Academia.eduAcademia.edu

Online Games

description161 papers
group379 followers
lightbulbAbout this topic
Online games are digital games played over the internet, allowing multiple players to interact and compete in real-time. They encompass various genres and formats, including multiplayer online role-playing games (MMORPGs), first-person shooters, and casual games, often featuring social interaction, virtual economies, and persistent game worlds.
lightbulbAbout this topic
Online games are digital games played over the internet, allowing multiple players to interact and compete in real-time. They encompass various genres and formats, including multiplayer online role-playing games (MMORPGs), first-person shooters, and casual games, often featuring social interaction, virtual economies, and persistent game worlds.

Key research themes

1. How do social interactions and community formation shape player experiences in MMORPGs?

This theme investigates the nature, structure, and impact of social interactions within Massively Multiplayer Online Role-Playing Games (MMORPGs). It explores how player-to-player interactions contribute to the shared culture, sense of identity, and longevity of the game, considering both online and offline dimensions. Understanding these social dynamics is crucial for designing MMORPGs that foster meaningful community involvement and enhance player retention.

Key finding: Analyzing interaction logs and ethnographic data from Star Wars Galaxies, this study identifies diverse patterns of player-to-player interactions, demonstrating that game design elements—in particular, enforced cooperation... Read more
Key finding: This work synthesizes the sociocultural aspects of MMOs, illustrating how players develop shared knowledge, skills, and values through processes of enculturation and apprenticeship within guilds and communities. It reports... Read more
Key finding: Through qualitative interviews with gamers, the study empirically demonstrates that online and offline social spheres are deeply interconnected in MMO gaming contexts. It reveals that offline relationships and shared... Read more
Key finding: Survey and interview studies with thousands of MMORPG players found that social aspects are paramount for many gamers, with strong emotional and friendship bonds forming within the game. The research also identifies that... Read more

2. What are the psychological and health-related impacts of online gaming on adolescents and young adults?

This research area focuses on the cognitive, emotional, and physical health effects associated with online gaming, particularly among adolescents and young adults. It examines gaming addiction prevalence, sleep disorders such as insomnia, mental health correlates including depression and anxiety, and the potential negative consequences of excessive gaming. Understanding these impacts is essential for developing interventions and policy guidance to mitigate health risks.

Key finding: A cross-sectional survey of Indonesian middle school students demonstrated that frequent online gaming before sleep is significantly associated with moderate to severe insomnia, with gender-specific patterns: male Grade 9... Read more
Key finding: This cross-sectional study among over 900 medical students revealed a 9.7% prevalence of Internet Gaming Disorder (IGD), with key predictors including gaming more than two hours daily, preference for online game genres,... Read more
Key finding: Surveying 1251 Singaporean online gamers, this study found a 17.7% prevalence of Internet Gaming Disorder (IGD) using DSM-5 criteria. It identifies significant associations between IGD and demographic factors, game type,... Read more
Key finding: In a quantitative survey involving 106 adolescents aged 12-14, participants reported benefits of digital gaming including boredom alleviation, reflex improvement, language learning, strategic thinking, relaxation, and esports... Read more

3. How can online games be used to assess and enhance collaborative skills and learning?

This theme explores online games as tools not only for entertainment but also as environments for observing, measuring, and fostering collaboration and learning. It includes the use of online games to build psychological and social profiles, develop educational content, and serve as informal learning environments. The work evaluates methodologies for capturing player behaviors and the potential for games to augment traditional education and team dynamics assessment.

Key finding: By observing 98 players in a designed online collaborative game, this study validates an approach to construct SYMLOG (Systematic Multiple Level Observation of Groups) profiles capturing collaborative behaviors. The profiling... Read more
Key finding: Development and deployment of the serious game 'RU EU?' targeting geography education demonstrated that online games can effectively raise student awareness of complex topics like European identity. Student feedback indicated... Read more
Key finding: Through four design studies involving adults aged 70-80, the research shows that older players negotiate aging stereotypes when creating full-body avatars for virtual representation. Participants balance realism,... Read more

