140,39 €
155,99 €
-10% with code: EXTRA
Dynamische Contentanpassung bei Massive Multiplayer Online Games
Dynamische Contentanpassung bei Massive Multiplayer Online Games
140,39
155,99 €
  • We will send in 10–14 business days.
Diploma Thesis from the year 2006 in the subject Computer Science - Technical Computer Science, grade: 1,7, Free University of Berlin, language: English, abstract: Massive Multiplayer Online Games (MMOGs) are digital games that allow a large number of players to interact and communicate in a virtual environment. Due to the different characteristics and preferences of the individual player, he (or she) can be categorized into certain player-types with a specific motivation for playing. In the co…
  • Publisher:
  • Year: 2010
  • Pages: 154
  • ISBN-10: 3640508084
  • ISBN-13: 9783640508082
  • Format: 14.8 x 21 x 0.9 cm, softcover
  • Language: English
  • SAVE -10% with code: EXTRA

Dynamische Contentanpassung bei Massive Multiplayer Online Games (e-book) (used book) | bookbook.eu

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Diploma Thesis from the year 2006 in the subject Computer Science - Technical Computer Science, grade: 1,7, Free University of Berlin, language: English, abstract: Massive Multiplayer Online Games (MMOGs) are digital games that allow a large number of players to interact and communicate in a virtual environment. Due to the different characteristics and preferences of the individual player, he (or she) can be categorized into certain player-types with a specific motivation for playing. In the course of the game, this knowledge about the player motivation can be used to dynamically adapt the game environment. To achieve this, different parts of the game content such as objects, background story or tasks, can be changed during run-time. The first part of this thesis presents an introduction to MMOGs, their possible classifications and their history. Furthermore ways to categorize players and to describe game content will be discussed. The programming aspect of this thesis shows the design and implementation of a middleware. The middleware logs player action and according to this categorizes the player into a certain player type. This is used for presenting user-specific game content.

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  • Author: Tobias Fritsch
  • Publisher:
  • Year: 2010
  • Pages: 154
  • ISBN-10: 3640508084
  • ISBN-13: 9783640508082
  • Format: 14.8 x 21 x 0.9 cm, softcover
  • Language: English English

Diploma Thesis from the year 2006 in the subject Computer Science - Technical Computer Science, grade: 1,7, Free University of Berlin, language: English, abstract: Massive Multiplayer Online Games (MMOGs) are digital games that allow a large number of players to interact and communicate in a virtual environment. Due to the different characteristics and preferences of the individual player, he (or she) can be categorized into certain player-types with a specific motivation for playing. In the course of the game, this knowledge about the player motivation can be used to dynamically adapt the game environment. To achieve this, different parts of the game content such as objects, background story or tasks, can be changed during run-time. The first part of this thesis presents an introduction to MMOGs, their possible classifications and their history. Furthermore ways to categorize players and to describe game content will be discussed. The programming aspect of this thesis shows the design and implementation of a middleware. The middleware logs player action and according to this categorizes the player into a certain player type. This is used for presenting user-specific game content.

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