Works matching DE "MASSIVELY multiplayer online role-playing games"
Results: 376
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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- 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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- 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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- 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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- Article
A model and software architecture for MMORPG traffic generation based on player behavior.
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- Multimedia Systems, 2013, v. 19, n. 3, p. 231, doi. 10.1007/s00530-012-0269-x
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- Article
Traffic analysis and synthetic models of second life.
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- Multimedia Systems, 2009, v. 15, n. 1, p. 33, doi. 10.1007/s00530-008-0125-1
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- Article
Dynamic Bayesian approach for detecting cheats in multi-player online games.
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- Multimedia Systems, 2008, v. 14, n. 4, p. 221, doi. 10.1007/s00530-008-0113-5
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- Article
The Role Of Massively Multiplayer Online Role-Playing Games In Extramural Second Language Learning: A Literature Review.
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- Journal of Educational Technology & Online Learning (JETOL), 2018, v. 1, n. 3, p. 1, doi. 10.31681/jetol.436100
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- Article
From the Editors.
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- Journal of Educational Technology & Online Learning (JETOL), 2018, v. 1, n. 3, p. iv
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- Article
Gaming, Nationalism, and Ideological Work in Contemporary China: online games based on the War of Resistance against Japan.
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- Journal of Contemporary China, 2013, v. 22, n. 81, p. 499, doi. 10.1080/10670564.2012.748968
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- Article
THE SOCIAL CONSTRUCTION OF VIRTUAL SPACE.
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- Michigan Sociological Review, 2008, v. 22, p. 196
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- Article
The Virtual Rebirth of Paganism.
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- Journal for Religion, Film & Media, 2023, v. 9, n. 1, p. 45, doi. 10.25364/05.9:2023.1.4
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- Article
Virtual world of MMORPG and addiction.
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- Romanian Journal of Cognitive-Behavioral Therapy & Hypnosis, 2019, v. 6, n. 1/2, p. 1
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- Article
Factors Influencing ESL Players' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games (MMORPG).
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- Asia-Pacific Education Researcher (Springer Science & Business Media B.V.), 2022, v. 31, n. 4, p. 369, doi. 10.1007/s40299-021-00578-6
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- Article
The effect of motivations on playing between MMORPG and RTS players in Taiwan: the results from a cross-sectional study.
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- Journal of Behavioral Addictions, 2023, v. 12, p. 15
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- Publication type:
- Article
Can playing Dungeons and Dragons be good for you? Tabletop role-playing games to mitigate social anxiety and reduce problematic gaming.
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- Journal of Behavioral Addictions, 2023, v. 12, p. 8
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- Article
Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers.
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- Journal of Behavioral Addictions, 2019, v. 8, n. 1, p. 25, doi. 10.1556/2006.8.2019.02
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- Article
What's in a Game? Transmedia Storytelling and the Web-Game Genre of Online Chinese Popular Fiction.
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- 2014
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- Essay
Playful gender swapping: user attitudes toward gender in MMORPG avatar customisation.
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- Digital Creativity, 2013, v. 24, n. 4, p. 310, doi. 10.1080/14626268.2013.767275
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- Article
Playing MMORPGs: Connections between Addiction and Identifying with a Character.
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- CyberPsychology & Behavior, 2008, v. 11, n. 6, p. 715, doi. 10.1089/cpb.2007.0210
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- Article
The Influence of Sex on Character Attribute Preferences.
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- CyberPsychology & Behavior, 2008, v. 11, n. 6, p. 673, doi. 10.1089/cpb.2007.0197
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- Publication type:
- Article
Problematic Usage Among Highly-Engaged Players of Massively Multiplayer Online Role Playing Games.
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- CyberPsychology & Behavior, 2008, v. 11, n. 4, p. 481, doi. 10.1089/cpb.2007.0140
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- Publication type:
- Article
Collaborate and Share: An Experimental Study of the Effects of Task and Reward Interdependencies in Online Games.
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- CyberPsychology & Behavior, 2007, v. 10, n. 4, p. 591, doi. 10.1089/cpb.2007.9985
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- Article
Social Interactions in Massively Multiplayer Online Role-Playing Gamers.
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- CyberPsychology & Behavior, 2007, v. 10, n. 4, p. 575, doi. 10.1089/cpb.2007.9988
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- Publication type:
- Article
IMPULSIVITY AND ALEXITHYMIA IN VIRTUAL WORLDS: A STUDY ON PLAYERS OF WORLD OF WAR CRAFT.
