While gaming environments represent various forms of interaction, entertainment and dynamism, they create short term interactions and long term relationships. Social presence and social interaction are two major design factors to ensure being involved in online multiplayers games (OMPG). This paper argued that there is a positive relationship between the perception of social interaction and the feeling of social presence in online multiplayer games. For the sake of improving the OMPG experience, the researchers presented and validated a framework called Mutual Bi-Directional Reinforcement Relationship that explains the nature of the relationship between social presence and social interaction. The validation process relies on an empirical ...
This empirical study focuses on online collaboration and social interaction in temporary group forma...
Psychophysiological methodology has been successfully applied to investigate media responses, includ...
Many online videogames make use of characters controlled by both humans (avatar) and computers (agen...
While gaming environments represent various forms of interaction, entertainment and dynamism, they c...
Multiplayer online games (MOGs) are a popular video game genre that facilitates social interactions,...
Digital games have become a social medium. Players are often socially motivated to play games and ac...
This thesis aimed to further research in the field of video games by examining player experience (PX...
Abstract. Although the social relevance of digital gaming has been discussed and investigated in cul...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
Although the social relevance of digital gaming has been discussed and investigated in cultural and ...
Including others in a playful activity fundamentally changes the concept of play into social play. T...
Within the vast and rich field of online gaming, a new generation of Online Social Games (OSGs) is e...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
As computer-mediated work continues to evolve, and online interactions between individuals become mo...
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent ...
This empirical study focuses on online collaboration and social interaction in temporary group forma...
Psychophysiological methodology has been successfully applied to investigate media responses, includ...
Many online videogames make use of characters controlled by both humans (avatar) and computers (agen...
While gaming environments represent various forms of interaction, entertainment and dynamism, they c...
Multiplayer online games (MOGs) are a popular video game genre that facilitates social interactions,...
Digital games have become a social medium. Players are often socially motivated to play games and ac...
This thesis aimed to further research in the field of video games by examining player experience (PX...
Abstract. Although the social relevance of digital gaming has been discussed and investigated in cul...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
Although the social relevance of digital gaming has been discussed and investigated in cultural and ...
Including others in a playful activity fundamentally changes the concept of play into social play. T...
Within the vast and rich field of online gaming, a new generation of Online Social Games (OSGs) is e...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
As computer-mediated work continues to evolve, and online interactions between individuals become mo...
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent ...
This empirical study focuses on online collaboration and social interaction in temporary group forma...
Psychophysiological methodology has been successfully applied to investigate media responses, includ...
Many online videogames make use of characters controlled by both humans (avatar) and computers (agen...