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Massively multiplayer online role-playing game

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people. These findings generally support Davis' cognitive behavioral model of Internet addiction, which postulates that dysfunctional self-related cognitions represent central factors contributing towards the development and maintenance of MMORPG addiction. The high degree of avatar identification found by Leménager et al. in the addicted group of this study indicates that MMORPG playing may represent an attempt to compensate for impairments in self-concept. Psychotherapeutic interventions should therefore focus on the development of coping strategies for real-life situations in which addicted players tend to experience themselves as incompetent and inferior.
3856: 695:(P2P) means that the MMO requires a monthly subscription fee or other ongoing fee in order to continue playing the game. It may also require an up-front purchase of the game in addition to the monthly subscription fee, though many of these up-front purchases include a month of game time. This was once the most common way for MMOs to finance themselves, but has fallen out of favor in recent years as an increasing number of games have switched to other business models due to difficulty in retaining a stable playerbase. 47: 1417:, it was found that just over one in five gamers (21%) said they preferred socializing online to offline. Significantly more male gamers than female gamers said that they found it easier to converse online than offline. It was also found that 57% of gamers had created a character of the opposite gender, and it is suggested that the online female persona has a number of positive social attributes. 992: 632:, have disposed of the 'monthly fee' model entirely, and recover costs directly through sales of the software and associated expansion packs. Still others adopt a micropayment model where the core content is free, but players are given the option to purchase additional content, such as equipment, aesthetic items, or pets. Games that make use of this model often have originated in Korea, such as 447:, either alone or in groups, are the primary ways to earn experience points. The accumulation of wealth (including combat-useful items) is also a way to progress in many MMORPGs. This is traditionally best accomplished via combat. The cycle produced by these conditions, combat leading to new items allowing for more combat with no change in gameplay, is sometimes pejoratively referred to as the 1335: 1639: 467:
to enforce a maximum reachable level for all players, often referred to as a level cap. Once reached, the definition of a player's progression changes. Instead of being awarded primarily with experience for completing quests and dungeons, the player's motivation to continue playing will be replaced with collecting money and equipment.
663:(F2P) means that there is no cost to purchase the software and there is no subscription charge. Variably applies to traditionally bought and forever available games (see Buy-to-play below). Most newer MMOs that fall under this category now includes microtransactions however, which causes them to overlap with the 1057:, sometimes shortened to "instances", are game areas that are "copied" for individual players or groups, which keeps those in the instance separated from the rest of the game world. This reduces competition, and also reducing the amount of data that needs to be sent to and from the server, reducing lag. 1401:
has surveyed more than 35,000 MMORPG players over the past several years, focusing on psychological and sociological aspects of these games. Recent findings included that 15% of players become a guild-leader at one time or another, but most generally find the job tough and thankless; and that players
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A German fMRT-study conducted by researchers of the Central Institute of Mental Health points towards impairments in social, emotional and physical aspects of the self-concept and a higher degree in avatar identification in addicted MMORPG players, compared to non-addicted and naive (nonexperienced)
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Buy-to-play (B2P) means that the MMO can only be played by purchasing the game, but there is no subsequent subscription fee for playing the game. These games may or may not include additional microtransactions, or may sell additional content in the form of expansions instead of asking for an ongoing
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Often, the widened range of equipment available at the maximum level will have increased aesthetic value to distinguish high ranking players in game between lower ranked players. Colloquially known as endgame gear, this set of empowered weapons and armor adds a competitive edge to both scripted boss
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Over time, the MMORPG community has developed a sub-culture with its own slang and metaphors, as well as an unwritten list of social rules and taboos. Players will often complain about 'grind' (a slang term for any repetitive, time-consuming activity in an MMORPG), or talk about 'buffs' and 'nerfs'
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In some MMORPGs, there is no limit to a player's level, allowing the grinding experience to continue indefinitely. MMORPGs that use this model often glorify top ranked players by displaying their avatars on the game's website or posting their stats on a high score screen. Another common practice is
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Though the vast majority of MMORPGs are produced by companies, many small teams of programmers and artists have contributed to the genre. As shown above, the average MMORPG development project requires enormous investments of time and money, and running the game can be a long-term commitment. As a
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from a shop and learn priestly skills, proceeding to speak, act, and interact with others as their character would. This may or may not include pursuing other goals such as wealth or experience. Guilds or similar groups with a focus on roleplaying may develop extended in-depth narratives using the
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disorder. The report suggests that individuals with autism spectrum disorder could benefit from MMORPGs by being provided a space to freely develop social skills and communication skills without the stress of face-to-face contact. This in turn opens new pathways for social therapy for individuals
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Linking real-world and virtual economies was rare in MMORPGs as of 2008, as it is generally believed to be detrimental to gameplay. If real-world wealth can be used to obtain greater, more immediate rewards than skillful gameplay, the incentive for strategic roleplay and real game involvement is
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There have been numerous discussions and evaluations by various scholarly institutions regarding the long-term effects of video game overuse. Many news agencies have criticized video games as promoting violent tendencies in its player base and encouraging anti-social behaviors. Ultimately this
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The cost of developing a competitive commercial MMORPG title often exceeded $ 10 million in 2003. These projects require multiple disciplines within game design and development such as 3D modeling, 2D art, animation, user interfaces, client/server engineering, database architecture, and network
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Many players report that the emotions they feel while playing an MMORPG are very strong, to the extent that 8.7% of male and 23.2% of female players in a statistical study have had an online wedding. Other researchers have found that the enjoyment of a game is directly related to the social
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has experimented with "cross-realm" (i.e. cross-server) interaction in player vs player "battlegrounds", using server clusters or "battlegroups" to co-ordinate players looking to participate in structured player vs player content such as the Warsong Gulch or Alterac Valley battlegrounds.
