online game Resources on BNET
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21 Resources for

online game

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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...
Tags: Games, online game, digital media, IBM Corp., Linux, hardware, industry, Internet, computer
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...
Tags: Games, Cable and Wireless Plc., online game, entertainment, brand, security, game, Internet
Case studies
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...
Tags: Games, PRODUCTIVITY, University of British Columbia, online game, game, technique, clustering, client-server, analysis, performance
White papers
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...
Tags: Games, online game, game, security, Internet
White papers 2004-06-08
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,...
Tags: Games, online game, Canada, marketing, advertisement, game
White papers 2004-06-01
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...
Tags: Games, Operational accounting, online game, income, game, Internet
White papers 2004-05-24
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...
Tags: Games, Simon Fraser University, EverQuest, online game, game, tool
White papers 2003-10-27
Project Massive 1.0: Organizational Commitment, Sociability and Extraversion in Massively Multiplayer online games
Massively Multiplayer Online Games (MMPs) continue to be a popular and lucrative sector of the gaming market. Project Massive was created to survey MMP players about their play experience, social experience, and communication tool usage both inside and outside of their gaming environments. The primary focus of Project Massive has...
Tags: Games, Carnegie-Mellon University, game, survey, environment
White papers 2003-10-27
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...
Tags: Games, New York Law School, online game, game, tool
White papers 2003-10-09
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...
Tags: Gender and diversity, Games, gender, computer game, women, game, online game, computer, environment
White papers 2003-07-15
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...
Tags: Games, Corporate communications, PRODUCTIVITY, college student, online game, game, video, entertainment, computer, survey
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...
Tags: Games, Reed Elsevier Inc., online game, industry
White papers 2003-06-01
Online Console Gaming: An Evaluation of the Current Situation
Online gaming is very popular nowadays. With successes on the PC, it could be an opportunity for the console market. It has been tried in the past, but it has not really caught on. Now that the new generation of consoles is here, it is time to reevaluate the situation....
Tags: Games, console, online game, game, PC
White papers 2003-05-01
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....
Tags: Games, online game, game
White papers 2003-03-04
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...
Tags: Games, online game, game company, game, emerging market, knowledge
White papers 2003-03-01
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...
Tags: Games, Game players, online game, game company, game, video game console, wireless device, emerging market, game console, video game, console, knowledge, video, wireless, PC, Internet
White papers 2003-03-01
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...
Tags: Games, Marketing research, online game, marketing, marketing strategy, sales, game
White papers 2002-12-06
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...
Tags: Games, online game, game, client-server, console, environment, PC, server, software
White papers 2002-11-28
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...
Tags: Games, online game, game
White papers 2002-10-24
Harnessing the Hive: How online games Drive Networked Innovation
According to 20th-century entrepreneurial mythology, successful new product ideas spring fully formed from the brains of individual innovators. The problem is that this story doesn't explain a lot of leading-edge innovation, nor does it account for the dynamics that define a networked marketplace and the evolving relationship between companies and...
Tags: Games, entrepreneurial, online game, game
White papers 2002-10-01
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