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  • Online Multiplayer Games: Synthesis Lectures on Informaiton Concepts, Retarieval, and Services

    Online Multiplayer Games by Bainbridge, William Sims;

    Synthesis Lectures on Informaiton Concepts, Retarieval, and Services

    Series: Synthesis Lectures on Information Concepts, Retrieval, and Services;

      • GET 8% OFF

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      • Publisher's listprice EUR 33.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        13 686 Ft (13 035 Ft + 5% VAT)
      • Discount 8% (cc. 1 095 Ft off)
      • Discounted price 12 592 Ft (11 992 Ft + 5% VAT)

    13 686 Ft

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    Product details:

    • Publisher Morgan & Claypool Publishers
    • Date of Publication 30 January 2010
    • Number of Volumes Paperback

    • ISBN 9781608451425
    • Binding Paperback
    • No. of pages113 pages
    • Size 235x187 mm
    • Weight 228 g
    • Language English
    • 0

    Categories

    Short description:

    Introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centred computing, which includes many human-computer interaction issues and emphasizes social computing.

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    Long description:

    This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society.

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