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The odyssey of a group of refugees from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play;
Vergelijkbare producten zoals Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
The odyssey of a group of refugees from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play;
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of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every;
Vergelijkbare producten zoals The State of Play
is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands;
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This is a step-by-step, hands-on guide that is filled with examples and screenshots of building a multiplayer virtual world. The virtual;
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games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups;
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, in which millions of people have used virtual machines to produce a great variety of products: massively multiplayer online role-playing games;
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of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital;
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of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital;
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Multiplayer Online Games (MOGs) have become a new genre of play culture, integrating communication and entertainment in a playful;
Vergelijkbare producten zoals Multiplayer Online Games
Multiplayer Online Games (MOGs) have become a new genre of play culture, integrating communication and entertainment in a playful;
Vergelijkbare producten zoals Multiplayer Online Games
Take a deep dive into creating large-scale, multiplayer games with Unity 3D, using Mirror Networking and a variety of powerful transports;
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This book aims to provide insights into how 'second lives' in the sense of virtual identities and communities are constructed textually;
Vergelijkbare producten zoals Creating Second Lives
This book aims to provide insights into how 'second lives' in the sense of virtual identities and communities are constructed textually;
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. Virtual Worlds are online multiplayer three-dimensional environments where avatars represent their real world counterparts. In particular, this;
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religious lives. Robert Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing;
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and play your 3D game * Add multiplayer functionality to your game using Amazon GameLift * Integrate with Amazon cloud services to support;
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characters, and multiple settings-did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His;
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characters, and multiple settings-did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His;
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Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical;
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the way we live. Social Computing and Virtual Communities compiles contributions from international experts to offer the sort;
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the way we live. Social Computing and Virtual Communities compiles contributions from international experts to offer the sort;
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interesting ways. Children's Virtual Play Worlds: Culture, Learning, and Participation provides a more reasoned account of children's play engagements;
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interesting ways. Children's Virtual Play Worlds: Culture, Learning, and Participation provides a more reasoned account of children's play engagements;
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argues that one can apply numerous lessons from the virtual world of online games to the real world of businesses, schools, and other;
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argues that one can apply numerous lessons from the virtual world of online games to the real world of businesses, schools, and other;
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