نتایج جستجو برای: online game

تعداد نتایج: 354316  

Journal: :CoRR 2013
Nalin Asanka Gamagedara Arachchilage Steve Love Carsten Maple

Phishing is an online fraudulent technique, which aims to steal sensitive information such as usernames, passwords and online banking details from its victims. To prevent this, anti-phishing education needs to be considered. This research focuses on examining the effectiveness of mobile game based learning compared to traditional online learning to thwart phishing threats. Therefore, a mobile g...

Journal: :Int. J. Computer Games Technology 2012
George Adam Christos Bouras Vaggelis Kapoulas Andreas Papazois

Supporting collaborative activities among the online players are one of the major challenges in the area of Massively Multiplayer Online Games (MMOG), since they increase the richness of gaming experience and create more engaged communities. To this direction, our study has focused on the provision of services supporting and enhancing the players’ in-game community and collaboration activities....

Journal: :IEEE Trans. Comput. Intellig. and AI in Games 2009
Erin J. Hastings Ratan K. Guha Kenneth O. Stanley

Simulation and game content includes the levels, models, textures, items, and other objects encountered and possessed by players during the game. In most modern video games and in simulation software, the set of content shipped with the product is static and unchanging, or at best, randomized within a narrow set of parameters. However, ideally, if game content could be constantly and automatica...

2015
Moonkyoung Jang Seongmin Jeon Jongil Kim Byungjoon Yoo

The objective of this study is to examine the effects of regulation policy on online gambling, an increasingly popular type of entertainment in the online game industry. Prior information systems (IS) studies on online game focus primarily on user behavior. However, there is a growing need to investigate the effects of regulation policy on dynamic changes of games or service providers instead o...

2011
Jing Wen Yong Ming Kow Yunan Chen

How do online games impact intergenerational family relationships? To answer this question, we investigated QQ Farm, the most popular online game available on a popular Chinese social networking site. We conducted observations and semi-structured interviews with sixteen pairs of Chinese parents and their adult children. Of the sixteen pairs, seven lived locally; nine pairs lived remotely. The f...

Journal: :Acta Psychologia 2021

Tujuan penelitian ini adalah untuk mengetahui hubungan antara intensi kecanduan game online dengan pembelian impulsif perangkat game. Penelitian merupakan kuantitatif jenis korelasional. Populasi mahasiswa usia dewasa awal yang berdomisili di Provinsi Daerah Istimewa Yogyakarta. Ukuran sampel sebanyak 100 orang ditentukan purposive sampling kriteria S1 berusia 18-24 tahun. Data dikumpulkan meng...

Journal: :CoRR 2010
Justin F. Brunelle Kyle B. Dempsey G. Tanner Jackson Chutima Boonthum-Denecke Irwin B. Levinstein Danielle S. McNamara

MiBoard (Multiplayer Interactive Board Game) is an online, turn-based board game, which is a supplement of the iSTART (Interactive Strategy Training for Active Reading and Thinking) application. MiBoard is developed to test the hypothesis that integrating game characteristics (point rewards, game-like interaction, and peer feedback) into the iSTART trainer will significantly improve its effecti...

Journal: :Entertainment Computing 2011
Ruck Thawonmas Keisuke Yoshida Jing-Kai Lou Kuan-Ta Chen

Please cite this article in press as: R. Thaw j.entcom.2011.01.003 This paper analyzes revisitations in online games focusing on two types of revisitations: game revisitations and area revisitations. A player revisits a game and areas therein with purposes. For game revisitations, we conduct a large-scale analysis using Shen Zhou Online access log collected for nearly 6 years consisting of 50,0...

2008
Jiming Wu Pengtao Li

In the past decade, virtual worlds have demonstrated the potential to be the next generation of interface for entertainment, interaction, content, and e-commerce. As a major type of virtual worlds, online games become a huge business and engage millions of players around the world. However, e-commerce researchers have so far paid insufficient attention to why players enjoy using virtual game wo...

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