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techniques and physics simulation. The actual visual content (areas, creatures, characters, weapons, spaceships and so forth) is developed by artists who typically begin with two-dimensional concept art, and later convert these concepts into animated 3D scenes, models and texture maps.
685:) means that the majority or all of the game's content is available for free but players can pay for extra content, character customization, added perks or faster advancement into the game via microtransactions. Freemium thus overlaps with both the free-to-play and pay-to-play models. 1041:
As there are a number of wildly different titles within the genre, and since the genre develops so rapidly, it is difficult to definitively state that the genre is heading in one direction or another. Still, there are a few obvious developments. One of these developments is the
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that helps players determine which category they are associated with. With over 650,000 test responses as of 2011, this is perhaps the largest ongoing survey of multiplayer game players. Based on Bartle and Yee's research, Jon Radoff has published an updated model of player
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Additionally, patch 3.3, released on December 8, 2009, introduced a cross-realm "looking for group" system to help players form groups for instanced content (though not for open-world questing) from a larger pool of characters than their home server can necessarily provide.
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Developing an MMOG server requires expertise with client/server architecture, network protocols, security, and database design. MMORPGs include reliable systems for a number of vital tasks. The server must be able to handle and verify a large number of connections, prevent
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MMORPGs could theoretically work cheaply and efficiently in regulating server load, but practical issues such as asymmetrical network bandwidth, CPU-hungry rendering engines, unreliability of individual nodes, and inherent lack of security (opening fertile new grounds for
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In addition, most MMOGs require some degree of teamwork in parts of the game. These tasks usually require players to take on roles in the group, such as protecting other players from damage (called tanking), "healing" damage done to other players or damaging enemies.
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With the popularization of Facebook and microtransactions came a wave of Flash and HTML5 based MMORPGs that use the free to play model. They require no download outside of a browser and usually have heavily integrated social media sharing features.
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that runs continuously, and players connect to it via a client software. The client software may provide access to the entire playing world, or further 'expansions' may be required to be purchased to allow access to certain areas of the game.
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would develop it further, using instances as a key element of gameplay. Since then, instancing has become increasingly common. The "raids", as mentioned above, often involve instance dungeons. Examples of games which feature instances are
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Leménager, Tagrid; Gwodz, Alexander; Richter, Anne; Reinhard, Iris; Kämmerer, Nina; Sell, Madlen; Mann, Karl (2013): "Self-Concept Deficits in Massively Multiplayer Online Role-Playing Games Addiction". European Addiction Research 19:
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are two examples of games that use such a format. Players generally must purchase the client software for a one-time fee, although an increasing trend is for MMORPGs to work using pre-existing "thin" clients, such as a web browser.
1484:'s failure to keep statistical records of the event, the 2005 Corrupted Blood Outbreak ultimately failed to produce any results. Nevertheless, the CDC has continued to express interest in the use of MMORPGs for disease research. 589:, which accommodates several hundred thousand players on the same server, with over 60,000 playing simultaneously (June 2010) at certain times. Some games allow characters to appear on any world, but not simultaneously (such as 577:
Depending on the number of players and the system architecture, an MMORPG might be run on multiple separate servers, each representing an independent world, where players from one server cannot interact with those from another;
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and frustration for the players, and can severely damage the reputation of a game, especially at launch. Care must also be taken to ensure that player population remains at an acceptable level by adding or removing servers.
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is a prominent example, with each separate server housing several thousand players. In many MMORPGs the number of players in one world is often limited to around a few thousand, but a notable example of the opposite is
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encounters as well as player vs player combat. Player motivation to outperform others is fueled by acquiring such items and is a significant determining factor in their success or failure in combat-related situations.
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diminished. It could also easily lead to a skewed hierarchy where richer players gain better items, allowing them to take on stronger opponents and level up more quickly than less wealthy but more committed players.
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As with all such cultures, social rules exist for such things as invitations to join an adventuring party, the proper division of treasure, and how a player is expected to behave while grouped with other players.
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Relationships formed in MMORPGs can often be just as intense as relationships formed between friends or partners met outside the game, and often involve elements of collaboration and trust between players.
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Developers had long considered writing a graphical MUD. the last major 2D virtual environment in the West marked the true beginning of the fifth age of MUDs: Origin Systems' 1997 Ultima Online (UO).
