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Integration of Massively Multiuser Online Game with Other Models - Research Paper Example

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From the paper "Integration of Massively Multiuser Online Game with Other Models" it is clear that Massively Multiuser Online Game (MMOG) can be integrated into online educational systems, in order to provide better and advanced educational practices…
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Integration of Massively Multiuser Online Game with Other Models
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Online multiplayer games have gained popularity in parallel to the augmentation of Internet users worldwide. Multiplayer online gaming platform i.e. Massively Multiuser Online Game (MMOG) is an efficient platform that may lead to advances in online education, research platforms etc. The paper will highlight integration of Massively Multiuser Online Game (MMOG) with other models. Moreover, we will also discuss issues, threats, and risks associated with online gaming platforms. Keywords MMOG, online gaming platforms, online gaming Introduction Online gaming is considered a healthy source of entertainment. Likewise, after a stressful day, anyone can connect to the online gaming network to release stress and get entertained. The infrastructure provides a collaborative interface that connects one or more participants. As the Internet users are increasing, online gaming industry is also gaining popularity. In 2004, multi-player online games generated billions of revenue. A report related to online games was published in 2004. It demonstrated that 300 online games development companies have produced 175 online games, having 20 million players. Moreover, the report also illustrated that only a single online game named as “World of Warcraft” has generated $700 million via monthly subscription fee with 4 million subscribers around the world (Yeung, John Lui 2008). Massively Multiuser Online Game (MMOG) or massively multiplayer online (MMO) is an online computer played by many people on the Internet. Likewise, MMOG differs from traditional online games due to its everlasting environment. Anyone can join in between the game and at anytime (Mmog. 2011). There is no limit, as thousands of people can connect to MMOG’s. Popularity of MMOG has attracted attention of console video games, software engineers, researchers, organizations and media (Putzke, Fischbach et al. 2010). The hardware architecture of MMOG is partitioned via different hosed game servers. These servers store different worlds that are divided in many portions. The players are charged with a monthly subscription fee for unlimited gaming, as each game is connected with hundreds or thousands of players. Some of the games based on MMOG are Star wars, Everquest and lineage (, IBM Research - Online Games Research). However, other online games are also available. For instance, games based on First-person Shooter (FPS) or Server-based Games, low latency action games, online console action games, peer-to-peer games, mobile games etc. There is a limited amount of research that is conducted for network gaming and MMOG (, Mary Ann Liebert, Inc. - CyberPsychology & Behavior - 6(1):81). Likewise, research shows different approaches to protect MMOG and online gaming from security threats. For instance, any user can hack the gaming network to crash the server or use fake subscriptions credentials. This paper will highlight research and study in the context of network gaming and MMOG. Justifying Lags Although the portions of an online multi player game are hosted in different servers, there are still issues related to inconsistency of game play and experience. As thousands of players are connected from all around the world, a mechanism is required for a smooth multi player online game play experience. A research was conducted to overcome this issue. A proposed framework was implemented in order to analyze and control the hot spot region. Three contributors that were implemented in this study are (Zheng Da 2009) : Analytical model is presented for abstracting the operations from an associated point-to-point multi player online gaming platform. Likewise, the model was presented to quantify delays and analyze inconsistency (Zheng Da 2009) A definition for the concept of consistency was proposed altogether with inconsistency rates in the context of computing and distinctiveness along with activities of the player. By concluding from the numeric results in conjunction with the models, the researchers proved that if the system becomes slow for a longer period, risk consistency loss occur higher (Zheng Da 2009) The researchers observed that the above three factors, the number of players in the region, factor defining mobility factor and the player’s activity in the region straightforwardly affects the delays of the system along with consistency loss. Moreover, the fourth factor