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376 results on '"*MASSIVELY multiplayer online role-playing games"'

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1. Gender differential and factors lead to youth participation in massively multiplayer online role-playing games (MMORPGS).

2. READING REIMAGINED THE DIGITAL FUTURE UNFOLDS.

3. The influence of technology affordance on addictive use in MMOGs: from the perspective of virtual-domain perfectionism.

4. Can Personal Identity Protect against Problematic Gaming? A Study on the Relationships between Identity Motives, User–Avatar Bond, and Problematic Gaming in a Sample of MMORPG Players.

5. Guest editorial: Exploring the research opportunities and challenges in the metaverse.

6. Exploring the association between the Proteus effect and intention to play massive multiplayer online role-playing games (MMORPGs).

7. Exploring the user-avatar relationship in videogames: A systematic review of the Proteus effect.

8. Jeu de rôle en ligne : un espace de narrativité inscrit dans la mise en scène de soi et de la famille.

9. The seriousness of massive multiplayer online games: the case of Star Wars Galaxy of Heroes.

10. Social capital in video game studies: A scoping review.

11. What Constitutes 'Gaming' in the Gaming Disorder?: Observations and Recommendations.

12. Player Experience and Enjoyment: A Preliminary Examination of Differences in Video Game Genre.

13. Bridging anthropological theory: Accumulating and containing wealth in World of Warcraft landscapes.

14. The cultural embeddedness of academic books on knowing, feeling, and queering video games.

15. Reviewing the potentials of MMOGs as research environments: A case study from the strategy game Travian.

16. Gender imbalance in MMORPG: the case of World of Warcraft in Brazil.

17. Digital Appeasement.

18. Security Concerns in MMO Games—Analysis of a Potent Application Layer DDoS Threat.

19. Women and videogames: What do they play?

20. An Evaluation of the Factors Related to Internet Gaming Disorder in Young Adults.

21. "Immersed in World of Warcraft": A Discursive Study of Identity Management Talk About Excessive Online Gaming.

22. Ghosts of the Titanomachy: Structure, Commitment, Economics, and Risk as Causal Mechanisms in an Online Battle.

23. Death of a child, birth of a guild: Factors aiding the rapid formation of online support communities.

24. "Hell Welcomes All".

25. Gaming (with) Affect and Trauma: An Introduction.

26. Sex Differences in Competitiveness in Massively Multiplayer Online Role-Playing Games (MMORPGs).

27. Digital Games in the Elementary Classroom: Using Club Penguin Island with Grade 6 ESL students.

28. Investigating the knowledge structure of research on massively multiplayer online role-playing games: A bibliometric analysis.

29. Mediated Encounters in Autistic Spectrum Disorder: From the Material to the Digital.

30. Harmonious and Obsessive Involvement, Self-Esteem, and Well-Being. A Longitudinal Study on MMORPG Players.

31. Escaping the Escapism: A Grounded Theory of the Addiction and Recovery Process in Online Video Gaming.

32. Effects of massively multiplayer online role-playing games on psychological health and inter-personal relationships of the male youth: A cross-sectional study in sub-urban Kolkata, West Bengal, India.

34. Immersive Witches: New York City under the Spell of Sleep No More and Then She Fell.

35. The Global Revival of Legendism: Korean Online Games.

36. Work–game balance: Work interference, social capital, and tactical play in a mobile massively multiplayer online real-time strategy game.

37. Gaming in the Time of COVID-19.

38. Mechanisms of Disclosure: A Socio-technical Perspective on Sociality in Massively Multiplayer Online Role-playing Games.

39. Internet Addiction Disorder: Internet Gaming Disorder in a Nonclinical Sample Of Moba And Mmorpg Videoplayers.

40. How to measure and model QoE for networked games?: A case study of World of Warcraft.

41. The effect of motivations on playing between MMORPG and RTS players in Taiwan: the results from a cross-sectional study.

42. Can playing Dungeons and Dragons be good for you? Tabletop role-playing games to mitigate social anxiety and reduce problematic gaming.

43. HIGH SCHOOL STUDENTS INVOLVED AND NOT INVOLVED IN MMORPG: CREATIVITY AND INNOVATIVENESS.

44. IMPULSIVITY AND ALEXITHYMIA IN VIRTUAL WORLDS: A STUDY ON PLAYERS OF WORLD OF WAR CRAFT.

46. NON-POISSON DONATION BEHAVIORS IN VIRTUAL WORLDS.

47. Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers.

48. Not Only for the (Tom) boys: Gender Variables as Predictors for Playing Motivations, Passion, and Addiction for MMORPGs.

49. Choose Your Own Adventure: Examining the Fictional Content of Video Games as Interactive Fictions.

50. Virtual world of MMORPG and addiction.

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