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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Main Authors: SHIM, Kyong Jin, Damania, S., Delong, C., Srivastava, J.
Format: text
Language:English
Published: Institutional Knowledge at Singapore Management University 2011
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Online Access:https://ink.library.smu.edu.sg/sis_research/1519
http://dx.doi.org/10.1109/MPOT.2011.941083
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spelling 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
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Databases and Information Systems
Numerical Analysis and Scientific Computing
spellingShingle 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
description 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.
format text
author SHIM, Kyong Jin
Damania, S.
Delong, C.
Srivastava, J.
author_facet SHIM, Kyong Jin
Damania, S.
Delong, C.
Srivastava, J.
author_sort 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
title_fullStr Player and Team Performance in EverQuest II and Halo 3
title_full_unstemmed Player and Team Performance in EverQuest II and Halo 3
title_sort player and team performance in everquest ii and halo 3
publisher Institutional Knowledge at Singapore Management University
publishDate 2011
url https://ink.library.smu.edu.sg/sis_research/1519
http://dx.doi.org/10.1109/MPOT.2011.941083
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