Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/36385
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dc.date.accessioned2018-11-20T07:37:31Z-
dc.date.available2018-11-20T07:37:31Z-
dc.date.issued2018-
dc.identifier.citationGillies, D. (2018). Maltese gaming goes global. THINK Magazine, 24, 46-49.en_GB
dc.identifier.issn23060735-
dc.identifier.urihttps://www.um.edu.mt/library/oar//handle/123456789/36385-
dc.description.abstractIn 1974, long before the Internet was around, Mazewar introduced the world's first computer-generated virtual world. With a serial cable to connect computers, friends could play over a network, competing with and against one another for the first time. The Internet now allows thousands of people from opposite sides of the globe to battle it out simultaneously in games set in online virtual worlds like World of Warcraft.en_GB
dc.language.isoenen_GB
dc.publisherUniversity of Maltaen_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectComputer gamesen_GB
dc.subjectVideo gamesen_GB
dc.subjectInternet games industry -- Maltaen_GB
dc.subjectInternet gamesen_GB
dc.titleMaltese gaming goes globalen_GB
dc.typecontributionToPeriodicalen_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.description.reviewedN/Aen_GB
dc.contributor.creatorGillies, Dawn-
dc.contributor.creatorDotschuweit, Simon-
Appears in Collections:Think Magazine, Issue 24
Think Magazine, Issue 24

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