defines the strategy of design associated with inconsistency control is based on examining the inconsistency status by implementing the formula that is used in the study. Furthermore, the strategy also preserves the new design and deployment of the game. In addition, the control algorithms are specifically managed by advanced mechanisms (Zheng Da 2009). Therefore, heterogeneous environment may have played a role for creating unexpected delays. Likewise, this issue can be eliminated by a technique called delay compensation. Facilitating Education As bandwidth, computer hardware and processers are becoming cheap, online gaming is extending in terms of features, rich online experience and innovation. Likewise, online gaming will become revolutionary, as it will become more complex and at the same time, providing improved artificial intelligence and customization (Childress, Braswell 2006). These factors will facilitate the online gaming platform to integrate with education systems, online training and performance support systems. After the integration of online gaming platform, there is a requirement to address issues related to online teaching and online learning. For instance, adding high level thinking skills, problem solving skills, identity and social affiliation. Furthermore, the online gaming platforms will also server services to researchers that may explore further opportunities for training and education (Childress, Braswell 2006). The integration of online network gaming platforms with online learning systems will facilitate realism and augment interactivity, eliminating negative factors that are caused previously. Moreover, these systems will implement face-to-face learning environments along with virtual learning environments. As these two factors, i.e. realism and interactivity will emerge as pioneer teaching models and may reflect new ways of teaching. Furthermore, the augmentation in artificial intelligence will facilitate learning agents to contribute in the online system more efficiently. Online Gaming for Next Generation (Mysirlaki, Paraskeva 2010) conducted one more study in the context of online gaming. Pearson correlation analysis was implemented which highlighted a tough constructive relationship was created between intrinsic motivation and sense of community i.e. (r=0.479**), and a relationship between game performance and sense of community i.e. (0.298*). These analysis exploited the capacity to construct a community in online games is motivating for players. Moreover, analysis also demonstrated that when the sense of community is higher in the game, the performance of the players enhanced. However, these analyses were not validated until now until the researchers conducted a multi linear regression. Fig 1 demonstrates the relationship with the sense of belonging in a community is inherent game presentation and inspiration. Figure 1.1Retrieved from(MYSIRLAKI, S. and PARASKEVA, F., 2010. Online Games for the Next Generation of Workers. International Journal of Advanced Corporate Learning, 3(4), pp. 21-25) As per the equation: “Sense of Community= 1.234+0.427*Intrinsic Motivation + 0.188*Game Performance (1)” (Mysirlaki, Paraskeva 2010) The study concluded that the construction of communities in an online game is achievable for augmenting instructive enthusiasm. Therefore, the players can augment their performance in the game. Hence, the above study demonstrates that the multiplayer online games are efficient in terms of design. However, these designs must be addresses for constructing educational games (Mysirlaki, Paraskeva 2010). Cheats and Hacks Online gaming encounters threats named as cheats and hacks in an online multiplayer environment. Threats are classified in terms of categories, as multi player online games are available online in terms of role-playing games, turn- based games, real time strategic games, and first person shooter games. Some of the cheats associated with a different type of online games are classified as (Yeung, John Lui 2008): A cheat named as ‘Look ahead cheat’ affects turn-based games. This type of cheat provides opportunities for the last player to make decisions on concurrent actions. Consequently, player using this cheat can make decisions that are based on the other player’s decisions (Yeung, John Lui 2008). Trade hack is another type of cheat that is a threat for role-playing games. The severity of this cheat is slightly higher as it attacks and penetrates to the security framework of a network transaction. For instance, some role-playing games facilitate players to exchange items with other players or computer during the game (Yeung, John Lui 2008). Likewise, the cheat disconnects player 1 after receiving an item from player 2. Moreover, Item grabber is also a type of cheat that is used to facilitate the user to achieve target or mission. Real time strategy games are affected by cheats known as ‘Map hack’. The cheat discloses hidden information of the game. Moreover, the