نتایج جستجو برای: tabletop role playing game
تعداد نتایج: 1359223 فیلتر نتایج به سال:
Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have b...
In a Voronoi game, each of a finite number of players chooses a point in some metric space. The utility of a player is the total measure of all points that are closer to him than to any other player, where points equidistant to several players are split up evenly among the closest players. In a recent paper, Dürr and Thang (2007) considered discrete Voronoi games on graphs, with a particular fo...
Role-Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage by Nicholas Yee [ Yee, N. (2006). The Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation, and Problematic Usage. In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (pp. 187-207). London: Springer-Verlag. ]
Online gaming has become one of the most popular forms of online leisure activity today. Massively multiplayer online game (MMOG), being highly persistent and immersive, is however often presented as being potentially dangerous of leading to problematic use. Despite a rising concern over this emerging societal challenge, the theoretical understanding of problematic use of MMOG is lacking in the...
In a framework similar to the models of expectation on economic policy, we purpose a model where the government subsidizes firms privatized by massive giveaways to the managers who are empirebuilders. The government injects funds because its aim is to avoid a drastic fall of output when a negative external macroshock hits the country. The consequence is that the economy can be locked into a sof...
In this study, we examine how online games, like the Massively Multiplayer Online Role Playing Game (MMORPG) EverQuest, are represented and controlled through media rhetoric. We look at international attempts to regulate their use through policy, and unearth some of the ways in which media reports have constructed public opinion of online games. We then contrast those reports with an ethnograph...
This paper presents an analogy between Semantic Web technologies and an existing narrative theory. Narrative generation is presented as an alternative method of human computer interaction, in the form of context based search. The discussions are grounded in domains of Memories for Life, and Massively Multiplayer Online Role Playing Games.
In modern Massively Multiplayer Online Games, Non Playing Characters (NPCs) moving on the battlefield play a key role in term of user experience: many time players are required – alone or in groups – to fight or avoid them in order to progress in experience. Unfortunately, standard NPCs behavior, i.e., patrolling between rally points, does not put a significant challenge to players once its det...
Attracting millions of users world-wide, online gaming is perceived as a profitable e-business with great research potentials. This study proposes a behavioral consequence research model linking service quality, service value, satisfaction and behavioral intentions with a central focus on the moderating effect of Zone of Tolerance (ZOT), which serves as a standard for service evaluation by form...
During the past two decades, the popularity of computer and video games has prompted games to become a source of study for educational researchers and instructional designers investigating how various aspects of game design might be appropriated, borrowed, and re-purposed for the design of educational materials. The purpose of this paper is to present an analysis of how the structure in massive...
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