Massively Multiplayer Online Role-Playing Games

Massively Multiplayer Online Role-Playing Games
Author :
Publisher : McFarland
Total Pages : 209
Release :
ISBN-10 : 9780786455287
ISBN-13 : 0786455284
Rating : 4/5 (87 Downloads)

Synopsis Massively Multiplayer Online Role-Playing Games by : R.V. Kelly 2

This book is about the fastest growing form of electronic game in the world--the Massively Multiplayer Online Role Playing Game (MMORPG). The evolution of these self-contained three-dimensional virtual worlds, often inhabited by thousands of players, is described here. This work also delves into the psychology of the people who inhabit the game universe and explores the development of the unique cultures, economies, moral codes, and slang in these virtual communities. It explains how the games are built, the spin-offs that players create to enhance their game lives, and peeks at the future of MMORPGs as they evolve from a form of amusement to an educational, scientific, and business tool. Based on hundreds of interviews over a three-year period, the work explores reasons people are attracted to and addicted to these games. It also surveys many existing and upcoming games, identifying their unique features and attractions. Two appendices list online addiction organizations and MMORPG information sites.

MMOs from the Inside Out

MMOs from the Inside Out
Author :
Publisher : Apress
Total Pages : 742
Release :
ISBN-10 : 9781484217245
ISBN-13 : 1484217241
Rating : 4/5 (45 Downloads)

Synopsis MMOs from the Inside Out by : Richard A. Bartle

This is an astonishing collection of ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-Multiplayer Role-playing Games speaks to the designers and players of MMOs, taking it as axiomatic that such games are inspirational and boundless forces for good. The aim of this book is to enthuse an up-coming generation of designers, to inspire and educate players and designers-to-be, and to reinvigorate those already working in the field who might be wondering if it’s still all worthwhile. Playing MMOs is about fun, immersion, and identity. Creating MMOs is about imagination, expression, and art. MMOs are so packed with potential that today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What wonders wait beyond the horizon? What treasures will explorers bring back to amaze us? MMOs from the Inside Out is for people with a spark of creativity: it pours gasoline on that spark. It: Explains what MMOs are, what they once were, and what they could – and should – become. Delves into why players play, and why designers design. Encourages, enthuses, enrages, engages, enlightens, envisions, and enchants. Doesn't tell you what to think, it tells you to think. What You Will Learn: Myriad ways to improve MMOs – and to decide for yourself whether these are improvements. What MMOs are; who plays them, and why. How MMOs became what they are, and what this means for what they will become. That you have it in you to make MMOs yourself. Whom This Book is For:MMOs from the Inside Out is a book for those who wish to know more about game design in general and MMO design in particular. It's for people who play MMOs, for people who design MMOs, and for people who study MMOs. It's for people with a yearning to see beyond the world around them and to make manifest the worlds of their imagination.

Playing Video Games

Playing Video Games
Author :
Publisher : Routledge
Total Pages : 605
Release :
ISBN-10 : 9781135257477
ISBN-13 : 1135257477
Rating : 4/5 (77 Downloads)

Synopsis Playing Video Games by : Peter Vorderer

From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.

Role-Playing Game Studies

Role-Playing Game Studies
Author :
Publisher : Routledge
Total Pages : 905
Release :
ISBN-10 : 9781317268314
ISBN-13 : 1317268318
Rating : 4/5 (14 Downloads)

Synopsis Role-Playing Game Studies by : Sebastian Deterding

This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.

Textbook of Addiction Treatment

Textbook of Addiction Treatment
Author :
Publisher : Springer Nature
Total Pages : 1512
Release :
ISBN-10 : 9783030363918
ISBN-13 : 3030363910
Rating : 4/5 (18 Downloads)

Synopsis Textbook of Addiction Treatment by : Nady el-Guebaly

Addiction is increasingly being recognized as a major global public health issue, and an ever-growing number of medical specialties, psychological and social science training programs, and professional associations are including addiction as part of their training and continuing education curricula. The first edition of this book presented an overview of the spectrum of addiction-related problems across different cultures around the globe. Sharing the experience and wisdom of more than 260 leading experts in the field, and promoted by the International Society of Addiction Medicine, it compared and contrasted clinical practices in the field of addiction medicine on the basis of neurobiological similarities as well as epidemiological and socio-cultural differences. Building on the success of this inaugural edition, and taking into account the formal and informal comments received as well as an assessment of current need, this textbook presents general updated information while retaining the most requested sections of the first edition as demonstrated by the number of chapter downloads. It also provides a basic text for those preparing for the ISAM annual certification exam. Written by some 220 international experts, it is a valuable reference resource for anyone interested in medicine, psychology, nursing, and social science.

Avatars at Work and Play

Avatars at Work and Play
Author :
Publisher : Springer Science & Business Media
Total Pages : 287
Release :
ISBN-10 : 9781402038983
ISBN-13 : 1402038984
Rating : 4/5 (83 Downloads)

Synopsis Avatars at Work and Play by : Ralph Schroeder

Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?

The Social Media Bible

The Social Media Bible
Author :
Publisher :
Total Pages : 8
Release :
ISBN-10 : OCLC:1085666556
ISBN-13 :
Rating : 4/5 (56 Downloads)

Synopsis The Social Media Bible by :

Communities of Play

Communities of Play
Author :
Publisher : MIT Press
Total Pages : 343
Release :
ISBN-10 : 9780262291545
ISBN-13 : 0262291541
Rating : 4/5 (45 Downloads)

Synopsis Communities of Play by : Celia Pearce

The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game’s designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.

The Massively Multiplayer World of Ghosts, Volume 1

The Massively Multiplayer World of Ghosts, Volume 1
Author :
Publisher : MMWOG / Saturday AM TANKS
Total Pages : 226
Release :
ISBN-10 : 9780760376881
ISBN-13 : 0760376883
Rating : 4/5 (81 Downloads)

Synopsis The Massively Multiplayer World of Ghosts, Volume 1 by : Oscar Fong

In The Massively Multiplayer World of Ghosts, Volume 1, lackluster teenager Nilay Rao receives a device from his long-lost mother that launches him into a video game world where he must battle Ghosts to unlock clues about his mother’s existence.

Developing Online Games

Developing Online Games
Author :
Publisher : New Riders
Total Pages : 532
Release :
ISBN-10 : 1592730000
ISBN-13 : 9781592730001
Rating : 4/5 (00 Downloads)

Synopsis Developing Online Games by : Jessica Mulligan

A soup-to-nuts overview of just what it takes to successfully design, develop and manage an online game. Learn from the top two online game developers through the real-world successes and mistakes not known to others. There are Case studies from 10+ industry leaders, including Raph Koster, J. Baron, R. Bartle, D. Schubert, A. Macris, and more! Covers all types of online games: Retail Hybrids, Persistent Worlds, and console games. Developing Online Games provides insight into designing, developing and managing online games that is available nowhere else. Online game programming guru Jessica Mulligan and seasoned exec Bridgette Patrovsky provide insights into the industry that will allow others entering this market to avoid the mistakes of the past. In addition to their own experiences, the authors provide interviews, insight and anecdotes from over twenty of the most well-known and experienced online game insiders. The book includes case studies of the successes and failures of today's most well-known online games. There is also a special section for senior executives on how to budget an online game and how to assemble the right development and management teams. The book ends with a look at the future of online gaming: not only online console gaming (Xbox Online, Playstation 2), but the emerging mobile device game market (cell phones, wireless, PDA).