Skip to main content Accessibility help
×
Hostname: page-component-8448b6f56d-cfpbc Total loading time: 0 Render date: 2024-04-23T21:40:31.642Z Has data issue: false hasContentIssue false

12 - The Power of Social Features in Online Gaming

from Part IV - Techniques for Analyzing Game Data

Published online by Cambridge University Press:  15 June 2018

Kiran Lakkaraju
Affiliation:
Sandia National Laboratories, New Mexico
Gita Sukthankar
Affiliation:
University of Central Florida
Rolf T. Wigand
Affiliation:
University of Arkansas
Get access

Summary

Image of the first page of this content. For PDF version, please use the ‘Save PDF’ preceeding this image.'
Type
Chapter
Information
Social Interactions in Virtual Worlds
An Interdisciplinary Perspective
, pp. 313 - 336
Publisher: Cambridge University Press
Print publication year: 2018

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

References

Abulrub, A.-H. G., Attridge, A., & Williams, M. A. (2011). Virtual reality in engineering education: The future of creative learning. iJET, 6(4), 411.Google Scholar
Antila, J., & Lakkakorpi, J. (2003). On the effect of reduced quality of service in multiplayer on-line games. International Journal of Intelligent Games & Simulation, 2(2), 8995.Google Scholar
Dias, E. (2014). A model to evaluate QoE of online social gaming. MSc thesis, Delft University of Technology.Google Scholar
Drain, B. (2008). EVE evolved: EVE Online's server model. Retrieved from: http://massively.joystiq.com/2008/09/28/eve-evolved-eve-onlines-server-model/ (accessed October 11, 2017).Google Scholar
Funk, J. (2013). MOBA, DOTA, ARTS: A brief introduction to gaming's biggest, most impenetrable genre. Retrieved from: www.polygon.com/2013/9/2/4672920/moba-dota-arts-a-brief-introduction-to-gamings-biggest-most (accessed October 11, 2017).Google Scholar
Guo, Y., & Iosup, A. (2012). The Game Trace archive. In 11th International Workshop on Network and Systems Support for Games (NetGames) 2012: 1–6, Venice, Italy.Google Scholar
Iosup, A., Shen, S., Guo, Y., Hugtenburg, S., Donkervliet, J., & Prodan, R. (2014). Massivizing online games using cloud computing: A vision. In Multimedia and Expo Workshops (ICMEW), 14.Google Scholar
Jia, A. Lu, Shen, S., van de Bovenkamp, R., Iosup, A., Kuipers, F. A., & Epema, D. H. J. (2015, October). Socializing by gaming: Revealing social relationships in multiplayer online games. ACM Transactions on Knowledge Discovery from Data, 10(2), 11:1–11:29Google Scholar
Kuipers, F., Kooij, R., De Vleeschauwer, D., & Brunnstrom, K. (2010). Techniques for measuring quality of experience. In Proceedings of the 8th International Conference on Wired/Wireless Internet Communications (WWIC’10), Luleå, Sweden.Google Scholar
Lien, T. (2014, August 11). What if video games could help us flirt? Retrieved from: www.polygon.com/2014/8/11/5990319/game-oven-bounden-flirt (accessed October 11, 2017).Google Scholar
Liu, E. S., & Theodoropoulos, G. K. (2014). Space-time matching algorithms for interest management in distributed virtual environments. ACM Transactions on Modeling and Computer Simulation, 24(3), 123.Google Scholar
Märtens, M., Shen, S., Iosup, A., & Kuipers, F. A. (2015). Toxicity detection in multiplayer online games. In Proceedings of 14th International Workshop on Network and Systems Support for Games (NetGames), Zagreb, Croatia.Google Scholar
McCormick, R. (2013). ‘League of Legends’ eSports finals watched by 32 million people. Retrieved from:www.theverge.com/2013/11/19/5123724/league-of-legends-world-championship-32-million-viewers (accessed October 11, 2017).Google Scholar
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. London: Jonathan Cape.Google Scholar
Morse, K. L. (1996). Interest management in large-scale distributed simulations. Technical Report. Information and Computer Science, University of California, Irvine.Google Scholar
Nae, V., Iosup, A., & Prodan, R. (2011). Dynamic resource provisioning in massively multiplayer online games. IEEE Transactions on Parallel and Distributed Systems, 22(3), 380395.Google Scholar
Newzoo team. (2016). Global eSports market report. Reports an audience of over 130 million esports. Retrieved from: https://newzoo.com/insights/countries/global/ (accessed October 11, 2017).Google Scholar
Ries, M., Svoboda, P., & Rupp, M (2008, June). Empirical study of subjective quality for massive multiplayer games. In Proceedings of the 15th International Conference on Systems, Signals and Image Processing, Bartislava, Slovakia.Google Scholar
Shen, S., Hu, S-Y., Iosup, A., & Epema, D. H. J. (2015). Area of simulation: Mechanism and architecture for multi-avatar virtual environments. TOMCCAP, 12(1), 8.Google Scholar
Steam team (2016, February 28). Steam and game stats. Continuously updated numbers indicate millions of online players, from a base of over 100 million players. Retrieved from: http://store.steampowered.com/stats/ (accessed October 11, 2017).Google Scholar
Susi, T., Johannesson, M., & Backlund, P. (2007). Serious games – An overview. Technical Report HS-IKI-TR-07-001. School of Humanities and Informatics University of Skövde, Sweden.Google Scholar
Walker, W. E., Giddings, J., & Armstrong, S. (2011). Training and learning for crisis management using a virtual simulation/gaming environment. Cognition, Technology & Work, 13(3), 163173.Google Scholar
Wattimena, A. F., Kooij, R. E., van Vugt, J. M., & Ahmed, O. K. (2006). Predicting the perceived quality of a first person shooter: The quake iv g-model. In Proceedings of NetGames, New York, NY.Google Scholar
Wilson, C., Boe, B., Sala, A., Puttaswamy, K. P. N., & Zhao, B. Y. (2009). User interactions in social networks and their implications,” In Proceedings of the 4th ACM European conference on computer systems (EuroSys), Nuremberg, Germany.Google Scholar
World of Warcraft team. (2015, August). Expansion features for The Legion Awaits. Mentions “in-game communities,” “social groups,” and attention to “form the perfect group to play your way.” Retrieved from: http://eu.battle.net/wow/en/legion/#features (accessed October 11, 2017).Google Scholar

Save book to Kindle

To save this book to your Kindle, first ensure coreplatform@cambridge.org is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about saving to your Kindle.

Note you can select to save to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

Find out more about the Kindle Personal Document Service.

Available formats
×

Save book to Dropbox

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.

Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

Available formats
×