cheat may reveal the whole map of ay game at the beginning, making all the targets visible that may otherwise consume a lot of time to explore. Furthermore, ‘Speedhack’ is another form of cheat that disrupts and modifies timing of the client. Consequently, timing allows the player or hacker to gather resources quickly, as compared to other players connected to the game (Yeung, John Lui 2008). First person shooter games are affected by threats known as ‘Wall Hack’. This type of cheat allows the player to pass between walls by rendering the display of the game (Yeung, John Lui 2008). Moreover, the hacker may see all the objects and items that were previously hidden behind the wall. Furthermore, another cheat known as ‘Aiming Robot’ facilitates the player to maneuver anywhere within the game. Therefore, the player can reach to a specific target early as compared to other players. By discussing these threats, anyone who may not be an expert hacker can also disrupt online gaming experience. As the online gaming industry is generating massive revenue, people only prefer online gaming sites that may protect to eliminate there kind of threats. Therefore, it is extremely important for organizations to address security issues that may become a threat for an online gaming platform. Social Issues (Peters, Malesky Jr 2008) conducted a research based on time spent by an individual on massively multiplayer online games. The consequences of the research concluded that the more time an individual spent on these games, the probability of issues increases in their lives. However, the severity of relationship is moderate. It concludes that not everyone, spending a lot of time playing online games is affected. Likewise, individuals who are affected may face issues such as personality that can be linked with this activity. Moreover, two factors that are of interest include neuroticism and kindness. Furthermore, it can be logically suggested that the individuals spending more time on player online games are avoiding face-to-face communication for a longer period. Therefore, they cannot maintain good relationships due to lack of basic skills. Moreover, if an individual feel himself or herself dejected while handling face-to-face relationships, they will feel distress by the fact. Although, the study demonstrated that these individuals are keen to get social relationships and consider them more secure in comparison. Conclusion After through research, we can conclude that Massively Multiuser Online Game (MMOG) can be integrated in to online educational systems, in order to provide better and advanced educational practices. Moreover, players can also be motivated to perform better with the aid of correlation analysis. Conversely, there are several issues related to Massively Multiuser Online Game (MMOG), as thousands of users are connected, inconsistency can cause delays and may disrupt online gaming experience. Furthermore, cheats can also disrupt online gaming experience, as users tend to like anti cheat and anti hack games. In addition, players who play a longer period may have social issues and may fail to maintain a relationship with other people. Likewise, these individuals are not habitual for a face-to-face communication and are keener to maintain social relationships. However, their failure in face-to-face communication may create stress. Hence, after discussing and researching on several aspects, efforts in terms of research must increase, in order to implement these dynamic multiplayer gaming models into trustworthy educational and research models. References Mmog. 2011. Computer Desktop Encyclopedia, , pp. 1. PUTZKE, J., FISCHBACH, K., SCHODER, D. and GLOOR, P.A., 2010. The Evolution of Interaction Networks in Massively Multiplayer Online Games. Journal of the Association for Information Systems, 11(2), pp. 69-94. , IBM Research - Online Games Research . Available: http://www.research.ibm.com/gaming/ [8/1/2011, 2011]. YEUNG, S. and JOHN LUI, 2008. Dynamic Bayesian approach for detecting cheats in multi-player online games. Multimedia Systems, 14(4), pp. 221-236. PETERS, C.S. and MALESKY JR, L.A., 2008. Problematic Usage Among Highly-Engaged Players of Massively Multiplayer Online Role Playing Games. CyberPsychology & Behavior, 11(4), pp. 481-484. CHILDRESS, M. and BRASWELL, R., 2006. Using Massively Multiplayer Online Role?Playing Games for Online Learning. Distance Education, 27(2), pp. 187-196. ZHENG DA, W., 2009. A Framework for Inconsistency Analysis and Control of Massively Multiplayer Online Games. Journal of Communications, 4(10), pp. 803-814. , Mary Ann Liebert, Inc. - CyberPsychology & Behavior - 6(1):81 . Available: http://www.liebertonline.com/doi/abs/10.1089/109493103321167992 [8/1/2011, 2011]. MYSIRLAKI, S. and PARASKEVA, F., 2010. Online Games for the Next Generation of Workers. International Journal of Advanced Corporate Learning, 3(4), pp. 21-25. Read More
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