All papers in Online Games

Aligning with the Industrial Revolution 4.0, an abundance of high-tech inventions has embarked their pavements in the educational field. Despite being under the 21st-century umbrella, the English language proficiency of Asian learners is... more
The health crisis caused by COVID-19 views technological innovation as a way to improve equity in education. Gender differences in education are under constant investigation due to the long-term consequences on the personal and... more
Razvoj i svakodnevna primjena suvremenih digitalnih tehnologija otvaraju brojne prednosti u smislu olakšanog i zanimljivog pristupa učenju, interaktivnosti i drugih mogućnosti komunikacije. Pametni telefoni, društvene mreže, razne... more
Ebeveynlerde Dijital Mahremiyet Farkındalığının Güçlendirilmesi: İstanbul Aile Vakfı ve İstanbul Medeniyet Üniversitesi Ar-Ge ve Aile Destek Projesi
In the evolving landscape of online gaming in the Philippines, the "freemium" business model has gained dominance, particularly in free-to-play games. Despite its prevalence, only a few cases demonstrated significant improvement in... more
Collaboration is essential for individuals working in groups to achieve a common goal. The understanding of the collaborative profile of each member of a team is extremely useful to understand and predict his/her performance in future... more
Over the last few years playing social casino games has become a popular entertainment activity. Social casino games are offered via social media platforms and mobile apps and resemble gambling activities. However, social casino games are... more
Özet Günümüzde sosyal medya ortamlarında hesabı olan bireylerin çoğu kişisel bilgilerini ve gündelik hayatlarında yaşadıkları her türlü olayı bu hesaplarda tanıdıkları veya tanımadıkları birçok insan ile paylaşmaktadır. Bu paylaşımların... more
This study explores the influence of user interface (UI) design and thematic elements in online slot machines on player behaviour and decision-making processes. By synthesizing empirical data and theoretical frameworks from gaming... more
Cet article vise à décrire et à analyser l'utilisation des jeux autonomes sur le site TV5monde.com dans un cours de compréhension orale proposé par le département des langues modernes à l'université du Yarmouk en Jordanie. Pour réaliser... more
Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game... more
The excessive use of online games can disturb the psychological, physiological, and behavioral balance of adolescents. This study aimed to identify the factors contributing to online game addiction. On databases like Scopus (20 articles),... more
teknolojilerini de etkilemistir. Internet teknolojisinin medyaya eklemlenmesiyle beraber yeni bir kulturel yapi ile bireyler tanismistir. Dijital kultur olarak sekillenen bu kulturel ortamda iletisim de dijitallesmis ve hayatimizin her... more
Permainan game online menjadi salah satu jenis permainan yang tidak memandang usia dan waktu. Semua orang punya kesempatan luas untuk memainkan permainan ini. Sejauh ini game online paling banyak dimainkan oleh pelajar laki-laki dalam... more
Gamers play massively multiplayer online role-playing games (MMORPGs) for a variety of reasons. For example, some gamers play primarily as a form of socialization, whereas others play to gain a sense of achievement. Past studies have... more
"Introduction: Playing Video Games without control can lead to Gaming Disorder (GD) which is also called a problematic gaming pattern or video game addiction. This study is to determine the prevalence of video game disorders and the... more
Online games are captivating and engage users across the world. Some game formats maintain a pseudo-currency to give incentive to the players to play the game in search of rewards as set by the game provider. We model a multi-stage online... more
Games and simula tions have been used in th e field of edu cation fo r many years, particula rly in the a reas of business, training staff in financial and economic skills, co mbat training and war gaming. Intern etbased games are also... more
In this paper, we examine how behavioral characteristics related to spatial mobility and movement in a multi-player game may differ between male and female players. The study formed part of a large international research project called... more
Flipped learning has become a strategic approach for educators to implement a technologicalbased learning environment. In line with the Malaysia Education Blueprint, more and more educational institutions adopt flipped learning into their... more
Multiplayer online battle arena (MOBA), the most popular video game genre, has increased in terms of the number of users online. This increase in popularity depicts the in-game immersion in MOBA games, which determines Flow experience.... more
Şiddet günümüzde çocukların dünyasına onların güvenli alanlarından biri aracılığıyla girmiştir; oyun. Dijitalleşen dünyada oyunlar da dijitalleşmiş, bu durum avantajları yanında olumsuz birçok sorunu da beraberinde getirmiştir. Dijital... more
The use of the internet has increased among adolescents in recent years. Although internet offers many opportunities such as socializing, obtaining information, it also has the potential to affect vulnerable individuals negatively.... more
