Effects of Online Games to Students

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Bibliography of Network Games Research
This list contains a number of network gaming related papers we came across. If you know of any relevant papers that are not listed below, please contact Sheng-Wei (Kuan-Ta) Chen (swc@iis.sinica.edu.tw), preferably bibtex-entries, since the list is generated automatically). The list was initiated by Joreg Widmer (joerg.widmer@epfl.ch), who maintained it until 2003. Sheng-Wei (Kuan-Ta) Chen started to maintain this list since May 2005. Especial thanks: Alberto Dainotti (University of Napoli (UoN) "Federico II") and John Miller (Microsoft Research). Last Update: July 29, 2011

[General]  [Traffic Analysis & Modelling]  [Security Issues / Anti-Cheating (Bot Detection)]  [Computer-Human Interaction]  [User Behavior Analysis]  [Quality of Service]  [Network Protocols]  [System Design / Architecture (Client-Server / Cloud, Peer to Peer / Overlay Networks)]  [Game Design Experience]  [Psychology]  [Statistics]  General

[Kaiser and Feng, 2009]
Edward Kaiser and Wu-chang Feng. Playerrating: a reputation system for multiplayer online games. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009. [Hildebrandt et al., 2008]
Tomas Hildebrandt, Sonja Bergsträßer, Christoph Rensing, and Ralf Steinmetz. Dynamic voice communication support for multiplayer online games. In Proceedings of ACM NetGames 2008, pages 102–103. ACM Press, 2008. (doi:10.1145/1517494.1517517) [Castronova, 2003]

Edward Castronova. Network technology, markets, and the growth of synthetic worlds. In Proceedings of ACM NetGames 2003, pages 121–134. ACM Press, 2003. (doi:10.1145/963900.963912) [Lewis and Jacobson, 2002]

Michael Lewis and Jeffrey Jacobson. Game engines in scientific research. Communications of the ACM, 45(1):27–31, January 2002. [Antunes et al., 2001]
Miguel Antunes, António Rito Silva, and Jorge Martins. An abstraction for awareness management in collaborative virtual environments. In Proceedings of ACM VRST 2001, pages 33–39. ACM Press, 2001. (doi:10.1145/505008.505015) [Laird and van Lent, 2001]

John E. Laird and Michael van Lent. Interactive computer games - human-level AI's killer application. AI Magazine, 22:15–26, summer 2001. [Manninen, 2001]
Tony Manninen. Virtual Team Interactions in Networked Multimedia Games — Case: ''Counter-Strike'' — Multi-player 3D Action Game. In Proceedings of PRESENCE2001 Conference, 2001. [Bernier, 2000]
Yahn W. Bernier. Half-Life and TeamFortress networking: Closing the loop on scalable network gaming backend services. InProceedings of the Games Developers Conference 2000, San Jose, CA, March 2000. [Top]

Traffic Analysis & Modelling
[Lee et al., 2011]
Yeng-Ting Lee, Kuan-Ta Chen, Yun-Maw Cheng, and Chin-Laung Lei. World of Warcraft avatar history dataset. In Proceedings of ACM Multimedia Systems 2011, February 2011. [Thawonmas et al., 2011]
Ruck Thawonmas, Keisuke Yoshida, Jing-Kai Lou, and Kuan-Ta Chen. Analysis of revisitations in online games. Entertainment Computing, 2011. [Ferreira and Morla, 2010]
Mário Ferreira and Ricardo Morla. Second Life in-world action traffic modeling. In Proceedings of ACM NOSSDAV 2010. ACM Press, 2010. (doi:10.1145/1806565.1806569) [Iosup et al., 2010]
Alexandru Iosup, Adrian Lascateu, and Nicolae Tapus. Cameo: enabling social networks for massively multiplayer online games through continuous analytics and cloud computing. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010. [Qi et al., 2009]

Hanghang Qi, David Malone, and Dmitri Botvich. 802.11 wireless LAN multiplayer game capacity and optimization. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009. [Thawonmas et al., 2009a]

Ruck Thawonmas, Junichi Oda, and Kuan-Ta Chen. Analysis of user trajectories based on data distribution and state transition: A case study with a massively multiplayer online game Angel Love Online. In Proceedings of GAMEON 2009, pages 56–60, November 2009. [Thawonmas et al., 2009b]

Ruck Thawonmas, Keisuke Yoshida, Jing-Kai Lou,...
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