نتایج جستجو برای: online game
تعداد نتایج: 354316 فیلتر نتایج به سال:
This short paper focuses on games that can tailor the provided game experience to the individual player (personalised games), typically by effectively utilising player models. A particular challenge in this regard, is utilising player models for assessing online (i.e., while the game is being played) and unobtrusively which game adaptations are appropriate. We propose design criteria for approa...
Massive Multiplayer Online Role-Playing Games (MMORPGs), which allow simultaneous participation of several gamers, have attracted a great deal of attention recently. Since MMORPGs can be categorized as a type of online community, the behavior of MMORPGs users needs to be considered as the general behavior in online communities. However, previous studies of online communities did not pay enough ...
This position paper describes the implementation and initial findings of a game called Personal Investigator (PI). PI is an online 3D detective game that implements a model of Brief Solution Focused Therapy (BSFT). It aims to help teenagers overcome mental health problems and engage with traditional mental health care services. It is predicted that the combination of goal-oriented gaming with a...
This article focuses on games that can tailor the provided game experience to the individual player (personalised games), typically by effectively utilising player models. A particular challenge in this regard, is utilising player models for assessing online (i.e., while the game is being played) and unobtrusively which game adaptations are appropriate. In this article, we propose an approach f...
In this paper we describe a rule based approach to online game development. Our goal is to ease the evolution of an online game by allowing far reaching change in gaming scenarios after game deployment has occurred and during game play. This is achieved by making use of a rules based engine (Drools) within the JBoss platform. We use a simple gaming scenario to demonstrate how far reaching chang...
Using peer-to-Peer (P2P) architectures for large scale interactive applications such as Massively Multiplayer Online Games (MMOG) is very challenging because of the difficulties to maintain a consistent game world in a distributed topology and exchange game state information in the P2P network without a central sever. In this demo proposal we present the innovative design and implementation of ...
Retaining players over an extended period of time is a longstanding challenge in game industry. Significant effort has been paid to understanding what motivates players enjoy games. While individuals may have varying reasons to play or abandon a game at different stages within the game, previous studies have looked at the retention problem from a snapshot view. This study, by analyzing in-game ...
Phishing is an online identity theft, which aims to steal sensitive information such as username, password and online banking details from victims. To prevent this, phishing education needs to be considered. Game based education is becoming more and more popular. This paper introduces a mobile game prototype for the android platform based on a story, which simplifies and exaggerates real life. ...
This paper describes an objective model for measuring online games quality of experience. The proposed model is in line with the E-model currently used for telecommunications network planning assessment. Most of the existent game quality assessment models take into consideration mainly network impairments, therefore the measured games quality of experience is only correlated with the network im...
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