A Case Study on Using RTF for Developing Multi-player Online Games

Author(s):  
Alexander Ploss ◽  
Frank Glinka ◽  
Sergei Gorlatch
Keyword(s):  
Author(s):  
Patricia A. Young

The global game industry expects substantial growth in the next decades. Massive multiplayer online games (MMOG) are expected to skyrocket from the $3.8 billion reported in 2006 to $11.8 billion by 2011 (Olausson, 2007). The video game industry is expected to grow at an annual rate of 9.1%, or from a $31.6 billion in 2006 to $48.9 by 2011. Serious games are the new growth area. These games are reportedly not for entertainment purposes and are being developed by and for industries such as government, education, health, and business (Scanlon, 2007). Given these figures, the role of game design will have global implications for groups of people around the world. Therefore, design and development must meet the challenges of this technological revolution.


2020 ◽  
Vol 1 (3) ◽  
pp. 21-39
Author(s):  
Maria A. Andrianova ◽  
Ellina V. Vlasenko

In the practice of the Russian courts, when creating an account in an online multiplayer game, any agreement concluded between the provider and the user seems to be covered by article 1062 of the Civil Code of the Russian Federation, which is why this topic is not subject to judicial examination. However, this approach is unlikely to be applied for much longer, as it does not stand up to criticism. It can only be interpreted as a court attempt to insulate itself from the issue of virtual property. This article is devoted to the consideration the key risks to a provider related to the uncertain legal status of an online games’ terms of use, particularly the prohibition to share a user’s account or login credentials with anyone and a user’s actual rights to virtual content associated with his account. To achieve the research goal, the authors review the legal literature and perform a case study in this area, use a comparative method to identify legislative approaches in different legal systems regarding a user’s rights to their account and the virtual content connected with it, and determine the aspects of the user agreement that obviously contain risks for the provider. As a result of the research, the authors conclude that online multiplayer games are a sphere that tends to self-regulate. Therefore, to the extent possible, the risk of imbalance between self-regulation capabilities and the need to avoid abuse of the current situation, both by providers and users, should be minimized. The main source of regulation for relations between providers and players remains an agreement between them, which can be qualified as a mixed contract. However, such a qualification carries a risk for the provider, due to the complexity of determining the consequences of using the agreement as a single document, which combines various goals, ranging from determining the amount of processing of a player’s data and to fixing the legal regime of a user’s account. Regarding prohibition to share a user’s account, the authors assume that, according to Russian legislation, the most appropriate path is to determine it as a prohibition of assignment to secure providers from the liability for protection of users’ data. The lack of special regulation in this area allows the provider, through the terms of use, to sidestep the potential risk of protecting the player’s copyright on virtual content associated with his account. The authors, however, suggest that using an analogue of the American “sweat of the brow” doctrine in user agreements can to a certain extent remove the provider’s risks associated with the players’ real rights to their in-game property.


2019 ◽  
Vol 6 (2) ◽  
pp. 56-74
Author(s):  
Husniah Ramadhani Pulungan

This article aims to strike a balance between online games that have some negative impacts and offline games (which are paired with the term sports or games) in the era of the industrial revolution 4.0. The method used is descriptive qualitative with a case study because the source of the data is from the uti-utian of the Angkola tribe which originates from a written document titled "Adat budaya Batak Angkola menelusuri perjalanan masa". The results revealed three categories of uti-utian namely: children's games, dexterity, and the device to block. Cultural themes resulting from these three categories include: being able to practice fitness, agility, positive social interactions (cooperation, honesty, sportsmanship, solidarity, solidarity, tolerance, patience, agility, being smart in looking for opportunities, clever in finding solutions), learning to appreciate victory, tolerant defeat, clear-minded, and the most important thing is to be happy in life. Thus, this study can still be developed in further research by deepening the comparison of the types of online games that continue to develop which are equivalent to the types of offline games based on deeper arguments.


