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1.
The aim of this study was to investigate the process of identity formation in adolescent and emerging adult regular players of massively multiplayer online role-playing games. Moreover, considering the association between involvement in these games and addiction, we took into account also the role of internet addiction. A total of 176 regular players and 239 controls, not playing massively multiplayer online role-playing games, aged between 15 and 30 years completed: the Utrecht-management of identity commitments scale, evaluating three identity processes, i.e. commitment, in-depth exploration and reconsideration of commitment; and the dependence subscale from the use abuse and dependence on internet questionnaire, in order to evaluate internet addiction. A multivariate analysis of variance evidenced that controls were higher on commitment and in-depth exploration, whereas players were higher on reconsideration of commitment and internet addiction. A structural equation model in which the three identity processes affected simultaneously internet addiction and regular involvement in massively multiplayer online role-playing games showed that reconsideration of commitment was positively associated with internet addiction and the probability to be a player, whereas in-depth exploration was negatively associated only with the probability to be a player. Being a regular player of massively multiplayer online role-playing games seems to be associated with a troubled path in the process of identity formation.  相似文献   

2.
This study investigates user behaviour in massively multiplayer online games from the perspective of their intentions to engage in real money trading. Players who engage in real money trading purchase resources instead of spending time to acquire them in the game. This behaviour influences not just their own gaming experience, but those of other players as well as the operator??s revenues. We present an online survey which targets the players of World of Warcraft. Players?? relationships with real money trading are investigated using insights from behavioural economics. We propose a model which includes a set of behavioural determinants grounded in empirical research on online games. The study??s findings indicate that a player??s social status and the disinhibiting effects of online play are positive influences on players?? intentions to engage in real money trading, while perceived fairness, anticipated regret and uncertainty about the seller??s behaviour are negative influences. Interestingly, neither the perceived enjoyment nor the potential punishments influence intentions.  相似文献   

3.
Successful massively multiplayer online games (MMOGs) have today millions of registered users and hundreds of thousands of active concurrent players. To be able to guarantee quality of service (QoS) to a highly variable number of concurrent users, game operators statically over-provision a large infrastructure capable of sustaining the game peak load, even though a large portion of the resources is unused most of the time. To address this problem, we introduce in this work a new MMOG ecosystem for hosting and provisioning of MMOGs which effectively splits the traditional monolithic MMOG companies into three main service providers: game providers, game operators, and resource providers. Their interaction is regulated through comprehensive service level agreements (SLA) that establish the price, terms of operation, and compensation for service violations. In our model, game operators efficiently provision resources for MMOGs from multiple cloud providers, based on dynamic load forecasts, and ensure proper game operation that maintains the required QoS to all clients under varying resource availability. Game providers manage multiple distributed MMOGs for which they lease services under strict operational SLAs from game operators to satisfy all client requests. These three self-standing, smaller, more agile service providers enable access to the MMOG market for the small and medium enterprises, and to the current commercial cloud providers. We evaluate, through simulations based on real-life MMOG traces and commercial cloud SLAs, the impact of resource availability on the QoS offered to the MMOG clients. We find that our model can mitigate the negative effects of resource failures within four minutes and that MMOG server consolidation can accentuate the negative effects of failures in a resource-scarce environment. We further investigate different methods of ranking MMOG operational offers with either single or multiple (competing) MMOG providers. Our results show that compensations for SLA faults in the offer selection process can lead up to 11–16 % gain in the game providers’ income. We also demonstrate that adequate ranking of offers can lead to MMOG operational cost reductions from 20 up to 60 %.  相似文献   

4.
With the growing number of online game players and the increasing of new online games development, it is imperative for marketers to develop a better understanding of players’ new game adoption decisions. This study examines perceived control as a mediator of trialability-product adoption relationship, and gender difference as a moderator of the relationship between trialability-product adoptions. A field survey was conducted to test the hypotheses of the study. Respondents were graduate students from Taiwan universities. A total of 411 undergraduate students with massively multiplayer online gaming (MMOGs) experience participated in this study. The structural equation model (SEM) method was employed to analyze the data. The findings indicate that perceived product trialability has a direct influence on intent to play new games, and indirect effects through perceived process control. Gender differences also moderate the trialability effects on the adoption of new online games. Perceived trialability had more of an effect on intention to play new online games for female players than for male players. To develop an effective product development and communication strategy, the finding suggests that online game firms should focus on new product characteristics and consider consumer gender differences.  相似文献   

