In recent years, researchers have taken notice that virtual environments such as EverQuest II serve as a major mechanism for socialization. In particular, educational research has found virtual environments to be a sound venue for studying learning, collaboration, social participation, literacy in online space, and learning trajectory at the individual level as well as at the group level. The present research is concerned with learning in virtual environments and examines online player performance in EverQuest II, a popular massively multiplayer online role-playing game (MMORPG) developed by Sony Online Entertainment. The study uses the game's player performance data to devise performance metrics for online players. The study reports three ...
Understanding the distributions and behaviors of players within Massively Multiplayer Online Games (...
Designing multiplayer serious games that support collaborative learning has become a promising area ...
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-s...
UNiversity of Minnesota Ph.D. dissertation. December 2011. Major: Computer Science. Advisor: Profess...
We evaluate the rating system of“Heroes of Newerth”(HoN), a multiplayer online action role-playing g...
Over the past decade research has recognised the learning potential of massively multiplayer online ...
Abstract — We examine the social behaviors of game experts in Everquest II, a popular massive multip...
Using data from a major commercial online game, Destiny, we track the development of player skill ac...
Being one of the most commercially successful entertainment software applications, massively multipl...
This study examines the relationship between player’s value systems and their actions in playing a m...
This study is the first large–scale multi–method attempt to empirically examine the char...
Competitive online games use rating systems for matchmaking; progression-based algorithms that estim...
League of Legends is one of the most played video games in the world with millions of hours played e...
Online communities exhibit dynamic social phenomena that, if understood, can both influence the desi...
While psychologists analyze network game-playing behavior in terms of players ’ social interaction a...
Understanding the distributions and behaviors of players within Massively Multiplayer Online Games (...
Designing multiplayer serious games that support collaborative learning has become a promising area ...
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-s...
UNiversity of Minnesota Ph.D. dissertation. December 2011. Major: Computer Science. Advisor: Profess...
We evaluate the rating system of“Heroes of Newerth”(HoN), a multiplayer online action role-playing g...
Over the past decade research has recognised the learning potential of massively multiplayer online ...
Abstract — We examine the social behaviors of game experts in Everquest II, a popular massive multip...
Using data from a major commercial online game, Destiny, we track the development of player skill ac...
Being one of the most commercially successful entertainment software applications, massively multipl...
This study examines the relationship between player’s value systems and their actions in playing a m...
This study is the first large–scale multi–method attempt to empirically examine the char...
Competitive online games use rating systems for matchmaking; progression-based algorithms that estim...
League of Legends is one of the most played video games in the world with millions of hours played e...
Online communities exhibit dynamic social phenomena that, if understood, can both influence the desi...
While psychologists analyze network game-playing behavior in terms of players ’ social interaction a...
Understanding the distributions and behaviors of players within Massively Multiplayer Online Games (...
Designing multiplayer serious games that support collaborative learning has become a promising area ...
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-s...