Defining grief play in MMORPGs: player and developer perceptions
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Addressing cheating in distributed MMOGs
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Playability heuristics for mobile games
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Death matters: understanding gameworld experiences
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Ancient runes: using text input for interaction in mobile games
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Virtual "Third Places": A Case Study of Sociability in Massively Multiplayer Games
Computer Supported Cooperative Work
A two-phase approach to interactivity enhancement for large-scale distributed virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
Computers and Industrial Engineering
Playability heuristics for mobile multi-player games
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Cheating in networked computer games: a review
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Sustainable virtual world ecosystems
ACM SIGMIS Database
Enhanced mirrored servers for network games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Secure Referee Selection for Fair and Responsive Peer-to-Peer Gaming
Proceedings of the 22nd Workshop on Principles of Advanced and Distributed Simulation
Players who play to make others cry: the influence of anonymity and immersion
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
Deadline-Driven Auctions for NPC host allocation in P2P MMOGs
International Journal of Advanced Media and Communication
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Comparison of playtesting and expert review methods in mobile game evaluation
Proceedings of the 3rd International Conference on Fun and Games
Woodment: web-based collaborative multiplayer serious game
Transactions on edutainment IV
Efficient client-to-server assignments for distributed virtual environments
IPDPS'06 Proceedings of the 20th international conference on Parallel and distributed processing
Playing the system: using frame analysis to understand online play
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Server-side verification of client behavior in online games
ACM Transactions on Information and System Security (TISSEC)
Guild play in MMOGs: rethinking common group dynamics models
SocInfo'11 Proceedings of the Third international conference on Social informatics
A 3d-dialogue system between game characters to improve reality in MMORPG
PCM'04 Proceedings of the 5th Pacific Rim Conference on Advances in Multimedia Information Processing - Volume Part II
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
STFU NOOB!: predicting crowdsourced decisions on toxic behavior in online games
Proceedings of the 23rd international conference on World wide web
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From the Publisher: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).