1433:, classified multiplayer RPG-players into four primary psychological groups. His classifications were then expanded upon by Erwin Andreasen, who developed the concept into the thirty-question 1276:, also on the PlayStation 2, was the first console MMORPG in North America. Although console-based MMORPGs are considered more difficult to produce, the platform is gaining more attention. 626:" games are always online, and most require some sort of continuous revenue (such as monthly subscriptions and advertisements) for maintenance and development purposes. Some games, such as 1018:") development of MMORPGs is less common compared to other genres. Still, many independent MMORPGs do exist, representing a wide spectrum of genres, gameplay types, and revenue systems. 4721: 1696: 613: 201: 3487: 1442:
that focuses on immersion, competition, cooperation and achievement. These elements may be found not only in MMORPGs, but many other types of games and within the emerging field of
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went live on CompuServe on December 15, 1985, after a very long internal test. The price was actually $ 6 an hour for 300 baud, $ 12 for 1200 baud. Serious players paid the bucks.
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Game publishers usually prohibit the exchange of real-world money for virtual goods, but others actively promote the idea of linking (and directly profiting from) an exchange. In
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restrictions were lifted, opening the Internet up for game developers, which allowed for the first truly "massively"-scoped titles. Finally, MMORPGs as defined today began with
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their characters, and there are rules that provide functionality and content to those who do. Community resources such as forums and guides exist in support of this play style.
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Nardi, Harris (2006), Strangers and Friends: Collaborative Play in World of Warcraft, Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
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The idea of attaching real-world value to "virtual" items has had a profound effect on players and the game industry, and even the courts. The virtual currency selling pioneer
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can be analyzed (using data logged by the game) and has value in economic research. More significantly, these "virtual" economies can affect the economies of the real world.
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In addition, the development team will need to have expertise with the fundamentals of game design: world-building, lore and game mechanics, as well as what makes games fun.
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has found that many people have expanded their emotional range by exploring the many different roles (including gender identities) that MMORPGs allow a person to explore.
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The front-end (or client) component of a commercial, modern MMORPG features 3D graphics. As with other modern 3D games, the front-end requires expertise with implementing
247: 341:, released in 2011, became the world's "fastest-growing subscription MMO in history" after gaining more than 1 million players within the first three days of its launch. 463:, a space-based MMORPG, uses an alternative method of progression where users train skills in real-time rather than using experience points as a measure of progression. 349:
Although modern MMORPGs sometimes differ dramatically from their predecessors, many of them share the same basic characteristics. These include several common features:
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project has been active since 1998 and formed a community of independent developers who are working on creating framework for a number of open-source MMORPGs. The
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to refer to massive multiplayer online role-playing games and their social communities. Previous to this and related coinages, these games were generally called
3525: 1857: 718: 143: 322:'s revenues exceeded a billion dollars in 2006. In 2008, the spending on subscription MMORPGs by consumers in North America and Europe grew to $ 1.4 billion. 148: 138: 1511:
The Division of Autism and developmental disabilities published a significant report detailing the value of MMORPGs for the treatment of individuals with
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by providing a controlled environment for the natural development of economic practices between players of including professions, trade, and services.
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R.Schroeder & A. Axelsson (2006). "The Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation, and Problematic Usage".
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Research has shown that for the positive learner, game-based interaction could reduce inhibition as well as enhance the enjoyment and motivation of
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The use of unsanctioned auction sites, which has led publishers to seek legal remedies to prevent their use based on intellectual-property claims.
3054:"An Exploration of Friendships and Socialization for Adolescents with Autism Engaged in Massively Multiplayer Online Role-Playing Games (MMORPG)" 1738: 4102: 3447: 1976:
Nicholas, Munn J. "The Reality of Friendship Within Immersive Virtual Worlds." Springer Science+Business Media (2011): 1-10. Web. 24 Oct. 2013.
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player for interfering in the economics and intended use of the game by selling WoW gold. Castronova's first study in 2002 found that a highly
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spend a considerable amount of time (often a third of their total time investment) doing things that are external to gameplay but part of the
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Many MMORPGs feature living economies. Virtual items and currency have to be gained through play and have definite value for players. Such a
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intended to use the incident as a research model to chart both the progression of a disease, and the potential human response to large-scale
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for their actions and use those points to reach character "levels", which makes them better at whatever they do. Traditionally, combat with
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The use of "bots" or automated programs, that assist some players in accumulating in-game wealth to the disadvantage of other players.
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Most MMORPGs provide different types of classes that players can choose. Among those classes, a small portion of players choose to
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It has been suggested by Springer University in Germany that MMORPGs encourage and provide opportunities to study and improve in
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market exists for virtual items and that it crosses over with the real world. This crossover has some requirements of the game:
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and its sequel avoid some degree of competition with other MMORPGs by only requiring the initial purchase of the game to play.
