Multiplayer Online Games
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Online Multiplayer Games
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Author : William Sims Bainbridge
language : en
Publisher: Springer Nature
Release Date : 2022-05-31
Online Multiplayer Games written by William Sims Bainbridge and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-31 with Computers categories.
This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society
Massively Multiplayer Online Game Virtual Environments
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Author : Landon Kenneth Pirius
language : en
Publisher:
Release Date : 2007
Massively Multiplayer Online Game Virtual Environments written by Landon Kenneth Pirius and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with categories.
Multiplayer
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Author : Thorsten Quandt
language : en
Publisher: Routledge
Release Date : 2013-10-30
Multiplayer written by Thorsten Quandt and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-10-30 with Language Arts & Disciplines categories.
In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.
New Perspectives On The Social Aspects Of Digital Gaming
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Author : Rachel Kowert
language : en
Publisher: Taylor & Francis
Release Date : 2017-02-10
New Perspectives On The Social Aspects Of Digital Gaming written by Rachel Kowert and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-02-10 with Computers categories.
Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.
To What Extent Increases Youtube The Success Of An Online Gamer The Example Of Bajheera
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Author : Jessica Blasberg
language : en
Publisher: GRIN Verlag
Release Date : 2019-03-08
To What Extent Increases Youtube The Success Of An Online Gamer The Example Of Bajheera written by Jessica Blasberg and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-03-08 with Computers categories.
Seminar paper from the year 2016 in the subject Communications - Multimedia, Internet, New Technologies, grade: 1,7, Fresenius University of Applied Sciences Köln, language: English, abstract: Jackson Bliton – better known online as Bajheera – lifts, games and gets paid to do so. He lives in two different worlds. In the real one, the 25-year-old Californian lives like a normal boy and does typical human stuff. Then, at least once per day, he goes to the Internet, transforms into Bajheera and plays a video game called World of Warcraft. He spends a majority of his day playing this game, while filming himself besides, so thousands of people around the world can follow him do it, either in a live stream or by watching recorded videos. Thanks to the power of platforms like YouTube or Twitch, online gamer play video games not just for private amusement, they play for the masses and get paid to do it. They earn money while spending their time in a virtual world and producing YouTube videos about playing video games. As technology marches on the world of gaming changed from playing alone or at most with a partner in front of a video game console to the possibility of playing online with several people around the world. The prerequisite for playing an online game is to command internet connectivity because they can be played only after logging in to the server that hosts the game world. Furthermore, the aspect of interacting with thousands of players worldwide, possible due social media platforms like YouTube, creates a new revolutionary option of online gaming. In recent years, YouTube has been dominated by videos about online gaming that show people playing popular video games and adding their own funny commentary. More than half of the top independent YouTubers upload those videos. On global basis, online gaming in connection to broadcast websites as YouTube has grown into a multi-billion-dollar business. While in the past mainly attract younger men, nowadays audience has expanded and include also women and older age groups.
Online Game Interactivity Theory
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Author : Markus Friedl
language : en
Publisher:
Release Date : 2003
Online Game Interactivity Theory written by Markus Friedl and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003 with Computers categories.
Interactivity is one of the most important and distinguishable features of a game. Designing effective interactivity, however, can be a challenge for even the most experienced game developer. This is especially true in the design process of multiplayer online games, so it is critical that developers have a solid understanding of game design and interactivity. Online Game Interactivity Theory is about online game design?its concepts, techniques, and tools. It guides you through the design process for multiplayer online games, beginning with discussions of online game history, the differences between single-player games and online games, and how the various categories of online games affect design. The emphasis throughout the process is on interactivity?how to define it, how to cope with its complexity, and how to integrate it into your designs. Online Game Interactivity Theory defines interactivity on three different levels: player-to-computer, player-to-player, and player-to-game. By understanding the key factors of the three types of interactivity, you will gain insights into how a game?s level of interactivity can influence its potential for success, and what you can do to improve it. Methods for applying interactivity to your online game designs are discussed, and techniques for "designing" it into your games are provided. Details on multiplayer game design issues are also discussed along with guidelines and suggestions for integrating these issues into your games. These guidelines range from community design to the unique importance of a player?s avatar. The book concludes with discussions of valuable tools and strategies that will help improve your workflow. Interviews with some of the most influential people in the computer game industry are also included, to provide insight into their thoughts on online games, the unique features of online game design, and various interpretations of interactivity.
Online And Distance Learning
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Author :
language : en
Publisher:
Release Date : 2008
Online And Distance Learning written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Distance education categories.
"This comprehensive, six-volume collection addresses all aspects of online and distance learning, including information communication technologies applied to education, virtual classrooms, pedagogical systems, Web-based learning, library information systems, virtual universities, and more. It enables libraries to provide a foundational reference to meet the information needs of researchers, educators, practitioners, administrators, and other stakeholders in online and distance learning"--Provided by publisher.
Massively Multiplayer Games For Dummies
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Author : Scott Jennings
language : en
Publisher: John Wiley & Sons
Release Date : 2005-11-23
Massively Multiplayer Games For Dummies written by Scott Jennings and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005-11-23 with Games & Activities categories.
Intrigued by MMGs? Here's the place to start Compare games, create a character, choose a guild to join, and have some fun! So your friend keeps talking about playing this cool game with millions of people on the Internet, and you really want to join in? Great idea! This book will let you in on the lingo, provide a little background on MMGs, help you choose a character, and prepare you for a trip into the fantasy world. Discover how to * Choose a game you'll enjoy * Start developing a character * Survive player vs. player combat * Find useful gameplay guides * Slay more monsters * Team up with other players
Game Developer S Marketplace
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Author : Ben Sawyer
language : en
Publisher:
Release Date : 1998
Game Developer S Marketplace written by Ben Sawyer and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1998 with Business & Economics categories.
Provides basic background on different aspects of making games. Seventeen chapters discuss the ins and outs of the industry and aspects of designing games, financing, getting a job, console development, creating game content, dealing with software publishers, marketing, legal issues, and resources for developer tools and programs. The CD-ROM contains tools such as the source code to Abuse, demos from Animatek, Goldwave, IForce2.0 SDK, Miles Sound System, demos from RTime and RAD, Open GL, Sound Forge, and a searchable database of industry resources. Annotation copyrighted by Book News, Inc., Portland, OR
Networking And Online Games
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Author : Grenville Armitage
language : en
Publisher: John Wiley & Sons
Release Date : 2006-08-04
Networking And Online Games written by Grenville Armitage and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-08-04 with Technology & Engineering categories.
The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.