5.
Better mobile computing, broadband and devices have contributed to the fast growth and popularity of massively multiplayer online games (MMOGs). Players are now expecting a more personalised gaming experience as personalisation has begun to filter into most games and not just MMOGs. In this paper, we explain how players of MMOGs can enjoy a ubiquitous and personalised gaming experience anywhere, on any device, and on any network with Artemis. MPEG-7 is not traditionally used for modelling games; however, Artemis adopts MPEG-7 for modelling the player, their device and the game, in conjunction with genetic algorithms for personalising the game, where possible.  相似文献   

6.
Resource management remains one of the main issues of cloud computing providers because system resources have to be continuously allocated to handle workload fluctuations while guaranteeing Service Level Agreements (SLA) to the end users. In this paper, we propose novel capacity allocation algorithms able to coordinate multiple distributed resource controllers operating in geographically distributed cloud sites. Capacity allocation solutions are integrated with a load redirection mechanism which, when necessary, distributes incoming requests among different sites. The overall goal is to minimize the costs of allocated resources in terms of virtual machines, while guaranteeing SLA constraints expressed as a threshold on the average response time. We propose a distributed solution which integrates workload prediction and distributed non-linear optimization techniques. Experiments show how the proposed solutions improve other heuristics proposed in literature without penalizing SLAs, and our results are close to the global optimum which can be obtained by an oracle with a perfect knowledge about the future offered load.  相似文献   

7.
Online games have exploded in popularity, but for many researchers access to players has been difficult. The study reported here is the first to collect a combination of survey and behavioral data with the cooperation of a major virtual world operator. In the current study, 7,000 players of the massively multiplayer online game (MMO) EverQuest 2 were surveyed about their offline characteristics, their motivations and their physical and mental health. These self‐report data were then combined with data on participants’ actual in‐game play behaviors, as collected by the game operator. Most of the results defy common stereotypes in surprising and interesting ways and have implications for communication theory and for future investigations of games.  相似文献   

8.
Being one of the most commercially successful entertainment software applications, massively multiplayer online role playing games (MMORPGs) continue to expand in term of the revenue they generate as well as the involvement of users who congregate in their virtual space and form communities around them to support each other. Unlike conventional offline computer games, or networked games with limited numbers of players, MMORPGs are not merely software applications as they are usually seen as a space with complicated dynamics of social interactions. Hence, it is believed that playing these games might cause cognitive overload problems among the players as they have to constantly interact with the game world as well as with other users. We conducted an exploratory study using qualitative methods to explore cognitive overloads in Maple Story, a typical MMORPG. Our results reveal that several types of cognitive overloads emerge during the game playing. While some of these overloads pose serious problems even to expert players, players seem to develop strategies to overcome them. It is found that some forms of cognitive load are actually desirable in order to make the game challenging. We have also created a set of recommendations that can help game developers handle cognitive load problems in MMORPGs.  相似文献   

9.
A load balancing scheme for massively multiplayer online games   总被引:1,自引:0,他引:1  
In a distributed MMOG (massively multiplayer online game) server architecture, the server nodes may become easily overloaded by the high demand from the players for state updates. Many works propose algorithms to distribute the load on the server nodes, but this load is usually defined as the number of players on each server, what is not an ideal measure. Also, the possible heterogeneity of the system is frequently overlooked. We propose a balancing scheme with two main goals: allocate load on server nodes proportionally to each one’s power and reduce the inter-server communication overhead, considering the load as the occupied bandwidth of each server. Four algorithms were proposed, from which ProGReGA is the best for overhead reduction and ProGReGA-KF is the most suited for reducing player migrations between servers. We also make a review of related works and some comparisons were made, where our approach performed better.  相似文献   

10.
The WarPipe massively multiplayer online game engine promises to enhance games and more serious applications.  相似文献   

11.
Since the expansion of their market and their challenging requirements, massively multiplayer online games are gaining increasing attention in the scientific community. One of the key factors in this kind of application is represented by the ability to rapidly deliver game events among the various players over the network. Employing in this context mirrored game server architectures and adapting RED (random early detection) techniques borrowed from network queuing management, we are able to show sensible benefits in upholding interactivity and scalability, whilst preserving game state consistency and game evolution fluency at the player's side.  相似文献   