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MMORPGs, which are supported by advertising and purchases of in-game items. This free-to-play model is particularly common in
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The financial success of these early titles has ensured competition in the genre since that time. MMORPG titles now exist on
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Activity in-game devoted to increasing a character's experience, level, and/or skills. Leveling usually consists of killing
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MMORPGs are played throughout the world. Global revenues for MMORPGs exceeded half a billion dollars in 2005, and the
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Davis, RA (2001): A cognitive-behavioral model of pathological internet use. Computers in Human Behavior 17: 187-195.
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organization of a game, ranging from brief encounters between players to highly organized play in structured groups.
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MMORPGs almost always have tools to facilitate communication between players. Many MMORPGs offer support for in-game
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group quest, or "raid", which is an adventure designed for large groups of players (often twenty or more).
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genre. Through this connection, MMORPGs can be seen to have roots in the earliest multi-user games such as
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is the primary goal. Nearly all MMORPGs feature a character progression system, in which players earn
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Frank Luna (2006), "3D Game Programming with DirectX 9.0c, a Shader Approach," Worldware Publishing,
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and is used as a measure of a character's power. Popularized by the classic dice version of TSR's
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For example, if a player wants to play a priest role in his MMORPG world, that player might buy a
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requires developers to scale large numbers of players with less hardware and network investment.
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world) and takes control over many of that character's actions. MMORPGs are distinguished from
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Since the interactions between MMORPG players are real, even if the environments are virtual,
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Hussain, Zaheer (2008), Gender Swapping and Socializing in Cyberspace: An Exploratory Study
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Additionally, several licenses from television have been optioned for MMORPGs, for example
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common in other video game genres has also appeared in MMORPGs. 2007 saw the release of
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Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments
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Adam Carpenter (2003), Applying Risk-Based Analysis to Play Balance RPGs, Gamasutra,
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The ability for players to sell an item to each other for in-game (virtual) currency.
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in 1996, innovative both in its scope and in offering first-person 3D graphics, with
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MMORPGs today use a wide range of business models, from free of charge, free with
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online RPGs by the number of players able to interact together, and by the game's
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classifying the overuse of video games as "Technological Addiction" in May 2019.
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Parrott, Scott; Rogers, Ryan; Towery, Nathan A.; Hakim, Samuel D. (2020-12-01).
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was the first MMORPG to begin to use a rudimentary form of this technique and
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Jon Radoff (March 20, 2007), Gamasutra, Five Prescriptions for Viral Games,
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Gallup, Jennifer; Serianni, Barbara; Duff, Christine; Gallup, Adam (2016).
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Massively Multiplayer Game Ryzom Released as Free Culture and Free Software
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The Social Media Bible: Tactics, Tools, and Strategies for Business Success
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has also created a platform specifically for independent MMOG developers.
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Chris Crawford (2003), Chris Crawford on Game Design, New Riders Games,
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GDC Proceedings 2005, Online Game Architecture: Back-End Strategies,
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Jay Lee (2003), Gamasutra, Relational Database Guidelines for MMOGs,
2077:"World of Warcraft Europe -> Info -> Basics -> Battlegroups" 939: 599:); others limit each character to the world in which it was created. 404: 381:
themes, often occurring in an in-game universe comparable to that of
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back in the 1970s and carried over to online gaming by designers.
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Robert Shapiro (2003), How online games teach us about economics,
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As in role-playing games (RPGs), the player assumes the role of a
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dominating as the largest MMORPG, alongside other titles such as
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Jenkins, Henry (2004). "Game Design as Narrative Architecture".
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Education and Training in Autism and Developmental Disabilities
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A point value that is accumulated by gameplay activity such as
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Bartering for items between players for items of similar value.
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By Joshua H. Barnett and Leanna Archambault (November 2010).
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Western World MMOG Market: 2006 Review and Forecasts to 2011
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Synthetic Worlds: The Business and Culture of Online Games
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Synthetic Worlds: The Business and Culture of Online Games
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Exchanges of real-world currencies for virtual currencies.
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setting and resources similar to those in the game world.
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Australian Folklore: A Yearly Journal of Folklore Studies
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Australian Folklore: A Yearly Journal of Folklore Studies
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Some of the issues confronting online economies include:
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and in new settings. In 2008, the market for MMORPGs had
377:
The majority of popular MMORPGs are based on traditional
2194:. Vol. 2. Berkshire Publishing Group. p. 474. 1596:(if illegal) currency market existed, with the value of 1391:
are able to use MMORPGs as tools for academic research.
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First Person: New Media as Story, Performance, and Game
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Life on the Screen: Identity in the Age of the Internet
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List of massively multiplayer online role-playing games
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in 1991 and was personally championed by AOL President
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List of massively multiplayer online role-playing games
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s total revenue was $ 1.04 billion US dollars in 2014.
1833:"World of Warcraft Subscriptions Back Over 10 Million" 1574:
The invention of user-created meta-currencies such as
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The purchase of in-game items for real-world currency.
