Your Search Results

Use this resource - and many more! - in your textbook!

AcademicPub holds over eight million pieces of educational content for you to mix-and-match your way.

Experience the freedom of customizing your course pack with AcademicPub!
Not an educator but still interested in using this content? No problem! Visit our provider's page to contact the publisher and get permission directly.

Player and Team Performance in Everquest II and Halo 3

By: Srivastava, J.; DeLong, C.; Damania, S.; Kyong Jin Shim;

2011 / IEEE


This item was taken from the IEEE Periodical ' 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 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.