Found: 323
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Player Experience and Enjoyment: A Preliminary Examination of Differences in Video Game Genre.
- Published in:
- Simulation & Gaming, 2023, v. 54, n. 2, p. 209, doi. 10.1177/10468781231158818
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- Publication type:
- Article
Ghosts of the Titanomachy: Structure, Commitment, Economics, and Risk as Causal Mechanisms in an Online Battle.
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- Simulation & Gaming, 2022, v. 53, n. 3, p. 265, doi. 10.1177/10468781221075659
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- Publication type:
- Article
Gaming in the Time of COVID-19.
- Published in:
- 2020
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- Publication type:
- Editorial
Not Only for the (Tom) boys: Gender Variables as Predictors for Playing Motivations, Passion, and Addiction for MMORPGs.
- Published in:
- Simulation & Gaming, 2019, v. 50, n. 1, p. 44, doi. 10.1177/1046878118823033
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- Publication type:
- Article
Games, Social Simulations, and Data—Integration for Policy Decisions: The SUDAN Game.
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- Simulation & Gaming, 2013, v. 44, n. 1, p. 151, doi. 10.1177/1046878112456253
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- Publication type:
- Article
Computerized Games and Simulations in Computer-Assisted Language Learning: A Meta-Analysis of Research.
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- Simulation & Gaming, 2010, v. 41, n. 1, p. 72, doi. 10.1177/1046878109355684
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- Publication type:
- Article
The Language of Massively Multiplayer Online Gamers: A Study of Vocabulary in Minecraft Gameplay.
- Published in:
- TESL-EJ, 2019, v. 23, n. 3, p. 1
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- Publication type:
- Article
The Diablo 3 Economy: An Agent Based Approach.
- Published in:
- Computational Economics, 2016, v. 47, n. 2, p. 193, doi. 10.1007/s10614-014-9480-5
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- Publication type:
- Article
How to measure and model QoE for networked games?: A case study of World of Warcraft.
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- Multimedia Systems, 2019, v. 25, n. 4, p. 395, doi. 10.1007/s00530-019-00615-x
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- Publication type:
- Article
Towards a scalable refereeing system for online gaming.
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- Multimedia Systems, 2014, v. 20, n. 5, p. 579, doi. 10.1007/s00530-014-0358-0
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- Publication type:
- Article
Player behavior and traffic characterization for MMORPGs: a survey.
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- Multimedia Systems, 2013, v. 19, n. 3, p. 199, doi. 10.1007/s00530-012-0270-4
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- Publication type:
- Article
From 101 to nnn: a review and a classification of computer game architectures.
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- Multimedia Systems, 2013, v. 19, n. 3, p. 183, doi. 10.1007/s00530-012-0274-0
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- Publication type:
- Article
A model and software architecture for MMORPG traffic generation based on player behavior.
- Published in:
- Multimedia Systems, 2013, v. 19, n. 3, p. 231, doi. 10.1007/s00530-012-0269-x
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- Publication type:
- Article
DECONSTRUCTING THE HISTORICAL CULTURE OF MASSIVELY MULTIPLAYER ONLINE GAMES: A PARTICIPATORY INTERACTIVE PAST.
- Published in:
- International Journal of Research on History Didactics, History Education & History Culture (JHEC), 2018, v. 39, p. 31
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- Publication type:
- Article
AUGMENTING CREATIVE REALITIES: THE SECOND LIFE PERFORMANCE PROJECT.
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- Leonardo, 2009, v. 42, n. 1, p. 96, doi. 10.1162/leon.2009.42.1.96
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- Publication type:
- Article
QUELQUES RAMIFICATIONS TANGIBLES DE LA SOCIABILITÉ EN LIGNE: UN RAPPORT ENTRE VIE RÉELLE ET VIE VIRTUELLE DANS WORLD OF WARCRAFT WORLD OF WARCRAFT.
- Published in:
- Synergy (1841-7191), 2021, v. 17, n. 1, p. 45, doi. 10.24818/SYN/2021/17/1.04
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- Publication type:
- Article
Final Thoughts: Concluding the Special Issue.