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Berkshire Encyclopedia of Human-Computer Interaction
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on creativecommons.org, Chris Webber, (May 6, 2010)
2475:"Ryzom is free software! What can we do from here?" 904:. Also, there are some free-to-play games, such as 3408:Games of empire: Global capitalism and video games 2614: 2332:"World of Warcraft addicts 10 million subscribers" 3426:The game design reader: a Rules of play anthology 3391:"The Development of MMORPG Culture and The Guild" 3347:BBC News (2005), Game Theft led to Fatal Attack, 2818:Game On: Energize Your Business with Social Games 2297: 2295: 2293: 2291: 2161:. University Of Chicago Press. pp. 10, 291. 2030:"The Development of MMORPG Culture and The Guild" 1800:Subscription MMOGs: Life Beyond World of Warcraft 2218:Mulligan, Jessica; Patrovsky, Bridgette (2003). 2089:: CS1 maint: bot: original URL status unknown ( 1926:Mulligan, Jessica; Patrovsky, Bridgette (2003). 1635:have generated revenues in excess of $ 100,000. 1260:. The first console-based open-world MMORPG was 1021:Some independent MMORPG projects are completely 4722:Massively multiplayer online role-playing games 3424:TekinbaĹź, Katie Salen; Zimmerman, Eric (2006). 3406:Dyer-Witheford, Nick; de Peuter, Greig (2009). 2597:"Analysis: Why Aren't There More Console MMOs?" 2052:"This Weekend: The Alliance Tournament Finals!" 1692:List of free massively multiplayer online games 769:. The first fully graphical multi-user RPG was 2847:Journal of Broadcasting & Electronic Media 431:In nearly all MMORPGs, the development of the 262:massively multiplayer online role-playing game 3635: 3526:History of massively multiplayer online games 3448: 1885:. Investor.ea.com. 2011-12-23. Archived from 1858:"'World of Warcraft' Still A $ 1B Powerhouse" 719:History of massively multiplayer online games 644:. This business model is alternately called " 241: 8: 1550:One of the early researchers of MMORPGs was 3096:"Tips on Developing an MMO Economy, Part I" 2367:Jon Radoff (2007), "Anatomy of an MMORPG," 2221:Developing Online Games: An Insider's Guide 1928:Developing Online Games: An Insider's Guide 1806:. London, UK: Screen Digest. Archived from 1772:. London, UK: Screen Digest. Archived from 1014:result, non-corporate (or independent, or " 803:in 1995. Another milestone came in 1995 as 4402: 4060: 3676: 3642: 3628: 3620: 3455: 3441: 3433: 1957:A rank or rating of a character's power. 1739:"Online Gaming Revenues to Triple by 2009" 496:MMORPGs generally have Game Moderators or 248: 234: 29: 3159:Dragon Kill Points: a Summary White Paper 1648:to advertise illegitimate market websites 1642:Bots spamming a communication channel in 1600:s in-game currency exceeding that of the 1371:Learn how and when to remove this message 872:, though an additional market exists for 3129:. University Of Chicago Press. pp.  1534:A user browsing the market for items in 2136:Richard Garriott first coined the term 1729: 457:was created as a parody of this trend. 451:, or "grinding". The role-playing game 186: 110: 53: 37: 3209:"IGE Sued by World of Warcraft Player" 2082: 2023: 2021: 2019: 1342:This section may contain information 1300:capabilities (amongst others) enable 399:. Others draw thematic material from 7: 3361:"Gamble your life away in ZT Online" 3161:. Social Science Research Network. 3011:Computer Assisted Language Learning 2889:"Looking Back... World of Warcraft" 2703:"An Ethnography of MMORPG Weddings" 2539:"Casual Play: Raiding Needs to Die" 2537:Wilson, Steve (December 14, 2006). 1250:The first console-based MMORPG was 1192:Warhammer Online: Age of Reckoning 747:(1978). 1985 saw the release of a 552:. The server software generates a 545:Most MMORPGs are deployed using a 359:social interaction within the game 25: 3483:Massively multiplayer online game 2767:"Bartle Test of Gamer Psychology" 2118:Safko, Lon; Brake, David (2009). 1930:. New Riders. pp. 474, 477. 1516:with developmental disabilities. 