The same game is often played in real and virtual worlds. We integrate in-person and on-line playing of board games such as Go, bringing the real world into the virtual world. A p...
While psychologists analyze network game-playing behavior in terms of players’ social interaction and experience, understanding user behavior is equally important to network res...
In this study, we examine how online games, like the Massively Multiplayer Online Role Playing Game (MMORPG) EverQuest, are represented and controlled through media rhetoric. We l...
Distributed, real-time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research have been done in military simulat...
Through legislation and technology the film industry has been seeking to fully control usage of the bits it creates; their model is "restrictive" digital-rights manageme...