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Book Massively Multiplayer Online Role Playing Games

Download or read book Massively Multiplayer Online Role Playing Games written by R.V. Kelly 2 and published by McFarland. This book was released on 2014-11-04 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is about the fastest growing form of electronic game in the world--the Massively Multiplayer Online Role Playing Game (MMORPG). The evolution of these self-contained three-dimensional virtual worlds, often inhabited by thousands of players, is described here. This work also delves into the psychology of the people who inhabit the game universe and explores the development of the unique cultures, economies, moral codes, and slang in these virtual communities. It explains how the games are built, the spin-offs that players create to enhance their game lives, and peeks at the future of MMORPGs as they evolve from a form of amusement to an educational, scientific, and business tool. Based on hundreds of interviews over a three-year period, the work explores reasons people are attracted to and addicted to these games. It also surveys many existing and upcoming games, identifying their unique features and attractions. Two appendices list online addiction organizations and MMORPG information sites.

Book MMOs from the Inside Out

Download or read book MMOs from the Inside Out written by Richard A. Bartle and published by Apress. This book was released on 2015-12-30 with total page 742 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is an astonishing collection of ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-Multiplayer Role-playing Games speaks to the designers and players of MMOs, taking it as axiomatic that such games are inspirational and boundless forces for good. The aim of this book is to enthuse an up-coming generation of designers, to inspire and educate players and designers-to-be, and to reinvigorate those already working in the field who might be wondering if it’s still all worthwhile. Playing MMOs is about fun, immersion, and identity. Creating MMOs is about imagination, expression, and art. MMOs are so packed with potential that today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What wonders wait beyond the horizon? What treasures will explorers bring back to amaze us? MMOs from the Inside Out is for people with a spark of creativity: it pours gasoline on that spark. It: Explains what MMOs are, what they once were, and what they could – and should – become. Delves into why players play, and why designers design. Encourages, enthuses, enrages, engages, enlightens, envisions, and enchants. Doesn't tell you what to think, it tells you to think. What You Will Learn: Myriad ways to improve MMOs – and to decide for yourself whether these are improvements. What MMOs are; who plays them, and why. How MMOs became what they are, and what this means for what they will become. That you have it in you to make MMOs yourself. Whom This Book is For:MMOs from the Inside Out is a book for those who wish to know more about game design in general and MMO design in particular. It's for people who play MMOs, for people who design MMOs, and for people who study MMOs. It's for people with a yearning to see beyond the world around them and to make manifest the worlds of their imagination.

Book Role Playing Game Studies

Download or read book Role Playing Game Studies written by Sebastian Deterding and published by Routledge. This book was released on 2018-04-17 with total page 484 pages. Available in PDF, EPUB and Kindle. Book excerpt: This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.

Book MMOs from the Outside In

Download or read book MMOs from the Outside In written by Richard A. Bartle and published by Apress. This book was released on 2015-12-30 with total page 518 pages. Available in PDF, EPUB and Kindle. Book excerpt: This follow-up volume to MMOs from the Inside Out is a further collection of bold ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. Whereas its predecessor looked at how MMOs can change the world, MMOs from the Outside In: How Psychology, Law, Culture and Real Life see Massively-Multiplayer Role-playing Games looks at how the world can change MMOs – and not always for the better. The aim of this book is to inform an up-coming generation of designers, to alert and educate players and designers-to-be, and to caution those already working in the field who might be growing complacent about society’s acceptance of their chosen career. Playing and creating MMOs does not happen in a bubble. MMOs are so packed with potential that those who don’t understand them can be afraid, and those who do understand them can neglect their wider impact. Today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What monsters lurk beyond the horizon? What horrors will explorers bring back to torment us? MMOs from the Outside In is for people with a spark of curiosity: it pours gasoline on that spark. It:• Explains how MMOs are perceived, how they could – and perhaps should – be perceived, and how the can contribute to wider society.• Delves into what researchers think about why players play.• Encourages, enthuses, enrages, engages, enlightens, envisions, and enchants.• Doesn't tell you what to think, it tells you to think. What You Will Learn:• The myriad challenges facing MMOs – and to decide for yourself how to address these challenges.• What MMOs bring to the world that it didn’t have before.• How MMOs are regarded, and what this means for how they will be regarded in future.• That playing and designing MMOs has implications for those who don’t play or design them. Whom This Book is For:MMOs from the Outside In is a book for those who wish to know more about the wider influence of game design in general and MMO design in particular. It's for people who play MMOs, for people who design MMOs, and for people who study MMOs. It's for people with a yearning to see beyond the worlds of their imagination and to change the world around them.

Book The Massively Multiplayer World of Ghosts  Volume 1

Download or read book The Massively Multiplayer World of Ghosts Volume 1 written by Oscar Fong and published by MMWOG / Saturday AM TANKS. This book was released on 2022-09-06 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: In The Massively Multiplayer World of Ghosts, Volume 1, lackluster teenager Nilay Rao receives a device from his long-lost mother that launches him into a video game world where he must battle Ghosts to unlock clues about his mother’s existence.

Book Avatars at Work and Play

    Book Details:
  • Author : Ralph Schroeder
  • Publisher : Springer Science & Business Media
  • Release : 2006-07-08
  • ISBN : 1402038984
  • Pages : 287 pages

Download or read book Avatars at Work and Play written by Ralph Schroeder and published by Springer Science & Business Media. This book was released on 2006-07-08 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?