1413:In a study by Zaheer Hussain and 1179:. Other licensed MMORPGs include 819:appearing nearly simultaneously. 278:massively multiplayer online game 3854: 3410:. University of Minnesota Press. 3239:"Online Game Economies Get Real" 3005:Peterson, Mark (December 2010). 2012:from the original on 2006-05-14. 1333: 954:Maintenance requires sufficient 45: 3098:. DevMaster.net. Archived from 2451:A Theory of Fun for Game Design 2271:"Bringing Habitat Back to Life" 1951:Advanced Dungeons & Dragons 1163:intellectual property licensing 840:Nexus: The Kingdom of the Winds 2919:Coppola, Kim (February 2007). 1907:Rundle, Michael (2011-12-27). 1578:to distribute in-game rewards. 775:, which was delivered through 751:(pseudo-graphical) MUD called 481:Social interaction via MMORPGs 356:some form of level progression 307:(usually hosted by the game's 1: 3554:Social interaction in MMORPGs 3237:Whiting, Jason (2002-11-06). 3094:Privantu, Radu (2007-02-17). 2937:10.1016/S0262-4079(07)60482-5 2859:10.1080/08838151.2020.1844887 2675:"Time Spent in the Meta-Game" 2334:. GamePro.com. Archived from 1797:Harding-Rolls, Piers (2009). 1763:Harding-Rolls, Piers (2006). 119:Social interaction in MMORPGs 3215:. 2007-06-01. Archived from 3157:; Fairfield, Joshua (2007). 3023:10.1080/09588221.2010.520673 2897:. 2005-01-04. Archived from 1242:(which was later canceled). 1168:The Lord of the Rings Online 1079:The Lord of the Rings Online 593:or Kolossium competition in 2224:. New Riders. p. 447. 1831:Reilly, Luke (2014-11-19). 1480:infection. However, due to 1474:Centers for Disease Control 1273:EverQuest Online Adventures 1131:Star Wars: The Old Republic 723:MMORPG is a term coined by 353:persistent game environment 338:Star Wars: The Old Republic 272:that combines aspects of a 4743: 3852: 3294:Hof, Robert (2006-05-01). 2816:Radoff, Jon (April 2011). 2330:Snow, Blake (2008-01-23). 1586:received a lawsuit from a 1554:, who demonstrated that a 1523: 1212:Star Wars The Old Republic 716: 713:, an early multi-user game 611: 478: 443:and completing quests for 3662:List of video game genres 3657: 3609:Social networking service 3264:Lee, James (2005-07-05). 2976:10.1007/s11528-010-0451-y 2792:"Game Player Motivations" 1737:Parks Associates (2005). 1608:, and may be employed in 1452:World Health Organization 1348:to the article's subject. 987:Non-corporate development 3954:Digital collectible card 3389:Jøn, A. Asbjørn (2010). 2647:"Life as a Guild Leader" 2621:. Simon & Schuster. 2188:Bainbridge, William Sims 2028:Jøn, A. Asbjørn (2010). 1507:Therapeutic applications 1501:second language learning 1430:Designing Virtual Worlds 1289:Smartphone-based MMORPGs 368:character customization. 315:and away from the game. 39:Role-playing video games 4039:Roguelike deck-building 3947:Roguelike deck-building 3521:History of online games 3464:Multiplayer video games 2307:"Online World Timeline" 995:An event in the MMORPG 837:in the West and 1996's 274:role-playing video game 149:History of Western RPGs 139:History of Eastern RPGs 3335:Blizzard Goes to War, 1649: 1631:, and some players of 1540: 1482:Blizzard Entertainment 1320:In society and culture 1151:player-created content 1149:Increased amounts of " 1145:Player-created content 1010: 852:Blizzard Entertainment 790:The Shadow of Yserbius 714: 591:Seal Online: Evolution 384:Dungeons & Dragons 4281:Tactical role-playing 4046:Tactical role-playing 2477:. Fsf.org. 2010-05-04 2311:Raph Koster's Website 1641: 1533: 1346:important or relevant 1325:Psychological effects 1280:Browser-based MMORPGs 1246:Console-based MMORPGs 1031:Multiverse Foundation 994: 707: 624:massively multiplayer 445:non-player characters 365:membership in a group 4661:Vertically scrolling 3576:Non-player character 3478:Cooperative gameplay 3419:. MIT Press: 118–30. 2707:The Daedalus Project 2679:The Daedalus Project 2651:The Daedalus Project 2246:My memory says that 1353:improve this section 1253:Phantasy Star Online 1153:" is another trend. 