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- Education Sciences, 2021, v. 11, n. 12, p. 764, doi. 10.3390/educsci11120764
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- Publication type:
- Article
Parasitical Stories, Narrative Viruses and Hybrid Storytelling in Fantasy Cinema and Culture.
- Published in:
- Ekphrasis (2067-631X), 2015, v. 13, n. 1, p. 91
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- Publication type:
- Article
Analysis of Research Trends Focusing on Outcomes in Language Learning Using MMORPGs.
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- Multimedia-Assisted Language Learning, 2018, v. 21, n. 4, p. 111, doi. 10.15702/mall.2018.21.4.111
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- Publication type:
- Article
An Exploratory Review of Design Principles in Constructivist Gaming Learning Environments.
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- Journal of Information Systems Education, 2009, v. 20, n. 3, p. 289
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- Publication type:
- Article
Deploying a massively multiplayer online game with a low-latency server infrastructure.
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- Information Technology & Management, 2011, v. 12, n. 1, p. 35, doi. 10.1007/s10799-011-0084-7
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- Publication type:
- Article
Investigating the Continuance Intention To Play Massively Multi-Player Online Games.
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- International Journal of Business & Information, 2014, v. 9, n. 2, p. 160
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- Publication type:
- Article
Ellis Report: How Rap, Video Games and Social Media Can Make the World a Better Place.
- Published in:
- Words.Beats.Life: The Global Journal of Hip-Hop Culture, 2019, v. 7, n. 1, p. 41
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- Publication type:
- Article
Virtual Sustainability.
- Published in:
- Sustainability (2071-1050), 2010, v. 2, n. 10, p. 3195, doi. 10.3390/su2103195
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- Publication type:
- Article
Online Games for the Next Generation of Workers.
- Published in:
- International Journal of Advanced Corporate Learning, 2010, v. 3, n. 4, p. 21, doi. 10.3991/ijac.v3i4.1401
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- Publication type:
- Article
PROTECT VIRTUAL PROPERTY IN ONLINE GAMING SYSTEM.
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- International Journal of Software Engineering & Knowledge Engineering, 2007, v. 17, n. 4, p. 483, doi. 10.1142/S0218194007003367
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- Publication type:
- Article
NON-POISSON DONATION BEHAVIORS IN VIRTUAL WORLDS.
- Published in:
- Fractals, 2019, v. 27, n. 4, p. N.PAG, doi. 10.1142/S0218348X19500610
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- Publication type:
- Article
Psychological Predictors of Problematic Involvement in Massively Multiplayer Online Role-Playing Games: Illustration in a Sample of Male Cybercafé Players.
- Published in:
- Psychopathology, 2011, v. 44, n. 3, p. 165, doi. 10.1159/000322525
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- Publication type:
- Article
Chatting Pattern Based Game BOT Detection: Do They Talk Like Us?
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- KSII Transactions on Internet & Information Systems, 2012, v. 6, n. 11, p. 2866, doi. 10.3837/tiis.2012.11.007
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- Publication type:
- Article
Internet Gaming Disorder.
- Published in:
- Psychiatric Annals, 2014, v. 44, n. 8, p. 379, doi. 10.3928/00485713-20140806-05
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- Publication type:
- Article
NEW MEDIA, NEW RESEARCH METHODS: CURRENT APPROACHES TO RESEARCH IN THE VIRTUAL WORLD.
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- Media International Australia (8/1/07-current), 2010, n. 134, p. 98
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- Publication type:
- Article
Why are online games so self-involving: A social identity analysis of massively multiplayer online role-playing games.
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- European Journal of Social Psychology, 2015, v. 45, n. 3, p. 349, doi. 10.1002/ejsp.2103
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- Publication type:
- Article
Peer-to-peer live video streaming with rateless codes for massively multiplayer online games.
- Published in:
- Peer-to-Peer Networking & Applications, 2018, v. 11, n. 1, p. 44, doi. 10.1007/s12083-016-0495-7
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- Publication type:
- Article
Operation analysis of massively multiplayer online games on unreliable resources.
