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Book Gamers

    Book Details:
  • Author : Garry Crawford
  • Publisher : Routledge
  • Release : 2013-03
  • ISBN : 113527505X
  • Pages : 313 pages

Download or read book Gamers written by Garry Crawford and published by Routledge. This book was released on 2013-03 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores patterns of gameplay and sociality afforded by online gaming. Bringing together essays from leading and emerging academics, this book explores key issues in understanding online gaming, including: patterns of play, legality, production, identity, gamer communities, communication, social exclusion and inclusion, and considers future directions in online gaming.

Book Play Between Worlds

    Book Details:
  • Author : T. L. Taylor
  • Publisher : MIT Press
  • Release : 2009-02-13
  • ISBN : 0262250543
  • Pages : 206 pages

Download or read book Play Between Worlds written by T. L. Taylor and published by MIT Press. This book was released on 2009-02-13 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.

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 Synthetic Worlds

    Book Details:
  • Author : Edward Castronova
  • Publisher : University of Chicago Press
  • Release : 2008-09-15
  • ISBN : 0226096319
  • Pages : 346 pages

Download or read book Synthetic Worlds written by Edward Castronova and published by University of Chicago Press. This book was released on 2008-09-15 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

Book Multiplayer Online Games

Download or read book Multiplayer Online Games written by Guo Freeman and published by CRC Press. This book was released on 2018-02-12 with total page 127 pages. Available in PDF, EPUB and Kindle. Book excerpt: Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today’s information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect. Key Features: Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives – socially, culturally, technologically, and economically Asks promising questions based on cutting-edge research in the field of online game design and development

Book Networking and Online Games

Download or read book Networking and Online Games written by Grenville Armitage and published by John Wiley & Sons. This book was released on 2006-08-04 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.

Book Learning Online with Games  Simulations  and Virtual Worlds

Download or read book Learning Online with Games Simulations and Virtual Worlds written by Clark Aldrich and published by John Wiley & Sons. This book was released on 2009-09-22 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." — Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." — Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." — Rick Van Sant, professor of learning and technology, Ferris State University

Book Innovation and Strategy of Online Games

Download or read book Innovation and Strategy of Online Games written by H. Wi Jong and published by World Scientific. This book was released on 2009 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the global game industry where the U.S. has already established its strong position in PC game and Japan in console game, Korea successfully opened new territory and began to play an important role in the global game industry with a new and emerging product — the online game. This book focuses on this interesting phenomenon and suggests that innovation, which led to the shift from the offline game to the online game, is the rationale behind this. Based on field data gathered through direct investigations with Korean game developers as well as the U.S., Southeast Asian, Chinese and Japanese companies, this book unveils diverse strategies of game companies and presents cognitive differences toward the online game business where various convergences will occur between the online game and other Internet businesses.This book focuses on the innovative factors which made the online game, born in a small Asian country, grow tremendously and successfully to gain competitiveness in the global game industry where the PC and console games had already taken their strong position. Based on authentic, accumulated research conducted over five years in the domain of the online game industry through interviews, case studies and international surveys, the data in this book has huge value since the results were derived from users' data with the cooperation of each game industry.

