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Spontaneous Communities of Learning: Learning Ecosystems in Massively Multiplayer Online Gaming Environments

Lisa L. Galarneau
2005 Social Science Research Network  
Through a multi-method approach, the project examines spontaneously-emerging communities of learning in and around massively multiplayer online games (MMOGs) within the context of social learning theory  ...  , social networks, self-organisation, online communities and emergence.  ...  of massively multiplayer online games.  ... 
doi:10.2139/ssrn.810064 fatcat:drlorqwrr5fgbbrdlsz2w4zzcy

Applying gaming technology to the Living Lab concept: discussing Dota 2, Warframe, and Foldit

Louis Toussaint
2020 Figshare  
Applying gaming technology to the Living Lab concept in order to disprove the proposal that doing a large-scale representative survey instead of a multi-method Living Lab research generates more scientifically  ...  such as 'serious gaming' and 'free-to-play massively-multiplayer online games.'  ...  of research 8 ; and in the case of free-to-play massively-multiplayer online games such as Warframe, developed by Digital Extremes, or free-to-play massively-online battle arena games such as Dota 2,  ... 
doi:10.6084/m9.figshare.11695113.v1 fatcat:zt3bl2pd6bedxmuautrsrgpp4m

Online Games for the Next Generation of Workers

Sofia Mysirlaki, Fotini Paraskeva
2010 International Journal of Advanced Corporate Learning  
The current research in e-lea rning is focusing it s attention in using innovative environments, s uch as MMOGs (Mas sive Mu ltiplayer Online Game s) and vir tual w orlds as tr aining tools.  ...  Thi s paper d ignifies th e n eed for creat ing collab orative educational online games, by presenting the findings of a research which revealed that the strong sense of commu nity that the players b uild  ...  ACKNOWLEDGMENT We would like to thank the Board of the Department of Digital Systems of the University of Piraeus in Greece for supporting this research.  ... 
doi:10.3991/ijac.v3i4.1401 fatcat:2oyfz7fgkjezpbz5xs3q6ljs3m

Emerging CAE technologies and their role in Future Ambient Intelligence Environments

Ahmed Noor
2011 Open Engineering  
The improvements are due, in part, to the developments in a number of leading-edge technologies and their synergistic combinations/convergence.  ...  The Virtual product creation environment will significantly enhance the productivity and will stimulate creativity and innovation in future global virtual collaborative enterprises.  ...  Massively Multilearner Online Learning Environment (MMOLE) MMOLE is an adaptation of Massively Multiplayer Online Role Playing Games (MMORPG) to learning.  ... 
doi:10.2478/s13531-010-0001-6 fatcat:y3wcurvku5ag3fp2fo5npyz3oa

Study what makes games addictive

Daniel King, Ernst Koster, Joël Billieux
2019 Nature  
Studies have so far focused on the likes of massively multiplayer online role-playing games (World of Warcraft, for example).  ...  Understanding dangerous player-game interactions should promote more-ethical game designs and so help people for whom gaming has become a problem. Daniel King University of Adelaide, Australia.  ... 
doi:10.1038/d41586-019-02776-1 pmid:31530926 fatcat:6pr4cuzqc5aq7g7hmt6zgw7hce

Foster local expertise in Botswana's elephant-hunting debate

Masego J. Mokobela, Graham Kerley, Ryan J. Wasserman
2019 Nature  
Studies have so far focused on the likes of massively multiplayer online role-playing games (World of Warcraft, for example).  ...  Understanding dangerous player-game interactions should promote more-ethical game designs and so help people for whom gaming has become a problem. Daniel King University of Adelaide, Australia.  ... 
doi:10.1038/d41586-019-02773-4 pmid:31530923 fatcat:dv5cjgw3avdynizmy2ogau7rgu

Medical student attitudes toward video games and related new media technologies in medical education

Frederick W Kron, Craig L Gjerde, Ananda Sen, Michael D Fetters
2010 BMC Medical Education  
A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal.  ...  Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%).  ...  Acknowledgements The authors would like to thank Mark Scerbo, Alex Games, and Nick Yee for their helpful feedback and suggestions on earlier drafts of this paper.  ... 
doi:10.1186/1472-6920-10-50 pmid:20576125 pmcid:PMC2908629 fatcat:lbcxogrs65dkzc4izaqyca4u3m

Using Value Nets to Map Emerging Business Models in Massively Multiplayer Online Games

Tiago Alves, Licino Roque
2005 Pacific Asia Conference on Information Systems  
of online massively multiplayer games, beyond the traditional producer-consumer roles.  ...  The authors map some of the current Business Models in the Massively Multiplayer Online Player scenario.  ...  Nowadays, Massively Multiplayer Online Role-Playing Games (MMORPGs) evolved significantly.  ... 
dblp:conf/pacis/AlvesR05 fatcat:axeyqbkkajcqnch3jdi7o3njn4