Book Online Multiplayer Games

    Book Details:
  • Author : William Sims Bainbridge
  • Publisher : Springer Nature
  • Release : 2022-05-31
  • ISBN : 3031022688
  • Pages : 105 pages

Download or read book Online Multiplayer Games written by William Sims Bainbridge and published by Springer Nature. This book was released on 2022-05-31 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society

Book Mmo Evolution

    Book Details:
  • Author : Robert Rice
  • Publisher : Lulu.com
  • Release : 2006-09-01
  • ISBN : 1847286798
  • Pages : 182 pages

Download or read book Mmo Evolution written by Robert Rice and published by Lulu.com. This book was released on 2006-09-01 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: MMO EVOLUTION is about the online games industry and analyzes current trends and problems behind the decline of Massively Multiplayer Online (MMO) Role-Playing Games (RPG). A vision for the future and an overview of emerging trends, as well as design challenges faced by developers, issues in Cybersociology, Community Management, Social Gaming, and the management of newly launched MMORPGs are discussed in detail. MMO EVOLUTION is the perfect guidebook for travelers, adventurers, innovators, and designers to the true next generation of immersive worlds and MMORPGs online.

Book Communities of Play

    Book Details:
  • Author : Celia Pearce
  • Publisher : MIT Press
  • Release : 2011-09-30
  • ISBN : 026251673X
  • Pages : 343 pages

Download or read book Communities of Play written by Celia Pearce and published by MIT Press. This book was released on 2011-09-30 with total page 343 pages. Available in PDF, EPUB and Kindle. Book excerpt: The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game’s designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.

Book Online Multiplayer Games

    Book Details:
  • Author : William Sims Bainbridge
  • Publisher : Morgan & Claypool Publishers
  • Release : 2010
  • ISBN : 1608451429
  • Pages : 105 pages

Download or read book Online Multiplayer Games written by William Sims Bainbridge and published by Morgan & Claypool Publishers. This book was released on 2010 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society

Book MMORPGs in Minecraft

Download or read book MMORPGs in Minecraft written by Josh Gregory and published by Cherry Lake. This book was released on 2019-01-01 with total page 24 pages. Available in PDF, EPUB and Kindle. Book excerpt: Minecraft is more than just a video game. It is a phenomenon that has taken the world by storm. In this book, readers will learn everything they need to know about playing massive multiplayer online role playing games (MMORPGs) in Minecraft, including tips and tricks and safety information. Includes table of contents, glossary, and index--as well as sources for further reading.

Book Massively Multiplayer Game Development 2

Download or read book Massively Multiplayer Game Development 2 written by Thor Alexander and published by . This book was released on 2005 with total page 508 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents a collection of articles on computer game programming, covering design techniques, engineering techniques, and production techniques.

Book Chris Crawford on Game Design

Download or read book Chris Crawford on Game Design written by Chris Crawford and published by New Riders. This book was released on 2003 with total page 498 pages. Available in PDF, EPUB and Kindle. Book excerpt: Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!

Book Emotions  Technology  and Digital Games

Download or read book Emotions Technology and Digital Games written by and published by Academic Press. This book was released on 2015-09-25 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. Details how games affect emotions—both during and after play Describes how we can manage a player’s affective reactions Applies the emotional affect to making games more immersive Examines game-based learning and education Identifies which components of online games support socio-emotional development Discusses the impact of game-based emotions beyond the context of games

Book Introduction to 3D Game Programming with DirectX 9 0c

Download or read book Introduction to 3D Game Programming with DirectX 9 0c written by Frank Luna and published by Jones & Bartlett Publishers. This book was released on 2006-06-07 with total page 724 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. With this book understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations; discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library; learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL); explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping;f ind out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking; review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.

Book Developing Online Games

Download or read book Developing Online Games written by Jessica Mulligan and published by New Riders. This book was released on 2003 with total page 532 pages. Available in PDF, EPUB and Kindle. Book excerpt: A soup-to-nuts overview of just what it takes to successfully design, develop and manage an online game. Learn from the top two online game developers through the real-world successes and mistakes not known to others. There are Case studies from 10+ industry leaders, including Raph Koster, J. Baron, R. Bartle, D. Schubert, A. Macris, and more! Covers all types of online games: Retail Hybrids, Persistent Worlds, and console games. Developing Online Games provides insight into designing, developing and managing online games that is available nowhere else. Online game programming guru Jessica Mulligan and seasoned exec Bridgette Patrovsky provide insights into the industry that will allow others entering this market to avoid the mistakes of the past. In addition to their own experiences, the authors provide interviews, insight and anecdotes from over twenty of the most well-known and experienced online game insiders. The book includes case studies of the successes and failures of today's most well-known online games. There is also a special section for senior executives on how to budget an online game and how to assemble the right development and management teams. The book ends with a look at the future of online gaming: not only online console gaming (Xbox Online, Playstation 2), but the emerging mobile device game market (cell phones, wireless, PDA).

Book The Social Media Bible

Download or read book The Social Media Bible written by and published by . This book was released on 2018 with total page 8 pages. Available in PDF, EPUB and Kindle. Book excerpt: