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Vermarktungspotentiale von Casual Massively Multiplayer Online Games

Vermarktungspotentiale von Casual Massively Multiplayer Online Games is een boek van Judith Budde;

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Massive Multiplayer Online Games

Massive Multiplayer Online Games is een boek van Jan-Henrik Ried;

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Online Multiplayer Games

This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games;

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Development and Deployment of Multiplayer Online Games, Vol. II

. 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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Beyond Barbie and Mortal Kombat

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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eVolve

, massively multiplayer online communities MMOs, and, finally, artificial intelligence, the Anthropic Cosmological Principles, and Omega Point Theory;

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Play Between Worlds

is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands;

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Computerspiele und Computerspielabhangigkeit

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 of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds

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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The Social Structure of Online Communities

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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Electronic Tribes

, including MySpace.com, craftster.org, massively multiplayer online role-playing games (MMORPGs) such as World of Warcraft, music downloading, white;

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3D Game Engine for Multiplayer Online Games

Breitbandverbindungen wie ADSL auch fur Privatanwender nutzbar. Somit werden Online-Computerspiele, welche eine grosse Anzahl von Spielern unterstutzen, immer;

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Building Multiplayer Games in Unity

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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Creating Second Lives

, 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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Creating Second Lives

, 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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Online Worlds

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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New Perspectives on the Social Aspects of Digital Gaming

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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Computer Games

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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Third Person

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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Third Person

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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Multiplayer Game Development with HTML5

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 of Play

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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Multiplayer

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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Multiplayer

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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