Spontaneous Communities of Learning: Learning Ecosystems in Massively Multiplayer Online Gaming Environments

Author(s):  
Lisa L. Galarneau
Author(s):  
Jeremy Kackley ◽  
◽  
Matthew Gambrell ◽  
Jean Gourd ◽  

Developing broadband and internet technologies offers possibilities for new ways of minimizing the server bottleneck in online gaming as well as an increase in response and reliability. We look at a peer-to-peer (P2P) approach to circumnavigate some of the reliance on the central server and propose a protocol designed to increase responsiveness and reliability – which is also useful in meeting the unique requirements of a P2P approach.


Author(s):  
Gregor Schiele ◽  
Richard Suselbeck ◽  
Arno Wacker ◽  
Jorg Hahner ◽  
Christian Becker ◽  
...  

Author(s):  
Bart De Vleeschauwer ◽  
Bruno Van Den Bossche ◽  
Tom Verdickt ◽  
Filip De Turck ◽  
Bart Dhoedt ◽  
...  

Author(s):  
RONGGONG SONG ◽  
LARRY KORBA ◽  
GEORGE YEE ◽  
YING-CHIEH CHEN

Massively multiplayer role-playing gaming (MMORPG) has become a very popular entertainment in Asia. Along with the success of the massively multiplayer role-playing gaming industry in Asia, online gaming-related crimes have grown at an amazing rate. Most of the criminal cases are related to virtual properties since markets have developed for the virtual properties giving them real world values. There has been little research and resulting technologies for MMORPG virtual property protection. In order to reduce the crimes and protect online gaming systems, one potential solution is protecting the virtual properties in online gaming systems. In this paper, we propose a virtual property management language to meter the use of virtual property. The language provides a framework for managing the use of virtual properties and recording the history of transactions to trace the life of virtual properties.


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