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  April 13, 2025
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Works Cited

Shi, L., & Huang, W. (2004). Apply Social Network Analysis and Data Mining to Dynamic Task Synthesis for Persistent MMORPG Virtual World. Lecture Notes in Computer Science, 3166, 204-215.

Okada, Y., Masui, K., & Kadobayashi, Y. (2005). Proposal of Social Internetworking. Lecture Notes in Computer Science, 3597, 114.

Yee, N. (2003). The Demographics, Motivations and Derived Experiences of Users of Massively Multi-User Online Graphical Environments.  Presence: Teleoperators and Virtual Environments, 1-52.

YouTube,Inc (2006). Mischief & Dark Reverie vs Ragnaros. Retrieved May 8, 2006, from http://www.youtube.com/watch?v=7ZAeCrzuF8c&eurl=

Raybourn, M. E., & Waern, A. (2004). Social Learning Through Gaming. Software Psychology, 1-2.

Chen, M. (2005). Addressing Social Dilemmas and Fostering Cooperation through Computer Games. Digital Games Research Association, 1-7.

Ducheneaut, N., & Moore, R. J., (2004). The Social Side of Gaming: A Study of Interaction Patterns in a Massively Multiplayer Online Game. Computer Supported Cooperative Work, 6, 360-369.

Yee, N. (2005). The Psychology of Massively Multi-User Online Role-Playing Games: Motivations, Emotional Investment, Relationships, and Problematic Usage. Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments, 1-33.

Wikipedia (2006). MMORPG. Retrieved April 14, 2006, from http://en.wikipedia.org/wiki/Mmorpg

Papargyris, A., & Poulymenakou, A. (2004). Learning Opportunities in Massively Multiplayer Online Role Plaing Games player communities. Department of Management Science and Technology, 1-3.

Blizzard Entertainment  (2006) . Burning Crusade: Screenshots. Retrieved April 15, 2006, from http://worldofwarcraft.com/burningcrusade/screenshots.html?3@4

 
 
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