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Vermarktungspotentiale von Casual Massively Multiplayer Online Games is een boek van Judith Budde;
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Massive Multiplayer Online Games is een boek van Jan-Henrik Ried;
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This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games;
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. The nine-volume Development and Deployment of Multiplayer Games series is an attempt to summarize a body of knowledge that is known in the;
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Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, second lives;
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Vergelijkbare producten zoals Development and Deployment of Multiplayer Online Games, Vol. I
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is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands;
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und Videospiele nehmen in der Welt von Kindern und Jugendlichen immer haufiger eine zentrale Rolle ein. Massively Multiplayer Online Role;
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communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing;
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in massively multiplayer online games illustrate the Silicon Law: information technology energizes both freedom and control, in a dynamic balance. The;
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, including MySpace.com, craftster.org, massively multiplayer online role-playing games (MMORPGs) such as World of Warcraft, music downloading, white;
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Breitbandverbindungen wie ADSL auch fur Privatanwender nutzbar. Somit werden Online-Computerspiele, welche eine grosse Anzahl von Spielern unterstutzen, immer;
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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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, semiotically and discursively, specifically in the online environment Second Life and Massively Multiplayer Online Games such as World of Warcraft. The;
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, semiotically and discursively, specifically in the online environment Second Life and Massively Multiplayer Online Games such as World of Warcraft. The;
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massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not;
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current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming;
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games. Other chapters in this book investigate the relationship between video game play and dreams and the emergence of Massively Multiplayer;
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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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If you are a HTML5 game developer who can make basic single-player games and you are now ready to incorporate multiplayer functionality;
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communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing;
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In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer;
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In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer;
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