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» Experiential Motives for Playing Online Games
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CHI
2007
ACM
14 years 5 months ago
Project massive: self-regulation and problematic use of online gaming
A longitudinal design was employed to collect three waves of survey data over a 14 month period from 2790 online gamers. Respondents were asked questions about their gaming activi...
A. Fleming Seay, Robert E. Kraut
DIGRA
2005
Springer
13 years 10 months ago
Designing Goals for Online Role-Players
The increasing popularity of persistent worlds and the predicted rise of pervasive gaming, both having a strong inherent potential for role-playing, stress a classical challenge o...
Markus Montola
DIGRA
2005
Springer
13 years 10 months ago
The pleasures and practices of virtualised consumption in digital spaces
Videogames now enable players to spend virtual fortunes on exotic virtual goods and even create and sell virtual artefacts. Online consumers may also browse endlessly through virt...
Mike Molesworth, Janice Dengeri-Knott
PVLDB
2010
100views more  PVLDB 2010»
12 years 11 months ago
Efficient Proximity Detection among Mobile Users via Self-Tuning Policies
Given a set of users, their friend relationships, and a distance threshold per friend pair, the proximity detection problem is to find each pair of friends such that the Euclidean...
Man Lung Yiu, Leong Hou U, Simonas Saltenis, Kosta...