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Group movement in World of Warcraft Battlegrounds

John L. Miller, Jon Crowcroft
2010 International Journal of Advanced Media and Communication  
We implemented an existing hotspot detection model, and proposed an enhancement to help overcome one limitation of cell-based hotspot detection.  ...  We discovered that although a third of movement time in the battlegrounds is spent in inter-node journeys, less than a quarter of these journeys are made in groups.  ...  Acknowledgements We would like to thank the anonymous reviewers for both NetGames 2009 and this special issue of IJAMC whose comments led to significant improvements in the paper and guidance in the research  ... 
doi:10.1504/ijamc.2010.036837 fatcat:mmmpy3bx3zc5lc2bv22fcl7lyi

Gaming Motivation and Negative Psychosocial Outcomes in Male Adolescents: An Individual-Centered 1-Year Longitudinal Study

Ling Wang, Jialan Li, Yuzhou Chen, Xuemei Chai, Yuman Zhang, Zihan Wang, Hong Tan, Xumei Gao
2021 Frontiers in Psychology  
Then, 1-year incidence rates of players and relative risks (RRs) of social withdrawal problems, anxiety/depression syndrome, and self-destructive/identity problems were assessed.  ...  A total of 929 healthy, male, adolescent gamers were recruited in October 2019 and classified into "recreational" "achiever," and "escaper" categories according to their baseline gaming motivations and  ...  ., and Krämer, N. (2011). Entertaining media use and the satisfaction of recovery needs: recovery outcomes associated with the use of interactive and noninteractive entertaining media.  ... 
doi:10.3389/fpsyg.2021.743273 pmid:34925145 pmcid:PMC8671754 fatcat:be4hnhkhenhvxbeepjz3tnbvbm