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- Clinical Neuropsychiatry, 2019, v. 16, n. 3, p. 127
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- Publication type:
- Article
The relationship between probable ADHD and playing MMORPGs with the severity of disordered gaming: The effect of gaming motivations.
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- Dusunen Adam: Journal of Psychiatry & Neurological Sciences, 2021, v. 34, n. 2, p. 200, doi. 10.14744/DAJPNS.2021.00138
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- Article
Cyber-risk Management Framework for Online Gaming Firms: an Artificial Neural Network Approach.
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- Information Systems Frontiers, 2023, v. 25, n. 5, p. 1757, doi. 10.1007/s10796-021-10232-7
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- Article
The Sword and the Shield: Rule Enforcement in Virtual Worlds in a Time After Bragg and MDY.
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- Review of Litigation, 2012, v. 31, n. 2, p. 435
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- Article
A Tractable and Expressive Class of Marginal Contribution Nets and Its Applications.
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- Mathematical Logic Quarterly, 2009, v. 55, n. 4, p. 362, doi. 10.1002/malq.200810021
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- 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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- Article
Ruling the virtual world.
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- European Journal of Cultural Studies, 2008, v. 11, n. 2, p. 149, doi. 10.1177/1367549407088329
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- Article
LEVEL 85 ROGUE: WHEN VIRTUAL THEFT MERITS CRIMINAL PENALTIES.
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- UMKC Law Review, 2012, v. 80, n. 3, p. 831
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- Article
WHO OWNS THE VIRTUAL ITEMS?
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- 2010
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- Abstract
The Virtual Worlds Exploratorium: Using Large-Scale Data and Computational Techniques for Communication Research.
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- Communication Methods & Measures, 2011, v. 5, n. 2, p. 163, doi. 10.1080/19312458.2011.568373
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- Article
A PRACTICAL LOOK AT VIRTUAL PROPERTY.
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- St. John's Law Review, 2006, v. 80, n. 3, p. 1059
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- Publication type:
- Article
IN-GAME ADVERTISING EFFECTS: EXAMINING PLAYER PERCEPTIONS OF ADVERTISING SCHEMA CONGRUITY IN A MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME.
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- Journal of Interactive Advertising, 2010, v. 10, n. 2, p. 46, doi. 10.1080/15252019.2010.10722169
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- Article
The diffusion of addiction to the field of MMORPGs.
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- 2009
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- Publication type:
- Opinion
Toxicity and prosocial behaviors in massively multiplayer online games: The role of mutual dependence, power, and passion.
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- Journal of Computer-Mediated Communication, 2022, v. 27, n. 6, p. 1, doi. 10.1093/jcmc/zmac017
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- Publication type:
- Article
Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games.
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- Journal of Computer-Mediated Communication, 2016, v. 21, n. 4, p. 312, doi. 10.1111/jcc4.12159
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- 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.
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- 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.
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- 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”.
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- 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
Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds.
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- Computer Supported Cooperative Work: The Journal of Collaborative Computing, 2007, v. 16, n. 3, p. 265, doi. 10.1007/s10606-006-9021-4
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- Publication type:
- Article
DECONSTRUCTING THE HISTORICAL CULTURE OF MASSIVELY MULTIPLAYER ONLINE GAMES: A PARTICIPATORY INTERACTIVE PAST.
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- International Journal of Research on History Didactics, History Education & History Culture (JHEC), 2018, v. 39, p. 31
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- Publication type:
- Article
Focus On Authors.
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- Marketing Science, 2021, v. 40, n. 3, p. 589, doi. 10.1287/mksc.2021.1297
- Publication type:
- Article
The Relation of Social Support to Depression in Massively Multiplayer Online Role-Playing Games.
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- Journal of Applied Social Psychology, 2011, v. 41, n. 10, p. 2479, doi. 10.1111/j.1559-1816.2011.00821.x
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- Publication type:
- Article
Geas.
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- Fourth Genre: Explorations in Nonfiction, 2009, v. 11, n. 2, p. 43, doi. 10.1353/fge.0.0081
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- Publication type:
- Article
Media-ludic approaches: Critical reflections on games and research practice.
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- MedieKultur: Journal of Media & Communication Research, 2018, v. 34, n. 64, p. 1
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- Publication type:
- Article
The impact of social identity on online game addiction: the mediating role of the fear of missing out (FoMO) and the moderating role of the need to belong.
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- Current Psychology, 2021, v. 40, n. 9, p. 4571, doi. 10.1007/s12144-019-00392-w
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- Publication type:
- Article