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A model of cognitive loads in massively multiplayer online role playing games

Chee Siang Ang, Panayiotis Zaphiris, Shumaila Mahmood
2007 Interacting with computers  
Being one of the most commercially successful entertainment software applications, massively multiplayer online role playing games (MMORPGs) continue to expand in term of the revenue they generate as well  ...  We have also created a set of recommendations that can help game developers handle cognitive load problems in MMORPGs.  ...  Introduction Massively multiplayer role playing games (MMORPGs) are known as networked virtual environments where multiple geographically distributed users interact with each other in real time (Papargyris  ... 
doi:10.1016/j.intcom.2006.08.006 fatcat:ejeobav4fvfyrhb2vf66pwlpfi

Embodied cognition and language learning in virtual environments

Yu-Ju Lan, Nian-Shing Chen, Ping Li, Scott Grant
2015 Educational technology research and development  
learners in Word of Warcraft (WOW), a massively multiplayer online game by analyzing both chat and avatar action data obtained from a 2-h co-play between two players.  ...  Virtual immersion environments, such as Second Life (SL, a multiuser virtual environment) or Massively Multiplayer Online Role-Playing Games (MMORPGs), have gained the attention of cross-disciplinary researchers  ... 
doi:10.1007/s11423-015-9401-x fatcat:jkjhcbszyzfsrfhivq3ph5pzfa

The development and validation of the Videogaming Motives Questionnaire (VMQ)

Francisco J. López-Fernández, Laura Mezquita, Mark D. Griffiths, Generós Ortet, Manuel I. Ibáñez, Francesca Chiesi
2020 PLoS ONE  
In reference to criterion validity, all motives presented specific associations with hours spent playing videogames, disordered gaming, and game genre preferences.  ...  The aim of the present study was to develop a new comprehensive but brief instrument-the Videogaming Motives Questionnaire (VMQ)-which embraces some of the most relevant gaming motives.  ...  Acknowledgments The authors wish to thank all the undergraduate participants, and all the students, parents, and teachers of the high schools Bovalar and El Caminàs for making this study possible.  ... 
doi:10.1371/journal.pone.0240726 pmid:33095762 fatcat:xbitzxobzvc5zms3m3u3oiu32y

How to Improve Customer Engagement: A Comparison of Playing Games on Personal Computers and on Mobile Phones

Kai Kang, Jinxuan Lu, Lingyun Guo, Jing Zhao
2020 Journal of Theoretical and Applied Electronic Commerce Research  
playing Multiplayer online battle arena games on personal computers and on mobile phones.  ...  The popularity of multiplayer online battle arena games is closely linked to customer engagement.  ...  Acknowledgments This paper is supported by the National Social Foundation of China (No: 14BGL055). Dr. Guo Lingyun is the corresponding author of this paper. Websites List  ... 
doi:10.4067/s0718-18762020000200106 fatcat:gjpsauslkzcfjkkkjww6ucfxfm

Player Commitment to Massively Multiplayer Online Role-Playing Games (MMORPGs): An Integrated Model

Junghoon Moon, Md. Dulal Hossain, G. Lawrence Sanders, Edward J. Garrity, Sooran Jo
2013 International Journal of Electronic Commerce  
The massively multiplayer online role-playing game (MMORPG) phenomenon has generated significant interest on the part of consumers and software publishers.  ...  We hypothesize that the key to obtaining loyalty is to motivate players to embrace ownership of the game by enhancing their ability to control their game character and to develop an online social identity  ...  Massively Multiplayer Online Role-Playing Games An MMORPG is a shared Web-based environment in which many users simultaneously participate in different role-playing scenarios [36] .  ... 
doi:10.2753/jec1086-4415170401 fatcat:rphvmbxkfbhptppcra6safyt5q

Teaching modeling skills using a massively multiplayer online mathematics game

Roberto Araya, Abelino Jiménez, Manuel Bahamondez, Patricio Calfucura, Pablo Dartnell, Jorge Soto-Andrade
2012 World wide web (Bussum)  
One important challenge in mathematics education is teaching modeling skills. We analyze the logs from a game-based learning system used in a massively multiplayer online tournament.  ...  Thousands of 3rd to 10th grade students from hundreds of schools simultaneously played together on the web. We identified different types of players using cluster analysis.  ...  The most common massively multiplayer games are RPGs (Role playing games).  ... 
doi:10.1007/s11280-012-0173-5 fatcat:kx2dbtumzjee5hymugof3owuqe

Endogenous Fantasy – Based Serious Games: Intrinsic Motivation And Learning

Robert F. Kenny, Glenda A. Gunter
2007 Zenodo  
Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content.  ...  The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation,  ...  MMORPGS AS A LEARNING TOOL Playing massively multiplayer online role playing games (MMORPGs) is one of the fastest growing segments in the game industry [7] .  ... 
doi:10.5281/zenodo.1081252 fatcat:saxek6p5r5a3dgfxu47u7zgldi

Problematic Online Gaming [chapter]