12.
This is a study of interaction in massively multiplayer online games. The general interest concerns how action is coordinated in practices that neither rely on the use of talk-in-interaction nor on a socially present living body. For the participants studied, the use of text typed chat and the largely underexplored domain of virtual actions remain as materials on which to build consecutive action. How, then, members of these games can and do collaborate, in spite of such apparent interactional deprivation, are the topics of the study. More specifically, it addresses the situated practices that participants rely on in order to monitor other players’ conduct, and through which online actions become recognizable as specific actions with implications for the further achievement of the collaborative events. The analysis shows that these practices share the common phenomenon of projections. As an interactional phenomenon, projection of the next action has been extensively studied. In relation to previous research, this study shows that the projection of a next action can be construed with resources that do not build on turns-at-talk or on actions immediately stemming from the physical body—in the domain of online games, players project activity shifts by means of completely different resources. This observation further suggests that projection should be possible through the reconfiguration of any material, on condition that those reconfigurations and materials are recurrent aspects of some established practice.  相似文献   

13.
Computer games have become a highly popular form of entertainment and have had a large impact on how University students spend their leisure time. Due to their highly motivating properties computer games have come to the attention of educationalists who wish to exploit these highly desirable properties for educational purposes. Several studies have been performed looking at motivations for playing computer games in a general context and in a Higher Education (HE) context. These studies did not focus on the differences in motivations between online and offline game players. Equally the studies did not look at the differences in motivations of people who prefer single player games and people who prefer multiplayer games. If games-based learning is to become a recognised teaching approach then such motivations for playing computer games must be better understood. This paper presents the combined analysis of three studies at HE level, performed over a four year period from 2005 to 2009. The paper focuses on differences of motivations in relation to single player/multiplayer preference and online/offline game participation. The study found that challenge is the top ranking motivation and recognition is the lowest ranking motivation for playing computer games in general. Challenge is also the top ranking motivation for playing games in HE while fantasy and recognition are the lowest ranking motivations for playing games in HE. Multiplayer gamers derive more competition, cooperation, recognition, fantasy and curiosity from playing games and online gamers derive more challenge, cooperation, recognition and control from playing games. Multiplayer gamers and online gamers ranked competition, cooperation and recognition significantly more important for playing games in HE than single players and offline participants.  相似文献   

14.
An Efficient Synchronization Mechanism for Mirrored Game Architectures   总被引:1,自引:0,他引:1  
Existing online multiplayer games typically use a client-server model, which introduces added latency as well as a single bottleneck and single point of failure to the game. Distributed multiplayer games minimize latency and remove the bottleneck, but require special synchronization mechanisms to provide a consistent game for all players. Current synchronization methods have been borrowed from distributed military simulations and are not optimized for the requirements of fast-paced multiplayer games. In this paper we present a new synchronization mechanism, trailing state synchronization (TSS), which is designed around the requirements of distributed first-person shooter games.We look at TSS in the environment of a mirrored game architecture, which is a hybrid between traditional centralized architectures and the more scalable peer-to-peer architectures. Mirrored architectures allow for improved performance compared to client-server architectures while at the same time allowing for a greater degree of centralized administration than peer-to-peer architectures.We evaluate the performance of TSS and other synchronization methods through simulation and examine heuristics for selecting the synchronization delays needed for TSS.  相似文献   

15.
The evolution of edge computing devices has enabled machine intelligence techniques to process data close to its producers (the sensors) and end-users. Although edge devices are usually resource-constrained, the distribution of processing services among several nodes enables a processing capacity similar to cloud environments. However, the edge computing environment is highly dynamic, impacting the availability of nodes in the distributed system. In addition, the processing workload for each node can change constantly. Thus, the scaling of processing services needs to be rapidly adjusted, avoiding bottlenecks or wasted resources while meeting the applications’ QoS requirements. This paper presents an auto-scaling subsystem for container-based processing services using online machine learning. The auto-scaling follows the MAPE-K control loop to dynamically adjust the number of containers in response to workload changes. We designed the approach for scenarios where the number of processing requests is unknown beforehand. We developed a hybrid auto-scaling mechanism that behaves reactively while a prediction online machine learning model is continuously trained. When the prediction model reaches a desirable performance, the auto-scaling acts proactively, using predictions to anticipate scaling actions. An experimental evaluation has demonstrated the feasibility of the architecture. Our solution achieved fewer service level agreement (SLA) violations and scaling operations to meet demand than purely reactive and no scaling approaches using an actual application workload. Also, our solution wasted fewer resources compared to the other techniques.  相似文献   