795:The Fates of Twinion 401:American comic books 154:Non-player character 4291:Turn-based strategy 4196:Submarine simulator 4002:Action role-playing 3909:Interactive fiction 3337:terranova.blogs.com 2518:on 24 February 2021 2453:. Paraglyph Press. 2105:"World of Warcraft" 800:The Ruins of Cawdor 550:system architecture 541:System architecture 33:Part of a series on 4692:Video game modding 4634:Nonlinear gameplay 4296:Turn-based tactics 4264:Real-time strategy 3155:Castronova, Edward 3121:Castronova, Edward 2921:"Virtual outbreak" 2508:"About Multiverse" 2377:2009-12-13 at the 2153:Castronova, Edward 1650: 1576:Dragon kill points 1541: 1450:culminated in the 1206:Star Wars Galaxies 1189:trilogy of films, 1138:DC Universe Online 1011: 785:The Sierra Network 772:Neverwinter Nights 715: 475:Social interaction 433:player's character 144:History of MMORPGs 124:Character creation 4727:Video game genres 4709: 4708: 4705: 4704: 4697:Video game remake 4605:Emergent gameplay 4276:Real-time tactics 4235: 4234: 4174:Flight simulation 3904:Graphic adventure 3850: 3849: 3651:Video game genres 3617: 3616: 3306:on April 21, 2006 3296:"My Virtual Life" 3189:. 4 February 2005 2827:978-0-470-93626-9 2277:. 3 February 2016 2275:pastemagazine.com 1943:experience points 1662:The emergence of 1624:Entropia Universe 1589:World of Warcraft 1556:supply-and-demand 1552:Edward Castronova 1465:World of Warcraft 1415:Mark D. Griffiths 1381: 1380: 1373: 1304:in games such as 1302:augmented reality 1182:The Matrix Online 1103:Final Fantasy XIV 1073:World of Warcraft 1055:Instance dungeons 1050:Instance dungeons 889:Rohan: Blood Feud 863:Final Fantasy XIV 857:World of Warcraft 765:'s graphical MUD 689:subscription fee. 620:microtransactions 601:World of Warcraft 580:World of Warcraft 437:experience points 393:sword and sorcery 330:World of Warcraft 325:World of Warcraft 258: 257: 16:(Redirected from 4734: 4687:Video game clone 4403: 4399:Related concepts 4206:Vehicular combat 4061: 3934:Digital tabletop 3914:Interactive film 3874:Grand Theft Auto 3865:Action-adventure 3858: 3815:Platform fighter 3694:Platform fighter 3677: 3644: 3637: 3630: 3621: 3571:Player character 3564:Persistent world 3457: 3450: 3443: 3434: 3429: 3420: 3411: 3402: 3376: 3375: 3373: 3372: 3363:. Archived from 3357: 3351: 3345: 3339: 3333: 3327: 3321: 3315: 3314: 3312: 3311: 3302:. Archived from 3291: 3285: 3284: 3282: 3281: 3272:. 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Tolkien 1127:Star Trek Online 1060:The Realm Online 931:infrastructure. 895:Atlantica Online 843:in South Korea. 816:The Realm Online 754:Island of Kesmai 725:Richard Garriott 556:instance of the 334: 305:persistent world 250: 243: 236: 159:Player character 49: 30: 27:Video game genre 21: 4742: 4741: 4737: 4736: 4735: 4733: 4732: 4731: 4712: 4711: 4710: 4701: 4665: 4656:Twitch gameplay 4581: 4545: 4507: 4394: 4346:Survival horror 4319: 4269:Time management 4231: 4210: 4201:Train simulator 4160: 4125: 4097: 4050: 3988: 3958: 3928: 3885: 3859: 3846: 3786: 3782:Survival horror 3763: 3698: 3666: 3653: 3648: 3618: 3613: 3580: 3542:Virtual economy 3530: 3509: 3466: 3461: 3423: 3414: 3405: 3388: 3385: 3383:Further reading 3380: 3379: 3370: 3368: 3359: 3358: 3354: 3346: 3342: 3334: 3330: 3322: 3318: 3309: 3307: 3293: 3292: 3288: 3279: 3277: 3263: 3262: 3258: 3249: 3247: 3236: 3235: 3231: 3222: 3220: 3207: 3206: 3202: 3192: 3190: 3179: 3178: 3174: 3153: 3152: 3148: 3141: 3119: 3118: 3114: 3105: 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4244: 4242: 4238: 4228: 4227:Immersive sim 4225: 4223: 4220: 4219: 4217: 4213: 4207: 4204: 4202: 4199: 4197: 4194: 4190: 4187: 4185: 4182: 4180: 4177: 4176: 4175: 4172: 4171: 4169: 4167: 4163: 4155: 4152: 4150: 4147: 4146: 4145: 4142: 4140: 4137: 4136: 4134: 4132: 4128: 4122: 4119: 4117: 4116:City-building 4114: 4112: 4109: 4108: 4106: 4104: 4100: 4094: 4091: 4089: 4086: 4084: 4081: 4079: 4076: 4074: 4071: 4070: 4068: 4066: 4062: 4059: 4057: 4053: 4047: 4044: 4040: 4037: 4036: 4035: 4032: 4030: 4027: 4025: 4022: 4020: 4019:Dungeon