نتایج جستجو برای: online game
تعداد نتایج: 354316 فیلتر نتایج به سال:
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical "work" of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials ar...
MMORPGs [3] are big business; large numbers of people engage in some form of online gaming experience. Given the prevalence of such virtual spaces there is an increasing awareness that disputes can, and often, do arise about property and rights in online games. Online games and MMORPGs are governed by EULAs. Each user is required to consent to the EULA of the particular game or world they seek ...
Adolescents advantage online games as an escape from the problems they have in real life. The various types of make adolescents feel challenged so that thet spend a long time playing games. This game phenomenon occurs causes addiction behaviour. Men are much more likely to play tend higher rates behaviour than do women. study aims reveal sex differences and duration affect used quantitative app...
Massively multiplayer online role-playing game (MMORPG) escapists are individuals who indulge in the MMORPG environment to avoid real world problems. Though a relationship between escapism and deteriorated well-being has been established, little is known about particular pathways that mediate this relationship. In the current study, we examined this topic by testing an integrative model of MMOR...
Recent years have seen an ever increasing number of people interacting in the online space. Massively multiplayer online role-playing games (MMORPGs) are personal computer or console-based digital games where thousands of players can simultaneously sign on to the same online, persistent virtual world to interact and collaborate with each other through their in-game characters. In recent years, ...
This paper presents an ethnographic analysis of case studies derived from fieldwork that was designed to consider the different ways Korean game players establish community online and offline. I consider ways online game hype and identity are formed by looking at Korean PC game rooms as “third places,”, and activities associated with professional and amateur gaming. A synthesis of the Korean co...
League of Legends is a multiplayer online battle arena game that follows a freemium model, and the available in-game transactions do little to impact a player’s performance or ability. Although champions can be purchased with actual (or in-game) money, another aspect of the game is a weekly rotation of ten free champions where players can test new champions before buying them. This project invo...
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