Purpose of Review The playing of videogames has become an everyday occurrence among many adolescents and emerging adults. However, gaming can be problematic and potentially addictive and problematic gamers can experience co-occurring... more
Massively multiplayer online role playing games (MMORPGs) have become extremely popular among network gamers. Despite their success, one of MMORPG's greatest challenges is the increasing use of game bots, that is, autoplaying game... more
Modern trends lead to innovative technologies in education, including the birth of digital and gamified learning or gamification. In English language classrooms, meaningful teaching and learning are significant to developing students’... more
Technology has become a necessity in everyone’s lives and in the education field, technology plays an assisting role, whereby the teaching and learning sessions are usually accompanied by technology. Despite using technology in education,... more
As the world we live in has become more digitalized, challenges are occurring left and right, especially in the education field. In gaining quality teachers, there is a need to train future educators to have the ability to adapt to the... more
Games has been extensively known to increase students' motivation and interest in learning English. However, its main findings and the trends in English teaching and learning for young learners are still unknown. To fill the gap, the... more
Aims In multi-line slot machines, players can wager on more than one line per spin. We sought to show that players preferred multi-line over single-line games, and that certain game features could cause multi-line game play to feel more... more
Unfortunately there is an error in the percentages in paragraph 5 of the discussion section. The corrected paragraph is given below. In the sound-off condition, players on average estimated that they won 33 times when in reality they were... more
Slot machines are a very popular form of gambling in which a small proportion of gamblers experience gambling-related problems. These players refer to a trance-like state that researchers have labelled ‘dark flow’—a pleasurable, but... more
Losses disguised as wins (LDWs) are slot machine outcomes where players gain fewer credits than they wager. Despite being losses, slot machines celebrate LDWs with positive sounds and animations, leading gamblers to respond to them as... more
Unfortunately there is an error in the percentages in paragraph 5 of the discussion section. The corrected paragraph is given below. In the sound-off condition, players on average estimated that they won 33 times when in reality they were... more
The accuracy of the Content should not be relied upon and should be independently verified with primary sources of information. Taylor and Francis shall not be liable for any losses, actions, claims, proceedings, demands, costs, expenses,... more
Slot machines are available in several countries, with multiline games growing in popularity. Interestingly, many audiovisually reinforced small 'wins' in multiline games are in fact monetary losses-outcomes referred to as losses... more
Virtual worlds give us the opportunity to explore another self, a virtual character of the real life you. Massively Multiplayer Online Role Playing Games (MMORPGs) have become extremely popular over the last decade. It has also grown into... more
This chapter reviews and examines virtual meetings (VM). VM are meetings where participants are distributed across physical space or time yet seek/act as virtually colocated in a commonplace. Computer-mediated VM are the common form or... more
Every country is working on refining their latest technology to enables people to gain satisfaction in life. Playing games is considered one of the ways to socialize and meet around and create bonding. However, study in South Korea and... more
Advancements in technology have led to the emergence of various learning models and tools that can enhance the language teaching-learning process. Language practitioners are now able to leverage technology, including hardware and... more
Bilgi ve iletişim teknolojilerinde yaşanan gelişmeler; toplumları, onların yaşayışlarını, kültürlerini, iş modellerini, ticaretlerini, satış ve pazarlama stratejilerini, eğitimlerini, kişisel ve toplumsal gelişimlerini etkilemeye devam... more
The excessive use of online games can disturb the psychological, physiological, and behavioral balance of adolescents. This study aimed to identify the factors contributing to online game addiction. On databases like Scopus (20 articles),... more
Marketers have been more attentive to advertisement in online games. Product placement via movies or news reports have been recognized; however, little is known about the placement in Thai online games. This study thus attempts to (1)... more
Losses disguised as wins (LDWs) appear to reinforce gambling persistence. However, little research has examined this phenomenon with real gamblers in natural gambling settings. We aimed to examine the relationship between within-session... more
Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game... more
Günümüzde iletişim teknolojilerinde yaşanan gelişmeler, bireyleri dijital medya içeriklerine yoğun biçimde maruz bırakırken, farkında olmadan sanal dünyanın tehditlerine de açık hale getirmektedir. Eğitim, eğlence, oyalanma, boş zamanları... more
Gambling advertising during live televised male sporting events in Ireland: A descriptive study.
Download research papers for free!