crawl 4017: 4013: 4010: 4008: 4005: 4004: 4003: 4000: 3999: 3997: 3995: 3991: 3985: 3984:Tile-matching 3982: 3980: 3979: 3975: 3973: 3972:Hidden object 3970: 3969: 3967: 3965: 3961: 3955: 3952: 3948: 3945: 3944: 3943: 3942:Deck-building 3940: 3939: 3937: 3935: 3931: 3925: 3922: 3920: 3917: 3915: 3912: 3910: 3907: 3905: 3902: 3900: 3897: 3896: 3894: 3892: 3888: 3882: 3879: 3877: 3875: 3871: 3870: 3868: 3866: 3862: 3857: 3843: 3840: 3838: 3835: 3831: 3829: 3825: 3824: 3823: 3820: 3816: 3813: 3812: 3811: 3808: 3804: 3801: 3800: 3799: 3796: 3795: 3793: 3789: 3783: 3780: 3778: 3777:Battle royale 3775: 3774: 3772: 3770: 3766: 3760: 3757: 3755: 3752: 3748: 3745: 3743: 3740: 3738: 3735: 3734: 3733: 3730: 3728: 3725: 3723: 3720: 3718: 3715: 3713: 3710: 3709: 3707: 3705: 3701: 3695: 3692: 3690: 3687: 3686: 3684: 3682: 3678: 3675: 3673: 3669: 3663: 3660: 3659: 3656: 3652: 3645: 3640: 3638: 3633: 3631: 3626: 3625: 3622: 3610: 3607: 3603: 3600: 3599: 3598: 3595: 3593: 3590: 3589: 3587: 3583: 3577: 3574: 3572: 3569: 3565: 3562: 3561: 3560: 3559:Virtual world 3557: 3555: 3552: 3548: 3545: 3544: 3543: 3540: 3539: 3537: 3533: 3527: 3524: 3522: 3519: 3518: 3516: 3512: 3506: 3503: 3499: 3496: 3494: 3491: 3489: 3486: 3485: 3484: 3481: 3479: 3476: 3475: 3473: 3469: 3465: 3458: 3453: 3451: 3446: 3444: 3439: 3438: 3435: 3427: 3422: 3418: 3413: 3409: 3404: 3400: 3396: 3392: 3387: 3386: 3382: 3367:on 2008-05-11 3366: 3362: 3356: 3353: 3350: 3344: 3341: 3338: 3332: 3329: 3326: 3320: 3317: 3305: 3301: 3297: 3290: 3287: 3276:on 2009-10-01 3275: 3271: 3267: 3266:"Wage Slaves" 3260: 3257: 3246: 3245: 3240: 3233: 3230: 3219:on 2019-12-09 3218: 3214: 3210: 3204: 3201: 3188: 3187: 3182: 3176: 3173: 3168: 3164: 3160: 3156: 3150: 3147: 3142: 3140:0-226-09626-2 3136: 3132: 3128: 3127: 3122: 3116: 3113: 3102:on 2007-04-09 3101: 3097: 3090: 3088: 3084: 3079: 3075: 3071: 3067: 3063: 3059: 3055: 3048: 3045: 3040: 3036: 3032: 3028: 3024: 3020: 3016: 3012: 3008: 3001: 2998: 2993: 2989: 2985: 2981: 2977: 2973: 2969: 2965: 2961: 2954: 2951: 2946: 2942: 2938: 2934: 2930: 2926: 2925:New Scientist 2922: 2915: 2912: 2901:on 2014-02-19 2900: 2896: 2895: 2890: 2884: 2881: 2876: 2872: 2868: 2864: 2860: 2856: 2852: 2848: 2844: 2837: 2834: 2829: 2823: 2819: 2812: 2809: 2798:on 2011-05-21 2797: 2793: 2787: 2784: 2773:on 2009-02-02 2772: 2768: 2762: 2759: 2753: 2750: 2743: 2741: 2737: 2731: 2728: 2722: 2719: 2708: 2704: 2700: 2694: 2691: 2680: 2676: 2672: 2666: 2663: 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2078: 2072: 2069: 2058:on 2015-02-18 2057: 2053: 2047: 2044: 2039: 2035: 2031: 2024: 2022: 2020: 2016: 2008: 2004: 2002:1-4020-3883-6 1998: 1991: 1990: 1982: 1979: 1973: 1970: 1966: 1964: 1960: 1956: 1952: 1948: 1944: 1939: 1937:1-59273-000-0 1933: 1929: 1922: 1919: 1914: 1910: 1903: 1900: 1889:on 2018-08-30 1888: 1884: 1878: 1875: 1863: 1859: 1856:Tassi, Paul. 1852: 1849: 1838: 1834: 1827: 1824: 1813:on 2009-12-29 1809: 1802: 1801: 1793: 1790: 1779:on 2007-06-04 1775: 1768: 1767: 1759: 1756: 1745:on 2010-12-21 1744: 1740: 1733: 1730: 1723: 1718: 1717:Virtual world 1715: 1713: 1712:Virtual goods 1710: 1708: 1705: 1703: 1700: 1698: 1695: 1693: 1690: 1688: 1685: 1683: 1680: 1679: 1674: 1672: 1665: 1664:virtual crime 1661: 1658: 1655: 1654: 1653: 1647: 1646: 1640: 1636: 1634: 1630: 1626: 1625: 1620: 1619: 1613: 1611: 1607: 1603: 1599: 1595: 1591: 1590: 1585: 1577: 1573: 1570: 1567: 1564: 1561: 1560: 1559: 1557: 1553: 1548: 1546: 1539: 1538: 1532: 1527: 1519: 1517: 1514: 1506: 1504: 1502: 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Index

MMORPG bots
Role-playing video games

Subgenres
Action RPG
Soulslike
Dungeon crawl
Monster-taming
MUD
MMORPG
Roguelike
Tactical RPG
Social interaction in MMORPGs
Character creation
Dialogue tree
GNS theory
History of Eastern RPGs
History of MMORPGs
History of Western RPGs
Non-player character
Player character
Quest
RPG terms
Statistics
Threefold model
Lists
Free MMOs
MMORPGs
MUDs
Roguelikes

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