2021 ◽  
Vol 328 ◽  
pp. 03002
Author(s):  
I Junaidi ◽  
A Mubarak ◽  
S Kapita ◽  
R Rosihan ◽  
HK Siradjuddin

Online game addiction is the behavior of someone who wants to always play online games that lasts a long time and allows the individual concerned to not be able to control it so that it can have a negative impact that can have a negative impact on health and mental if too frequently play it. The aim of this study is to diagnose the online game addiction scale to students using the certainty factor algorithm. The level of online game addiction will be divided into three levels, namely: mild, moderate and severe addiction diagnoses. The calculation process starts from determining the weight value of each symptom and then determining the weight value of the user then calculating the weight value of each symptom with the user’s weight value using the certainty factor method so as to produce how large the percentage level of online game addiction. The results showed that from a number of processed data the diagnostic results were obtained 13% of students with mild addiction, 37% of students with moderate addiction, 50% of students with severe addiction.


Guidance ◽  
2020 ◽  
Vol 17 (02) ◽  
pp. 9-20
Author(s):  
Sofyan Abdi ◽  
Yeni Karneli

This study aims   to describe the application of individual counseling services to counselees who are addicted to online games. The object of this study is a 19-year-old man who lives in the Bekasi area. This problem is researched using a qualitative approach with the type of case study research. The data were collected through interviews, observation and documentation. The data collected is descriptive qualitative using an interactive analysis model. The results of the research are presented through the dynamics of BMB3 in individual counseling services carried out in several stages, including: (1) Delivery; (2) Scoping; (3) Interpretation; (4) Development; (5) Assessment. The application of individual counseling is directed towards structured positive behavior that is seen through the process of thinking, acting, acting and being responsible for oneself. The results of this study indicate that individual counseling with the concept of BMB3 is effective for the problem of online game addiction.


Author(s):  
Sri Mawani ◽  
Myrnawati Crie Handini ◽  
Elindra Yetti

This study aims to examine cases of nonsexual violence in Jakarta. The focus of research is nonsexual violence in early childhood in DKI Jakarta. This research uses the qualitative approach with method case study. Techniques of collecting data were using interviews, observation, and documentation. Data analysis was done using Miles and Hubberman models. The results showed that non-sexual violence forms of physical violence, verbal and emotional abuse of children did occur. The cause of violence in children is only caused by some problems, but because the behavior of the perpetrator dominates the victim until the victim is still a child unable to avoid violence that resulted in one of the victims died. The trigger of violence in children other than family disharmony, the background of economic conditions and online games is the cause of violent incidents in children. Efforts to prevent non-child sexual violence, the child should be entitled to be protected from all forms of violence.


2018 ◽  
Vol 11 (1) ◽  
Author(s):  
Steven Downing

Studies on parenting and online gaming abound, most of this literature considering the role of parents in educating their children about online safety, maintaining boundaries and limiting time spent online. Embedded within these inquiries is often the assumption that parents live with their children and must balance the physical-virtual divide. Relatively little research has considered the role of the virtual in the lives of parents who do not live with their children. In this inquiry, I present a narrative-ethnographic account of my experiences as a father living apart from my six-year-old son, communicating daily through various online games. I draw on my own experiences over the past three years, as well as formal and informal interviews with my son. I consider how our relationship has evolved in relation to virtual constructs including spaces, characters, and stories, and the extension of the virtual worlds we inhabit into our face-to-face conversations, play, and subjective individual and collective constructions of the reality of our relationship. Ultimately, I propose broader implications for the study of virtual worlds and relationships, as well as an expansion of the understanding of parenting in a digital age, where gaming is not always a distraction from familial engagement but can in fact integrate with family life.


2019 ◽  
Author(s):  
Garnis Maharani

Mobile phone is one of the technological developments that are used equally in all ages, including teenagers. Excessive use of devices in adolescents, such as playing online games for hours without end, results in adverse effects, for example the effects of radiation that can interfere with their health because if someone continues to be exposed to radiation then the impact that arises in the future is very fatal. The purpose of writing this article is to make teenagers aware that excessive use of devices will cause harmful radiation effects to them and can make countermeasures to reduce excessive use of devices in adolescents and the effects of radiation that arise. In this article I use a descriptive qualitative case study method by obtaining a sample of research results using an online questionnaire that I distributed to UNS students with a vulnerable age of 17-19 years. From the results it can be seen that the use of devices for UNS students aged 17-19 years who use devices on average more than 7 hours and most of them use devices to access social media and there are some who use devices to play online games. By knowing the intensity of time to use the device for UNS students I can make prevention efforts and conclude whether the use of devices for UNS students is still in the safe class or is excessive.


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