Online Multiplayer Games / by William Sims Bainbridge
By: Bainbridge, William Sims, autor
Material type:
E-bookSeries: (Synthesis Lectures on Information Concepts Retrieval and Services, 1947-9468).Publisher: Cham : Springer International Publishing, 2010Edition: 1st edition 2010.Description: 1 recurso en línea (VIII, 105 páginas).ISBN: 9783031022685.Subject: Videojuegos
| Item type | Current library | Collection | Call number | Status | Date due | Barcode | Item holds | |
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LIBRO-E NO PRÉSTAMO
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Madrid Digital Acceso Electrónico (UEM) | Actividad Física y Deporte | GV1469.15 2010 EB (Browse shelf(Opens below)) | Acceso electrónico | eBook.01112642 |
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| GV1230 2020 EB Affordance Theory in Game Design : A Guide Toward Understanding Players | GV1446 S44 2001 EB La enseñanza del ajedrez en primaria | GV1450 C6818 2003 EB La apertura en el ajedrez para todos | GV1469.15 2010 EB Online Multiplayer Games | GV1469.15 2020 EB General Video Game Artificial Intelligence | GV1469.15 2022 EB Videogame Sciences and Arts : 12th International Conference, VJ 2020, Mirandela, Portugal, November 26-28, 2020, Revised Selected Papers | GV1469.15 2022 EB Quality of Experience Modeling for Cloud Gaming Services |
Introduction -- Historical-Cultural Origins -- Technical Constraints -- Rolecoding and Social Control -- Personality and Motivation -- Avatars and Characters -- Virtual Professions and Economies -- Social Relations Inside Games -- Implications for External Society.
This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society.
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