Book Exploiting Online Games

Download or read book Exploiting Online Games written by Greg Hoglund and published by Addison-Wesley Professional. This book was released on 2008 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Imagine trying to play defense in football without ever studying offense. You would not know when a run was coming, how to defend pass patterns, nor when to blitz. In computer systems, as in football, a defender must be able to think like an attacker. I say it in my class every semester, you don't want to be the last person to attack your own system--you should be the first. "The world is quickly going online. While I caution against online voting, it is clear that online gaming is taking the Internet by storm. In our new age where virtual items carry real dollar value, and fortunes are won and lost over items that do not really exist, the new threats to the intrepid gamer are all too real. To protect against these hazards, you must understand them, and this groundbreaking book is the only comprehensive source of information on how to exploit computer games. Every White Hat should read it. It's their only hope of staying only one step behind the bad guys." --Aviel D. Rubin, Ph.D. Professor, Computer Science Technical Director, Information Security Institute Johns Hopkins University "Everyone's talking about virtual worlds. But no one's talking about virtual-world security. Greg Hoglund and Gary McGraw are the perfect pair to show just how vulnerable these online games can be." --Cade Metz Senior Editor PC Magazine "If we're going to improve our security practices, frank discussions like the ones in this book are the only way forward. Or as the authors of this book might say, when you're facing off against Heinous Demons of Insecurity, you need experienced companions, not to mention a Vorpal Sword of Security Knowledge." --Edward W. Felten, Ph.D. Professor of Computer Science and Public Affairs Director, Center for Information Technology Policy Princeton University "Historically, games have been used by warfighters to develop new capabilities and to hone existing skills--especially in the Air Force. The authors turn this simple concept on itself, making games themselves the subject and target of the 'hacking game,'and along the way creating a masterly publication that is as meaningful to the gamer as it is to the serious security system professional. "Massively distributed systems will define the software field of play for at least the next quarter century. Understanding how they work is important, but understanding how they can be manipulated is essential for the security professional. This book provides the cornerstone for that knowledge." --Daniel McGarvey Chief, Information Protection Directorate United States Air Force "Like a lot of kids, Gary and I came to computing (and later to computer security) through games. At first, we were fascinated with playing games on our Apple ][s, but then became bored with the few games we could afford. We tried copying each other's games, but ran up against copy-protection schemes. So we set out to understand those schemes and how they could be defeated. Pretty quickly, we realized that it was a lot more fun to disassemble and work around the protections in a game than it was to play it. "With the thriving economies of today's online games, people not only have the classic hacker's motivation to understand and bypass the security of games, but also the criminal motivation of cold, hard cash. That's a combination that's hard to stop. The first step, taken by this book, is revealing the techniques that are being used today." --Greg Morrisett, Ph.D. Allen B. Cutting Professor of Computer Science School of Engineering and Applied Sciences Harvard University "If you're playing online games today and you don't understand security, you're at a real disadvantage. If you're designing the massive distributed systems of tomorrow and you don't learn from games, you're just plain sunk." --Brian Chess, Ph.D. Founder/Chief Scientist, Fortify Software Coauthor ofSecure Programming with Static Analysis "This book offers up a fascinating tour of the battle for software security on a whole new front: attacking an online game. Newcomers will find it incredibly eye opening and even veterans of the field will enjoy some of the same old programming mistakes given brilliant new light in a way that only massively-multiplayer-supermega-blow-em-up games can deliver. w00t!" --Pravir Chandra Principal Consultant, Cigital Coauthor ofNetwork Security with OpenSSL If you are a gamer, a game developer, a software security professional, or an interested bystander, this book exposes the inner workings of online-game security for all to see. From the authors of the best-selling Exploiting Software, Exploiting Online Gamestakes a frank look at controversial security issues surrounding MMORPGs, such as World of Warcraftand Second Life. This no-holds-barred book comes fully loaded with code examples, debuggers, bots, and hacks. This book covers Why online games are a harbinger of software security issues to come How millions of gamers have created billion-dollar virtual economies How game companies invade personal privacy Why some gamers cheat Techniques for breaking online game security How to build a bot to play a game for you Methods for total conversion and advanced mods Written by the world's foremost software security experts, this book takes a close look at security problems associated with advanced, massively distributed software. With hundreds of thousands of interacting users, today's online games are a bellwether of modern software. The kinds of attack and defense techniques described in Exploiting Online Gamesare tomorrow's security techniques on display today.

Book Online Games

    Book Details:
  • Author : Jill Sherman
  • Publisher : Weigl Publishers
  • Release : 2018-08-01
  • ISBN : 1489675795
  • Pages : 32 pages

Download or read book Online Games written by Jill Sherman and published by Weigl Publishers. This book was released on 2018-08-01 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: Did you know that online gaming allows thousands of players to play within the same digital world at once? Scientists have “gamified” some of their research projects to help them better understand diseases. Learn more about this fun technology in Online Games, part of the 21st Century Technology series. This series takes young learners through the science behind some of the world’s most exciting technological innovations.

Book Immigrant Youth  Hip Hop  and Online Games

Download or read book Immigrant Youth Hip Hop and Online Games written by Barbara Franz and published by Lexington Books. This book was released on 2015-08-13 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: Anti-Muslim racism with its attendant xenophobia and (the fear of) Salafist hostility are two of the most essential problems facing Europe today. Both result from the enormous failure of the continent’s integration policies, which have either insisted on immigrants’ rigid assimilation or left immigrants to fend for themselves. This book radically breaks with contemporary approaches to immigrant assimilation and integration. Instead it examines non-institutional approaches that facilitate immigrant inclusion through the examples of three alternative small-scale projects that have impacted the lives of urban working-class youth, specifically with second-generation immigrant roots, in Vienna, Austria. These projects involve online gaming, hip hop as an art form, and social work as emancipatory pedagogic practice (commonly referred to as street work). After exploring historic and structural conditions of marginalization in Austria, the book investigates working-class teenagers’ social networks and describes an online game designed to provide a platform for interaction between non-immigrant and immigrant youth who usually either do not interact or display prejudice when they engage each other. Hip hop can provide both a necessary outlet for alienated youth to articulate their frustrations and a highly effective tool for transforming inclusion conflicts. This is achieved through offering individual teens the necessary means to gain the resilience and social grounding necessary to help overcome exclusion and marginalization. In addition to the individual young person’s agency, the inclusion process, of course, also requires corresponding efforts by the majority society. Social work with marginalized youth is crucial for successful inclusion. Specifically individual support in small-scale settings provides a unique opportunity to open up spaces for discouraged and disaffected teenagers to gain self-worth and dignity. While the book focuses on identity formation and the teenagers’ agency, it argues that only projects that include both “newcomer” and “native” can aid in overcoming exclusionary attitudes and policies, eventually allowing some form of social bonding to take place.

