نتایج جستجو برای: tabletop role playing game

تعداد نتایج: 1359223  

Journal: :IJDET 2015
Kuo-Yu Liu

This study aimed at developing a Multiplayer Online Role Playing Game-based (MORPG) Learning system which enabled instructors to construct a game scenario and manage sharable and reusable learning content for multiple courses. It used the curriculum of “Introduction to Computer Science” as a study case to assess students’ learning effectiveness on the subject of “computer network”. The sample w...

2005
Francesco Giacosa Ralf Hofmann

From the time of CMB decoupling onwards we investigate cosmological evolution subject to a strongly interacting SU(2) gauge theory of Yang-Mills scale Λ ∼ 10−4 eV (masquerading as the U(1)Y factor of the SM at present). The viability of this postulate is discussed in view of cosmological and (astro)particle physics bounds. The gauge theory is coupled to a spatially homogeneous and ultra-light (...

1986
I. Godwin

the Mica hydroelectric dam has 3artly submerged the showings, ( ~ ~ d ~ ~ ~ , 19711, ~h~ ~l~ cambrian age is based on fossilr in Detailed mapping ofa 1 ~ ~ m e t r e w t i o n (Figures 2 -72 and 2-7-31 equivalent unmetamolphosed Strata the south of the map centred On the Prospect was ComFIcted by the senior author over a near Sullivan ~ i v e r ( ~ y l e ~ , I 960). There are no volcanic rocks ...

1994
Paul H. Frampton Thomas W. Kephart

We argue that it is inconsistent to ignore the gravitational backreaction for on-shell superstring states at the Planck mass and beyond, and that these quantum states become Kerr black holes in the classical limit. Consequences are discussed.

2007
Penny Drennan Dominique A. Keeffe

As virtual economies begin to interact more with real world economies, it is important to consider the in-game activities that players engage in, which create and transfer game currency. Specifically, we examine products and services that players offer to each other within MMORPGs. We use Bartle’s taxonomy of player types to illustrate the different behavioral approaches players have in consumi...

Journal: :CoRR 2017
Victor do Nascimento Silva Luiz Chaimowicz

Digital games have become a key player in the entertainment industry, attracting millions of new players each year. In spite of that, novice players may have a hard time when playing certain types of games, such as MOBAs and MMORPGs, due to their steep learning curves and not so friendly online communities. In this paper, we present an approach to help novice players in MOBA games overcome thes...

2010
Mirjam Palosaari Eladhari

Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Sec...

Journal: :Electronic Commerce Research and Applications 2010
Trent J. Spaulding

Virtual communities include everything from discussion boards to massive multiplayer online role-playing games and virtual realities such as Second Life. The business world has assumed that virtual communities can be leveraged to provide access to consumers and consumer data. The benefits of this assumption have not always been realized. The purpose of this article is to understand why some bus...

2011
Shakeel Ahmad Christos Bouras Eliya Buyukkaya Raouf Hamzaoui Vaggelis Kapoulas Andreas Papazois Alex Shani Gwendal Simon

Many peer-to-peer (P2P) systems have been proposed for the provision of scalable live video streaming services over the Internet. While the literature contains surveys of the architectures of these systems, there is a lack of work on methodologies for their evaluation. We identify the main issues in the evaluation of P2P live streaming systems and use the Community Network Game (CNG) project as...

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