sket inom spelets ramar för at skriva en text.  Därefer har rollspelare intervjuats angående en rad olika områden som berör  rollspel och hur de ser på det. Slutligen så sammanfatas spelarnas egna upplevelser  och de slutsatser som kan dras utfrån dessa kan användas som en grund inför  fortsata studier angående rollspel online.
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Heyde, 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.

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Buscando analisar a natureza da sociedade na qual vivemos, que passa a ter uma dimensão virtual proporcionada por jogos massivos multijogadores de interpretação de personagens baseados na Web, ou Massively Multiplayer On-line Role Playing Games – MMORPGs -, recorremos à teoria de Axel Honneth. O autor identifica o surgimento de um individualismo da auto-realização em sociedades capitalistas modernas, em que os indivíduos demandam condições autônomas de busca por auto-realização para alcançar o que compreendem por “vida boa”. Esse trabalho analisa os motivos que levam os jogadores a optar por participar da “sociedade virtual” dos jogos, partindo da hipótese de que o ambiente social que estes proporcionam possibilita a construção da auto-realização dos jogadores de forma complementar ao ambiente social ao qual o indivíduo pertence de carne-e-osso. Os jogos MMORPGs estariam assim complementando as necessidades individuais de realização social e os ambientes sociais “virtuais“ sendo, portanto, concretos em suas contribuições para tais demandas individuais. O que explica a opção dos jogadores por vivenciar suas relações sociais dentro do jogo. Para investigar a veracidade dessa hipótese, realizou-se uma etnografia virtual no ambiente do jogo Tibia e utilizou-se a técnica de observação participante que nomeamos “Jogando”: assistindo, lendo, escrevendo e participando. Os dados foram coletados através de conversas informais com mais de quinhentos personagens por um período de dezessete meses, num total aproximado de quatro mil horas. Foram analisados conforme a particularidade de cada tipo de relação desenvolvida pelos jogadores: amorosas, jurídicas e de valoração social. Essa pesquisa contribui para a compreensão de diversos fenômenos sociais relacionados a esse tipo de jogo e para auxiliar os diferentes públicos - formadores de opinião, familiares de jogadores, jogadores em potencial, instituições de ensino - a avaliar o ato de jogar. Os dados confirmam nossa hipótese e possibilitam a elaboração de perguntas sobre fenômenos que se reproduzem no ambiente virtual e contradizem os anseios daqueles que acreditam que “um outro mundo é possível”.
In 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”.
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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.

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Denna studie utfördes för att undersöka konceptet om mörka designmönster i MMORPG (Massive Multiplayer Online Role Playing Games) spel och för att ta reda på vad spelarna tyckte om dem. Detta gjordes för att utöka kunskapen kring ämnet och för att lysa ett ljus på hur spelare blir påverkade av mörka designmönster. Denna studie gjordes dessutom för att det ännu inte finns några undersökningar om spelarnas upplevelser och åsikter kring mörka designmönster i datorspel. Vi valde att fokusera på spelet Runescape då det är ett av de mest populära MMORPG spelen just nu. Dessutom liknar detta spel många andra MMORPG spel i hur det är designat. Definitionerna på mörka designmönster i denna studie kommer huvudsakligen från José Zagals studie om mörka designmönster i spel som publicerades 2013. Denna undersökning utfördes genom att publicera en enkät på några olika Runescape-forum. Enkäten innehöll frågor till spelarna om deras åsikter och syner på de olika mörka designmönster som kan hittas i spelet. Studien visade att spelare har blandade åsikter och att det fanns många spelare som var generellt sett positiva mot de mörka designmönstren i spelet. Många var också väl medvetna om de problematiska aspekterna av dessa och hade negativa åsikter om dem. Trots det tolererade spelarna dem eftersom att de fortsatte spendera väldigt många timmar i spelet. Några av dem med negativa åsikter beskrev hur deras beroende av spelet fick dem att fortsätta spela även fast de tyckte illa om de mörka designmönstren.
This 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.
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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.

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MMORPG game as the a representative product of video game from its birth to the present more than several decades, have been developing at an astonishing speed and MMORPG player groups have expanded. Nevertheless, there are questions being raised of the relatively new and successful field of sense of immersion of MMORPG game design. In the previous studies, the theory of flow had been testified to be the tremendously significant to explore sense of immersion while performing the activities and it had been applied to many different domains. Based on three conditions of that are necessary to achieve the flow state, the paper addresses the predicaments by analyzing the research results in relation to previous design report on the sense of immersion of MMORPG game design. The paper also provides the constrictive thoughts and productive sketches on how to promote the sense of immersion of MMORPG game using the design artifacts in an early design process.
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Sutton, April G. "Avatar identification and its effects on MMORPG game play". Xavier University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1444130344.

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Książki na temat "MMORPG"

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Schlesinger, Ed, red. Guild Wars: Ghosts of Ascalon. New York, USA: Pocket Star Books, 2010.

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Schmidt, 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.

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Schmidt, 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.

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Gregory, Josh. Minecraft: MMORPG. Cherry Lake Publishing, 2018.

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Gregory, Josh. Minecraft: MMORPG. Cherry Lake Publishing, 2018.

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Minecraft: MMORPG. Cherry Lake Publishing, 2018.

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Gregory, Josh. Minecraft: MMORPG. Cherry Lake Publishing, 2018.

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Minecraft: MMORPG. Cherry Lake Publishing, 2018.

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MMORPG Character Tracker. Independently Published, 2021.

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Mager, Toni, i Mathis Mager. Ultimative MMORPG-Namenslexikon. Independently Published, 2019.

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Części książek na temat "MMORPG"

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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.

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Kazmi, 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.

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Jianmin, 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.

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Li, 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.

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Schatten, 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.

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Scott, 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.

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Kim, 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.

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Scott, 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.

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Shui, 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.

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Nistor, 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.

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Streszczenia konferencji na temat "MMORPG"

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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.

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Qi, 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.

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Assiotis, 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.

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Bian 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.

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Liu 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.

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Saqfalhett, 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.

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The study aims to investigate how MMORPG games can improve English vocabulary acquisition among Palestinian university students, focusing on the impact of game design and the use of external resources in the learning process.
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Synnaeve, 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.

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Tomicic, 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.

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Diao, 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.

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Liu, 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.

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Raporty organizacyjne na temat "MMORPG"

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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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