Book Harrington on Online Cash Games

Download or read book Harrington on Online Cash Games written by Dan Harrington and published by Two Plus Two Publishing LLC. This book was released on 2010-06 with total page 556 pages. Available in PDF, EPUB and Kindle. Book excerpt: No-Limit hold 'em was once a game played almost exclusively in casinos. But during the last decade, the game's growth has been fueled in part by the easy availability of online playing sites where participants can play cash games and tournaments 24 hours a day, every day. In Harrington on Online Cash Games, Dan Harrington shows you the key ideas and skills that will let you master the online poker world which differs in some significant ways from the world of casino games. You'll learn how to handle different stack sizes, how to play at 6-max tables, how to deal with increased levels of aggression, and how to use the poker databases and heads-up displays that give you unprecedented information on your opponent's tendencies. Harrington lays out detailed strategies for preflop and post-flop play in both the popular micro-stakes games and the more difficult small-stakes games. If you play online poker or you're looking to get started, you'll need to read this book. Book jacket.

Book The Big Book of Fortnite

Download or read book The Big Book of Fortnite written by Triumph Books and published by Triumph Books. This book was released on 2018-10-09 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fortnite: Battle Royale has taken the world by storm, combining the high-octane action of traditional shooters with the creative construction elements of sandbox games like Minecraft. With 50 million players and counting, competition is fierce, and strategy is essential. Once you jump from the Battle Bus onto the island below, there can be only one goal: survival. The Big Book of Fortnite has all the tips and tricks you need to master the melee, whether you're playing on a console, PC, or your phone. Illustrated with dozens of full-color screenshots, find essential information on big-picture offensive and defensive tactics, best practices for building, and indispensable combat techniques. Learn all about uncovering loot, optimizing weapons use, exploring map locations, establishing fortresses, and completing challenges—in solo, duo, or squad mode. This comprehensive guide is fully up to date and even includes features on top Twitch streamers and the many celebrities who are Fortnite superfans. The battle is on! Make sure you're the last player standing.

Book Korea s Online Gaming Empire

Download or read book Korea s Online Gaming Empire written by Dal Yong Jin and published by MIT Press. This book was released on 2010-10-01 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.

Book Hooked on Games

    Book Details:
  • Author : Andrew P. Doan
  • Publisher : Fep International
  • Release : 2012
  • ISBN : 9781935576020
  • Pages : 0 pages

Download or read book Hooked on Games written by Andrew P. Doan and published by Fep International. This book was released on 2012 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: About the Book The multi-billion dollar video game industry is in the business of creating fun and enticing games that can be addictive. As addicted gamers feast on digital indulgences, real life is neglected and their reality crumbles around them. Headlines related to video games: ¿New Mexico mom gets 25 years for starving daughter.¿ ¿ Fox News ¿China used prisoners in lucrative Internet gaming work.¿ ¿ Guardian News ¿Online gamer killed for selling virtual weapon.¿ ¿ Sydney Morning Herald ¿South Korean dies after games sessions.¿ ¿ BBC News Hooked on Games is written by Brooke Strickland and Andrew Doan, MD, PhD, a physician with a research background in neuroscience, who battled his own addictions with video games. Dr. Doan was an addicted gamer, who at his peak, invested over 20,000 hours of playing games over a period of nine years. Dr. Doan¿s reckless compulsion to play games transformed him into a monster that almost destroyed his family, marriage, and career. He shares his expertise to educate others on the dangers of video game addiction and to provide hope for video game addicts and their families. Dr. Doan shares steps for gaming addicts to achieve recovery and steps for families and loved ones to intervene. Without attention to this quickest growing addiction, our society will suffer from the creation of Generation Vidiot, millions of people devoid of innovation and skills to live in the physical world. ¿As is true with many addictions, overuse of video games steals our valuable and limited time and minds.¿ ¿ Christie Morse, MD (Pediatric Ophthalmologist) ¿Shocking insights into the minds of hardcore gamers.¿ ¿ Daniel Hunt (Former Competitive Gamer)

Book Games and Simulations in Online Learning  Research and Development Frameworks

Download or read book Games and Simulations in Online Learning Research and Development Frameworks written by Gibson, David and published by IGI Global. This book was released on 2006-09-30 with total page 420 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.

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.