Orsolya Király, Katalin Nagygyörgy, Mark D. Griffiths, Zsolt Demetrovics
2014 Behavioral Addictions  
Massively multiplayer online role-playing games (MMORPGs) and their variations: As in traditional role-playing games, players control an avatar that becomes their virtual game self.  ...  between massively multiplayer online role-playing game (MMORPG) users (15%-30%; Cole & Griffiths, 2007; Nagygyörgy, Urbán et al., 2012; Yee, 2006a) .  ...  The questionnaire REFERS TO ONLINE GAMES exclusively, but we use the expression "game" in each statement for simplicity's sake.  ... 
doi:10.1016/b978-0-12-407724-9.00004-5 fatcat:jqnwgdhxinb5tlp3er7hc2c5gm

Braincrafting: Why Playing Video Games is Good for you

Kristian Fatur
2019 Journal of Intelligent Computing  
In the article I present cognitive, emotional and social benefits of playing video games, suggest simple guidelines for ethical evaluation of gaming, and offer an overview of findings which support the  ...  use of video games for cognitive enhancement and social collaboration.  ...  Massive multiplayer online games (MMOGs) encourage the development of online communities, with associated attachments and social rituals [18] .  ... 
doi:10.6025/jic/2019/10/2/60-65 fatcat:qopxsbmm3rbndid4jcotvhyguu

Online and other ICT-based Training Tools for Problem-solving Skills

Athanasios Drigas, Maria Karyotaki
2016 International Journal of Emerging Technologies in Learning (iJET)  
Future studies should focus on designing interactive, adaptable, ill-defined, real-world learning environments to elicit students' cognitive and meta-cognitive processes as a key factor for the effective  ...  cognitive and meta-cognitive processes.  ...  Deniz Eseryel et al. designed McLarin's Adventures MMOG, a massively multiplayer online game, addressing complex problem-solving skill development in interdisciplinary STEM (Science, Technology, Engineering  ... 
doi:10.3991/ijet.v11i06.5340 fatcat:cnd7h5mvnnae5iopflhirovr5i

An Investigation into the Questionable Practice of Using Excessive Massively Multiplayer Online Game Play as a Marker of Pathological Video Game Dependence among Adolescent and Young Adult Male Players

Soonhwa Seok, Boaventura DaCosta
2018 Figshare  
The present study explored pathological online video game dependence among adolescent and young adult males in the context of excessive massively multiplayer online game (MMOG) play.  ...  All in all, the findings revealed that those classified as highly engaged spent a significant portion of their time playing in massively multiplayer online worlds alongside those classified as addicted  ...  suggest that those highly engaged spent a significant portion of their time playing in massively multiplayer online worlds alongside those addicted.  ... 
doi:10.6084/m9.figshare.7524779.v1 fatcat:crvgozcmvzhnbg4belrxzkkl7i

An Investigation into the Questionable Practice of Using Excessive Massively Multiplayer Online Game Play as a Marker of Pathological Video Game Dependence among Adolescent and Young Adult Male Players

Soonhwa Seok, Boaventura DaCosta
2014 Psychology  
The present study explored pathological online video game dependence among adolescent and young adult males in the context of excessive massively multiplayer online game (MMOG) play.  ...  All in all, the findings revealed that those classified as highly engaged spent a significant portion of their time playing in massively multiplayer online worlds alongside those classified as addicted  ...  suggest that those highly engaged spent a significant portion of their time playing in massively multiplayer online worlds alongside those addicted.  ... 
doi:10.4236/psych.2014.54039 fatcat:p7fzbkzc2bewfbkbe74tidobzi

Gaming Avatar Can Influence Sustainable Healthy Lifestyle: Be like an Avatar

Xuhui Wang, Asad Hassan Butt, Qilin Zhang, Muhammad Nouman Shafique, Hassaan Ahmad, Zahid Nawaz
2020 Sustainability  
The gaming avatars have influenced low avatar identification players to engage in physical and learning activities through massively multiplayer online (MMO) game genre.  ...  SCT is related to human cognitive behaviour in the light of immersive experience, self-presence, and enjoyment.  ...  Introduction In recent decades, online role-play gaming that is massively multiplayer online (MMO), massively multiplayer online role-playing game (MMORPG), role-playing game (RPG) and augmented reality  ... 
doi:10.3390/su12051998 fatcat:4rpybxbw55hprbxh37zwt323ie

Promoting Consumer Engagement in Online Gaming Communities through Virtual Experience and Social Identity

Chuang
2020 Sustainability  
Data collected from 338 players who have experience in engagement behaviors in online gaming communities.  ...  The proposed framework illustrates the interrelationships among six constructs in online gaming communities: social presence, telepresence, cognitive social identity, affective social identity, psychological  ...  Massive Multiplayer Online Role-Playing Games The massive multiplayer online role-playing games (MMORPGs) are unique video game types that offer 2D or 3D high-sensitivity graphics, and players can create  ... 
doi:10.3390/su12030855 fatcat:eiftamkpanau3bx47i6cncamt4

Social Influence and Willingness to Pay for Massively Multiplayer Online Games: An Empirical Examination of Social Identity Theory

Andrew J. Setterstrom, J. Michael Pearson
2019 Communications of the Association for Information Systems  
The development and sale of massively multiplayer online games has emerged as a significant part of the 21st century entertainment industry.  ...  multiplayer online game.  ...  H5: Social identity complexity has a negative relationship with satisfaction for a given massively multiplayer online game.  ... 
doi:10.17705/1cais.04402 fatcat:3taau2yaozephhtta62zhwjgbq
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