نتایج جستجو برای: online game

تعداد نتایج: 354316  

Journal: :Cyberpsychology, behavior and social networking 2014
Rachel Kowert Emese Domahidi Thorsten Quandt

Some researchers believe that online gaming spaces can be socially accommodating environments for socially inhibited individuals, such as the socially inept, socially anxious, or shy. While previous research has examined, and found, significant links between these populations and online video game play, it remains unknown to what extent these spaces are contributing to tangible social benefits ...

2013
Jangwon Lee Joonsung Yoon

This study analyzes on the Social Network Game (SNG), ANIPANG, in order to discover its unique fun elements, so that suggest new methodologies for development of SNGs. ANIPANG is the most popular SNG in the South Korea on 2012. Recently, the game industry is paying close attention to mobile-based SNGs due to the rapid prevalence of smart-phones and social network services. However, SNGs are not...

2006
Jonghun Park Seung-Kyun Han Mi Kyoung Won Young-Chae Na

Communities play a vital role in online gaming world for promoting sustainability, and with the increasing popularity of multiplayer online games, they are becoming internationalized. While most online games allow players to communicate and collaborate with virtually any people in the world throughout the game related activities, little has been discussed on the communication support among the ...

2013
HONGPING ANNIE NIE

The development ofChina’s online game industry provides an example of the interaction of new technologies and politics in the commercialization and globalization of China’s cultural economy. The analysis of online games about China’s Resistance War against Japan (1937–1945) highlights the interplay of the state’s political agenda, business interests, and nationalistic sentiments as online games...

2007
Tomi Kujanpää Tony Manninen Laura Vallius

How does one’s game character gain value in online multiplayer game? What are the elements that contribute to the overall virtual identity of a player? Throughout the history of Massively Multiplayer Online Games (MMOGs) game characters have remained central figures for all types of in-game interaction and value perception. Recently, MMOGs have evolved to a stage where at least parts of one’s i...

Journal: :Computers in Human Behavior 2009
Ming Liu Wei Peng

This study integrates research on problematic Internet use to explore the cognitive and psychological predictors of negative consequences associated with playing massively multiplayer online games (MMOGs). Participants recruited from online discussion boards completed self-report measures on their online game-related cognitions and psychological condition, social skills, psychological well-bein...

Journal: :JDIM 2006
Szu-Wei Yeh Yih-Chearang Shiue Der-Juinn Horng

On account for the rising of XDSL construction in Taiwan recent years, hundred of thousands people have become interested in digital content. Digital content is a creative industry, accompanied with emergence of rapid changed technologies and innovative business models, the government all over the world would be devoted to promoting the competitive advantage in digital content industries. From ...

2014
Paris Mavromoustakos Blom Sander Bakkes Diederik M. Roijers

Artificial intelligence (AI) in games ideally provides satisfactory game experiences for all players, regardless of gender, age, capabilities, or experience [4]: it personalises games, i.e., the game experience is continuously tailored to fit the individual player. A major challenge in game personalisation is how to build and estimate a model of how game elements affect the player. In particula...

Journal: :Journal of Clinical and Cultural Psychiatry 2020

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