Player and Team Performance in EverQuest II and Halo 3
The market for video games has skyrocketed over the past decade. In the United States alone, the video game industry in 2009 generated almost US$20 billion in sales. Furthermore, according to Lenhart et al. (2008), an estimated 97% of the teenage population and 53% of the adult population are regula...
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sg-smu-ink.sis_research-25182012-06-22T03:26:14Z Player and Team Performance in EverQuest II and Halo 3 SHIM, Kyong Jin Damania, S. Delong, C. Srivastava, J. The market for video games has skyrocketed over the past decade. In the United States alone, the video game industry in 2009 generated almost US$20 billion in sales. Furthermore, according to Lenhart et al. (2008), an estimated 97% of the teenage population and 53% of the adult population are regular game players. Massively multiplayer online games (MMOGs) have become increasingly popular and amassed communities comprised of over 47 million subscribers by the year 2008. MMOGs are online spaces providing users with comprehensive virtual universes, each with its own unique context and mechanics. They range from the fantastical world of elves, dwarfs, and humans to space faring corporations and mirrors of our world. Large numbers of users interact and role-play via in-game mechanics. 2011-09-01T07:00:00Z text https://ink.library.smu.edu.sg/sis_research/1519 info:doi/10.1109/MPOT.2011.941083 http://dx.doi.org/10.1109/MPOT.2011.941083 Research Collection School Of Computing and Information Systems eng Institutional Knowledge at Singapore Management University Databases and Information Systems Numerical Analysis and Scientific Computing |
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Databases and Information Systems Numerical Analysis and Scientific Computing SHIM, Kyong Jin Damania, S. Delong, C. Srivastava, J. Player and Team Performance in EverQuest II and Halo 3 |
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The market for video games has skyrocketed over the past decade. In the United States alone, the video game industry in 2009 generated almost US$20 billion in sales. Furthermore, according to Lenhart et al. (2008), an estimated 97% of the teenage population and 53% of the adult population are regular game players. Massively multiplayer online games (MMOGs) have become increasingly popular and amassed communities comprised of over 47 million subscribers by the year 2008. MMOGs are online spaces providing users with comprehensive virtual universes, each with its own unique context and mechanics. They range from the fantastical world of elves, dwarfs, and humans to space faring corporations and mirrors of our world. Large numbers of users interact and role-play via in-game mechanics. |
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text |
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SHIM, Kyong Jin Damania, S. Delong, C. Srivastava, J. |
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SHIM, Kyong Jin Damania, S. Delong, C. Srivastava, J. |
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SHIM, Kyong Jin |
title |
Player and Team Performance in EverQuest II and Halo 3 |
title_short |
Player and Team Performance in EverQuest II and Halo 3 |
title_full |
Player and Team Performance in EverQuest II and Halo 3 |
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Player and Team Performance in EverQuest II and Halo 3 |
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Player and Team Performance in EverQuest II and Halo 3 |
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player and team performance in everquest ii and halo 3 |
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Institutional Knowledge at Singapore Management University |
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2011 |
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https://ink.library.smu.edu.sg/sis_research/1519 http://dx.doi.org/10.1109/MPOT.2011.941083 |
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