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Volumn , Issue , 2011, Pages 77-83

Measuring cooperative gameplay pacing in World of Warcraft

Author keywords

Computer games; Social games; Tools; World of Warcraft

Indexed keywords

COMPUTER GAME; COOPERATIVE SCENARIOS; GAMEPLAY; LEVEL OF DIFFICULTIES; MMORPGS; NON-TRIVIAL; PLAYABILITY; PLUG-INS; SOCIAL GAMES; VIDEO GAME; WORLD OF WARCRAFT;

EID: 84858982294     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/2159365.2159376     Document Type: Conference Paper
Times cited : (16)

References (16)
  • 3
    • 84858965031 scopus 로고    scopus 로고
    • Blizzard Entertainment, Feb.
    • Blizzard Entertainment. World of Warcraft API.http://www.wowwiki.com/ World-of-Warcraft-API,Feb. 2011.
    • (2011) World of Warcraft API
  • 4
    • 77955006676 scopus 로고    scopus 로고
    • M. Booth. AI systems of Left 4 Dead.http://www.valvesoftware.com/ publications/2009/ai-systems-of-l4d-mike-booth.pdf, 2009.
    • (2009) AI systems of Left 4 Dead
    • Booth, M.1
  • 7
    • 34547595997 scopus 로고    scopus 로고
    • Building an MMO with mass appeal: A look at gameplay in World of Warcraft
    • N. Ducheneaut, N. Yee, E. Nickell, and R. J. Moore. Building an MMO with mass appeal: A look at gameplay in World of Warcraft. Games and Culture, 1:281-317, 2006.
    • (2006) Games and Culture , vol.1 , pp. 281-317
    • Ducheneaut, N.1    Yee, N.2    Nickell, E.3    Moore, R.J.4
  • 10
    • 84858961148 scopus 로고    scopus 로고
    • LÖVE Development Team
    • LÖVE Development Team. LÖVE 2D. http://love2d.org/.


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.