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- China Bans Foreign Investment, Tech Partnerships In Its Online Games Industry
- More U.S. gaming companies and VCs are looking to the Chinese online gaming model—micro-transactions, virtual goods and subscriptions—as a source of inspiration and potential investment. But as far as actually owning a piece of a money-making company like Tencent, consider it forbidden, as Reuters reports that the General Administration...
- External links 2009-10-12
- IGDA Online Games White Paper
- Online games are an emerging market with many opportunities and challenges for game developers. While developers have expertise in designing and developing game experiences, they require additional knowledge about the business and technology implications of online games in order to maximize their chances for success in a growing and evolving...
- White papers 2003-03-01
- The Themis Report : Online Games
- The Themis Report is an analyst's report with a difference. It's a report created by people who have been in the trenches of online games virtually since the inception of the field, who are passionate about online gaming, but whom harsh experience has taught to be skeptical about extravagant claims....
- White papers 2003-03-04
- Multiple Pleasures Women and Online Gaming
- This article explores the issue of gender and computer games among women in massive multiplayer online role-playing environments MMORPGs. It explores what are traditionally seen as masculine spaces and seeks to understand the variety of reasons women might participate. There is an increasing usage among female gamers who are engaging...
- White papers 2003-07-15
- How Online Games will Shape the Law - Will Online Games Provide a New Pathway to collective Legal Personhood
- Online games have given us a whole new set of tools with which law and legally significant relationships can be created. This paper describes the means and modes to speculate about the way in which the new "social affordances" of games may lead to new kinds of social organization, including...
- White papers 2003-10-09
- Openmosix for the Creation of Low-Latency, High-Efficiency Game Clusters
- This paper describes about increasing usage of online gaming using various kind of software. Among them is ID software's Quake III or Sony's EverQuest, popular online gaming sites which reports more than 10 million players. These games are structured in a strictly client-server style, where the client is the game...
- White papers 2002-11-28
- Let the Games Begin Gaming Technology and Entertainment Among College Students
- Computer, video and Online games are woven into the fabric of everyday life for college students. And, they are more of a social/socializing activity than most suspected. A survey of college students was conducted playing Computer, video and online games where it was found that Seventy percent (70%) of college...
- White papers 2003-06-07
- The Economics of Online Gaming
- This white paper will examine the major market motivators behind the Online Gaming OLG industry. In broad strokes, economics is the pursuit of understanding what drives markets so that we can better understand where they are going. In that vein, it is important to explain all of the driving factors...
- White papers 2003-06-01
- Online Games White Paper
- Online games are an emerging market with many opportunities and challenges for game developers. While developers have expertise in designing and developing game experiences, they require additional knowledge about the business and technology implications of online games in order to maximize their chances for success in a growing and evolving...
- White papers 2003-03-01
- A Systematic Classification of Cheating in Online Games
- Cheating is rampant in current game play on the Internet, as a new major security concern. However, it is not as well understood by security experts as one might expect. This paper, first identify common forms of cheating as they have occurred or might occur in online games, Then define...
- White papers 2004-06-08
- Cheat-Proof Playout for Centralized and Distributed Online Games
- This paper explores possibility for cheating in real-time, multiplayer games for both client-server and distributed serverless architectures. The paper offers the first formalization of cheating in online games and proposes an initial set of strong solutions. The paper then develops an extended version of this protocol, called asynchronous synchronization, which...
- White papers
- Internet Games Host Game2XS Scales Effortlessly to Meet Surging Demand
- Game2XS was launched in late 2002 with the goal of becoming a major global player in the emerging online computer games market. However, the challenges for success are formidable. With the rush of online gamers into the marketplace, it needed to scale on demand to cope with the industry's explosive...
- Case studies
- Cable & Wireless Helps Rank.com Hit the Jackpot
- The Rank Group Plc is one of the UK's leading leisure and entertainment companies. It has a 40-year history of operating well known gaming brands such as Mecca Bingo and Grosvenor Casinos. As people were paying money to play for the first time on an online gaming site, security was...
- Case studies
- In-Game Ad Networks: Wanna Play
- Since the dawn of online video game, advertising game publishers have waited patiently for advertisers to take the industry mainstream. Integrating products into a highly interactive environment has always been strongly appealing, yet many marketers shied away due to uncertainty about targeting and ad delivery, and limitations in measuring consumer...
- White papers 2004-10-07
- Marketing and Advertising of Online Gaming in Canada
- Until June 2004, it was illegal to operate online gaming in Canada. There are many online gaming enterprises, which operate outside Canada, but accept bets from Canadians, but with no element of its operations emerging from Canadian soil. If such an enterprise does more than passively accept bets from Canadians,...
- White papers 2004-06-01
- Real Fictional Sociality: Agonic Relations in Online Gaming Communities
- The proliferation of combat themed online games like Quake, Asheron's Call, WarCraft, EverQuest and Counterstrike have cast a growing shadow across the consensual hallucination of the online gaming community. This paper describes a research, which employed qualitative and quantitative research tools to explore the social play experiences and attitudes of...
- White papers 2003-10-27
- Massive Online Gaming, Small Income
- The so-called MMORPG (Massive Multiplayer Online Role-playing Game) offers users a unique experience: the chance of playing, not against a machine, which in principle is more predictable, but against or with other people. In this way, the games become unique and unrepeatable and, apparently, the amusement factor is increased. These...
- White papers 2004-05-24
- Online Gaming: Getting Down to Business
- As the electronic gaming industry has grown, it has reinvented itself many times. Through these cycles of gaming evolution, each game stimulates more senses, is more realistic, and permits more people to play the game - all in an attempt to engage/attract more people for a longer period. Online gaming...
- White papers 2002-05-29
- The Significance of Character Generation and Customisation in MOGs
- In this paper the player characters in Massive Multiplayer Online Games MOGs are analyzed from an end-user perspective, for the purpose of understanding the implications of complex character generation systems, through a breakdown of player and player character relationships and of their significance in game play relationships. This paper expands...
- White papers 2002-10-24
- Online-Gaming as Marketing and Sales Catalyst
- The paper reveals that online games could become a key marketing and sales channel of the future. Like other media, however, gaming communities have their own rules and marketers must learn to obey them. Only by knowing these rules, and combining them with innovative marketing know-how, can marketers communicate and...
- White papers 2002-12-06
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