A Theoretical Basis for Learning in Massive Multiplayer Virtual Worlds

Stephen W. Harmon
2008 Journal of Educational Technology Development and Exchange  
Although massive multiplayer online games have been in existence for some time, only with the widespread adoption of highspeed Internet access has their potential has begun to be realized.  ...  One of the most compelling affordances of information communications technologies for education is the combination of social interaction, simulation, and creative play offered by online games.  ...  Virtual learning environments made possible by massive multiplayer games represent just such a condition.  ... 
doi:10.18785/jetde.0101.03 fatcat:r4o77thqwngidpnzhkmomprpbm

Toward Visualization for Games: Theory, Design Space, and Patterns

B. Bowman, N. Elmqvist, T. J. Jankun-Kelly
2012 IEEE Transactions on Visualization and Computer Graphics  
Electronic games are starting to incorporate in-game telemetry that collects data about player, team, and community performance on a massive scale, and as data begins to accumulate, so does the demand  ...  Drawing on these examples, we define a design space for this novel research topic and use it to formulate design patterns for how to best apply visualization technology to games.  ...  This is particularly prominent for the subgenre known as MMORPGs, or massively multiplayer online role-playing games, which are large-scale and persistent game worlds for hundreds or thousands of simultaneous  ... 
doi:10.1109/tvcg.2012.77 pmid:22392715 fatcat:lg7gfmhtezgu5ntbyjlvjqtwq4

Enabling Social Play: A Framework for Design and Evaluation [chapter]

Katherine Isbister
2009 Evaluating User Experience in Games  
This chapter focuses on evaluation and design for successful social play in digital games.  ...  It includes an overview of published work in this area and best practices gleaned from professional discussions and descriptions and presents a framework for thinking about an effective evaluation and  ...  It may be two or more people playing in the same room, as with a fighter game such as Guilty Gear or party game such as Mario Kart, or across a network in different locations, as with a massively multiplayer  ... 
doi:10.1007/978-1-84882-963-3_2 dblp:series/hci/Isbister10 fatcat:rd445gfmhncqdg3qmz2kgf76p4

Profiling Academic Research on Massively Multiplayer On-line Role-Play Gaming (MMORPG) 2000-2009: Horizons for Educational Research

Harold Castañeda Peña, Adriana Salazar Sierra, Nadya González Romero, Luis Ignacio Sierra Gutiérrez, Alfredo Menéndez Echavarría
2013 Folios  
Massively Multiplayer On-line Role-Play Gaming (MMORPG), there is little profiling academic research on this type of game.  ...  Key Words: Massively multiplayer on-line role-playing gaming, MMORPG, research profiling, text mining.  ...  to education and language learning. ere are of course limitations to the study.  ... 
doi:10.17227/01234870.38folios75.94 fatcat:6texabkkf5gblmom3fluofotee

Practices and Technologies in Computer Game Software Engineering

Walt Scacchi
2017 IEEE Software  
card games), puzzles, educational/training, and massively multiplayer online games.  ...  designing an individual game of a given type.  ...  multiplayer online games (MMOGs).  ... 
doi:10.1109/ms.2017.20 fatcat:myf2uapo5bcore67m6mg6bosam

ReCall Special Issue: Multimodal Environments in CALL

José Ramón Calvo-Ferrer, Sabela Melchor-Couto, Kristi Jauregi
2016 ReCALL  
Additionally, in online games, and more specifically in Massively Multiplayer Online Games (MMOGs), gamers interact as avatars with other players in complex ways resorting to different communication modes  ...  to solve problems, complete quests, plan strategies and coordinate action to achieve the game goals.  ...  Our thanks also go to Sylvie Thouësny, for all the support Editorial  ... 
doi:10.1017/s0958344016000136 fatcat:zstwasdp4na2bp77e225amrgw4

Applying Semantic Knowledge for Event Correlation in Network Fault Managemen

Ji Xilin, Wang Jianxing
2007 2007 International Conference on Convergence Information Technology (ICCIT 2007)  
I Abstract Massively Multiplayer Online Game (MMOG) is the recently popular game genre that is capable of supporting more than thousands of players in a persistence game world concurrently.  ...  中華民國九十六年七月 一個可支援手持裝置之巨量多人連線遊戲 的客戶端框架 研究生:彭品勻 指導教授:袁賢銘 國立交通大學資訊科學與工程研究所 摘要 Massively Multiplayer Online Game (MMOG) 是目前非常受歡迎的一種遊戲 類型,其特色在於可支援上千人同時在一個持續性的遊戲世界中進行遊戲。  ...  Ex Machina [18] provides a framework to create, deploy and manage multiplayer online games on mobile, web, broad-and narrowcast.  ... 
doi:10.1109/iccit.2007.14 fatcat:4eidayl65zfytfadusmwkf7b5e
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