multiplayer online game
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2021 ◽  
Vol 5 (1) ◽  
pp. 1-8
Author(s):  
Darius Andana Haris ◽  
Viny Christiani Mawardi ◽  
Davin Pratama

Knights Fantasy Online is a massively multiplayer online game with role-playing game genre. This game was developed using ActionScript 3.0 of Adobe Flash for client and Java for its server, while the design of the game was designed using Adobe Illustrator. This research is intended to make multiplayer online games using Adobe Flash. In this game, Players start their adventure in a world called Edenia as a knight from a kingdom called Aurum, the player is in charge of controlling the population of monsters. Players can take on quests, collect equipment and improve their character's ability. The game was tested by using Blackbox, alpha, beta and stress test. Through the results of a questionnaire distributed to 40 people. The test results shows that Knights Fantasy Online has an interesting gameplay, easy to understand and also has enough features as a massively multiplayer online game.


2021 ◽  
pp. 031289622098111
Author(s):  
Cheuk Hang Au ◽  
Kevin KW Ho

It is estimated that from 2015 to 2025, the Global Multiplayer Online Game (MMOG) market will be growing at a compound annual growth rate of 10.2%. However, rapid market changes have shortened the lifespan of many MMOGs. This market phenomenon may demotivate prospective market players and thus decelerate the market growth. To address the lifespan issue, we conducted a netnographic case study on ‘TalesRunner’, which has successfully operated for longer than many other MMOGs. Based on the data from over 5.2 million messages from its official forum, as well as data from different secondary sources, we established a lifecycle model of MMOG in conjunction with the Technology-Organization-Environment (TOE) framework and offered theoretical implications for both MMOG and lifecycle theory. JEL Classification: M15


2020 ◽  
Vol 13 (4) ◽  
pp. 648-661 ◽  
Author(s):  
Jose A. Ruiperez-Valiente ◽  
Matthew Gaydos ◽  
Louisa Rosenheck ◽  
Yoon Jeon Kim ◽  
Eric Klopfer

2020 ◽  
Vol 12 (2) ◽  
pp. 165-181 ◽  
Author(s):  
Oskar Milik ◽  
Nick Webber

EVE Online is a massively multiplayer online game that has gained notoriety for player organizations boasting thousands of active members. The complexity of these groups presents substantial challenges, and leaders have explored multiple approaches to organization and governance. They often employ structures and language drawn from historical social systems, family or nationality to create social order. Here we examine the use of feudalism in EVE ‐ as a structure of power, an indicator of legitimacy and a mechanism of waging war. We demonstrate that even as leaders incorporate feudal language into their organizations, their application of these concepts is influenced by capitalism and individualism. We argue that the final social and economic system is neither truly feudal nor capitalist, but instead an accommodation between the two, shaped by player knowledge, experience and in-game needs. We conclude that such systems support legitimate structures of power, which encourage player participation and produce more sustainable player organizations.


2020 ◽  
Vol 13 (1) ◽  
Author(s):  
Kelly Bergstrom

In this article, I argue for the inclusion of ‘deviant leisure’—a concept borrowed from the neighboring field of Leisure Studies—to provide Game Studies with a more robust theoretical toolkit to examine negative player-to-player interactions within online gameworlds. As a means of adding additional vocabulary to describe norms violating behavior, this article uses the Massively Multiplayer Online Game EVE Online as a case study to demonstrate how deviant leisure can be an effective framework for unpacking some of the behaviors observed within gameworlds that don’t quite fit into other commonly used categories such as dark play, griefing, trolling, or toxicity. Of particular value for Game Studies, deviant leisure has within it an embedded critique of the social order. In this article, I argue that what is happening in EVE is a rejection of games being coopted by society into becoming an activity that must be productive, and instead via the lens of deviant leisure we can recast these events as a struggle for gameplay to return to leisure for leisure’s sake.


2020 ◽  
Vol 8 (1) ◽  
pp. 36-43
Author(s):  
Gabe Dimas Wicaksana ◽  
Maman Abdurohman ◽  
Aji Gautama Putrada

Online multiplayer games require internet networks to play with opposing players more exciting because multiple players can fight each other. The game experiences lag, which is expressed as the quality of experience (QoE), is one of the most common problems for online multiplayer games, causing the games less exciting to play. This study examined the implementation of Message Queue Telemetry Transport (MQTT) as a communication protocol in multiplayer online games using Arduino and compared its performance against HTTP. QoE used data collected using the mean opinion score (MOS) method. The MQTT resulted in an average QoE score of 3.9 (Pingpong) and 4 (TicTacToe) MOS units, while on HTTP 3.8 (PingPong and TicTacToe). The use of the MQTT communication protocol can improve the QoE of multiplayer online game players compared to HTTP.


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