16.
Multiplayer online games have highly committed players who continue playing these games for years. In the present study, commitment to multiplayer online games was examined from an investment model perspective. The investment model was originally developed to explain persistence in romantic relationships, ultimately identifying the three predictors of commitment as satisfaction, quality of alternatives, and investment size. Furthermore, commitment has been linked to greater accommodation (i.e., constructive responses) in relationship conflicts. The present study extended the model to the context of multiplayer online games. Participants (N = 176) who regularly played a multiplayer online game completed modified versions of the investment model and accommodation scales in an online questionnaire. Structural equation modeling analyses showed that satisfaction and investment predicted greater game commitment, which in turn predicted greater accommodation toward the game's problems (i.e., lower endorsement of exit behaviors, greater endorsement of voice and loyalty behaviors). Findings showed that the investment model provides a valid framework for examining game commitment.  相似文献   

17.
Service clouds are distributed infrastructures which deploys communication services in clouds. The scalability is an important characteristic of service clouds. With the scalability, the service cloud can offer on-demand computing power and storage capacities to different services. In order to achieve the scalability, we need to know when and how to scale virtual resources assigned to different services. In this paper, a novel service cloud architecture is presented, and a linear regression model is used to predict the workload. Based on this predicted workload, an auto-scaling mechanism is proposed to scale virtual resources at different resource levels in service clouds. The auto-scaling mechanism combines the real-time scaling and the pre-scaling. Finally experimental results are provided to demonstrate that our approach can satisfy the user Service Level Agreement (SLA) while keeping scaling costs low.  相似文献   

18.
Many of today’s virtual environment applications, such as massively multiplayer online games, involve a large and rapidly changing set of users. The server-based architecture of these applications makes its hard for them to support the dynamic user base and provide a scalable solution. Badumna, a scalable network engine for large-scale virtual environments, was developed to address these issues. The approach is based on a decentralised architecture using a structured peer-to-peer network. In order to ensure a highly scalable and efficient design, Badumna uses techniques that include neighbour introductions and the formation of dynamic bounded regions to reduce the load on the peer-to-peer network. The performance of Badumna is evaluated using extensive simulations. Results indicate that Badumna is able to scale to a large number of users without placing any additional overheads on the network that degrade performance.  相似文献   

19.
Drawing upon social cognitive theory, the present study constructed a conceptual model to provide an in-depth understanding of the key psychosocial factors shaping the cheating behavior in online multiplayer games. An online survey approach and structural equation modeling were adopted to investigate the hypothesized relationships and to assess the fitness of the model. The findings of this study provided support for the research model and the social cognitive theory perspective on game cheating behavior. The cheating behavior was found to be influenced by both external and self-generated factors. Specifically, individual gamers’ social environment (peer influence), their own attitude towards game cheating, and evaluation of cheating outcomes played an important role in shaping this problematic behavior in online games. Game cheating self-efficacy was interestingly found to be an insignificant factor for the game cheating behavior. The study fills a gap in the current literature on games and cheating, specifically on the social cognitive mechanisms of the cheating behavior in online multiplayer games.  相似文献   

20.
Online multiplayer games create new social platforms, with their own etiquette, social rules of conduct and ways of expression. What counts as aggressive and abusing behavior may change depending on the platform, but most online gaming companies need to deal with aggressive and abusive players explicitly. This usually is tied to a reporting mechanism where the offended player reports an offense. In this paper, we develop tools for validating whether a verbal aggression offense report refers to a real offense or not, in the context of a very popular online social game, called Okey. Our approach relies on the analysis of player behavior and characteristics of offending players. In the proposed system, chat records and other social activities in the game are taken into account, as well as player history. This methodology is sufficiently generic, and it can be applied to similar gaming platforms, thus describing a useful tool for game companies. We report our results on data collected over a six months period, involving 100,000 users and 800,000 game records, and illustrate the viability of such analysis, while providing insights on the factors associated with verbal aggression and abusive behavior for social games.  相似文献   

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