نتایج جستجو برای: online game

تعداد نتایج: 354316  

Journal: :DOCA - Database of Variables for Content Analysis 2021

Journal: :Syntax Idea 2022

The internet as a product of the development information technology, brings major changes in human life. provides convenience to various aspects life, ranging from information, education, economy and business, entertainment. Entertainment provided through services also varies, reading books, video shows, movies dramas, online games. Development is process develop new or improve an existing prod...

Journal: :Martabat: Jurnal Perempuan dan Anak 2019

2016
Im hong Lai Dan Kim Eui Jun Jeong

Relationship is one of the most basic needs of human being. When our relationship suffers, we tend to turn to online game as an alternative to fulfill our unmet need. Massive Multi-user Online Role-playing Games (MMORPGs) environment is an ideal platform for multiple players to interact, to make friends, and to complete a task together. Social Learning Theory deposits that behaviors are learned...

2012
Luca Venturelli

Much work has been done at examining, at many different layers , features and metrics to quantify and compensate as an effort to improve player reaction in the online environment. The focus on distributed interactive applications and the adaptation of the application at both client and server has changed the way games are designed and developed for online purposes. In order to maintain a large ...

2005
Christopher Ruggles Greg Wadley Martin R. Gibbs

Online fan communities are an important element in the market success of a videogame, and game developers have begun to recognize the importance of fostering online communities associated with their games. In this paper we report on a study that investigated the techniques used by game developers to maintain and promote online communities within and around their games. We found that game develo...

2004
Sang Chul Lee Jae Kyeong Kim Yung Ho Suh

The purpose of our research is to identify the critical variables and to develop a new methodology for market segmentation of online game market. Our research tested the model with Korean online game users because Korean online game industry is the frontier of global online game industries. Conclusively, the critical variables are the suitability of feedback, the reality of design, the precisio...

2014
Jack Hollingdale Tobias Greitemeyer

BACKGROUND In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous resea...

Journal: :IJAMC 2005
Seung Baek

Online content providers who use the Internet to distribute content experience an extremely competitive business environment. To survive in this environment, they have started charging a fee for the content that they provide. However, there have been very few success stories in commercializing online content. Although one of few success stories is the online game, it still has customers’ psycho...

Journal: :Computers in Human Behavior 2013
Maria C. Haagsma Scott E. Caplan Oscar Peters Marcel E. Pieterse

The aim of this study was to apply the cognitive behavioral model of problematic Internet use to the context of online game use to obtain a better understanding of problematic use of online games and its negative consequences. In total, 597 online game playing adolescents aged 12–22 years participated in this study. Results showed that the cognitive behavioral model of problematic Internet use ...

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