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- Peer-to-Peer Networking & Applications, 2016, v. 9, n. 6, p. 1145, doi. 10.1007/s12083-015-0383-6
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- Publication type:
- Article
Integrating peer-to-peer and cloud computing for massively multiuser online games.
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- Peer-to-Peer Networking & Applications, 2015, v. 8, n. 2, p. 301, doi. 10.1007/s12083-013-0232-4
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- Publication type:
- Article
Intercultural communication and the Internet. The role of intercultural communication in Internet societies.
- Published in:
- Information Sciences / Informacijos Mokslai, 2008, v. 45, p. 22
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- Publication type:
- Article
The origin of the online games industry, its characteristics and trends for the future.
- Published in:
- Journal of Telecommunications Management, 2008, v. 1, n. 4, p. 374
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- Publication type:
- Article
PROPERTY RIGHTS IN VIRTUAL REALITY: ALL'S FAIR IN LIFE AND WARCRAFT?
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- Texas Wesleyan Law Review, 2008, v. 15, n. 1, p. 109, doi. 10.37419/twlr.v15.i1.5
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- Publication type:
- Article
Role play in blended learning: A case study exploring the impact of story and other elements.
- Published in:
- Australasian Journal of Educational Technology, 2008, v. 24, n. 3, p. 294, doi. 10.14742/ajet.1210
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- Publication type:
- Article
The diffusion of addiction to the field of MMORPGs.
- Published in:
- 2009
- By:
- Publication type:
- Opinion
Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games.
- Published in:
- Journal of Computer-Mediated Communication, 2016, v. 21, n. 4, p. 312, doi. 10.1111/jcc4.12159
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- Publication type:
- Article
Antecedents and Consequences of Gender Swapping in Online Games.
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- Journal of Computer-Mediated Communication, 2015, v. 20, n. 4, p. 434, doi. 10.1111/jcc4.12119
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- Publication type:
- Article
Stepping out of the Magic Circle: Regulation of Play/Life Boundary in MMO-Mediated Romantic Relationship.
- Published in:
- Journal of Computer-Mediated Communication, 2013, v. 18, n. 3, p. 251, doi. 10.1111/jcc4.12011
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- Publication type:
- Article
Schmoozing and Smiting: Trust, Social Institutions, and Communication Patterns in an MMOG.
- Published in:
- Journal of Computer-Mediated Communication, 2010, v. 16, n. 1, p. 93, doi. 10.1111/j.1083-6101.2010.01534.x
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- Publication type:
- Article
Where Everybody Knows Your (Screen) Name: Online Games as “Third Places”.
- Published in:
- Journal of Computer-Mediated Communication, 2006, v. 11, n. 4, p. 885, doi. 10.1111/j.1083-6101.2006.00300.x
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- Publication type:
- Article
Editorial: I have an avatar therefore I exist.
- Published in:
- 2009
- By:
- Publication type:
- Editorial
Online gaming: a scoping study of massively multi-player online role playing games.
- Published in:
- Electronic Commerce Research, 2009, v. 9, n. 1/2, p. 3, doi. 10.1007/s10660-009-9029-1
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- Publication type:
- Article
Retail spatial evolution: paving the way from traditional to metaverse retailing.
- Published in:
- Electronic Commerce Research, 2009, v. 9, n. 1/2, p. 135, doi. 10.1007/s10660-009-9030-8
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- Publication type:
- Article
Virtual item sales as a revenue model: identifying attributes that drive purchase decisions.
- Published in:
- Electronic Commerce Research, 2009, v. 9, n. 1/2, p. 97, doi. 10.1007/s10660-009-9028-2
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- Publication type:
- Article
Virtual item purchase behavior in virtual worlds: an exploratory investigation.
- Published in:
- Electronic Commerce Research, 2009, v. 9, n. 1/2, p. 77, doi. 10.1007/s10660-009-9032-6
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- Publication type:
- Article