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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
421

ActionMegaPower : att inkludera tjejer i marknadsföring av actionspel

Nylander, Johanna January 2008 (has links)
<p>Det här examensarbetet består av två delar som syftar till att generera en metod för hur man marknadsför dataspel till en målgrupp av tjejer mellan 16-18 år. Den reflekterande texten visar den teoretiska grunden för metoden, och verksdelen, en marknadsplan för ett fiktivt actionspel, exemplifierar den.</p><p>Marknadsföringen behöver rikta sig till målgruppen om den skall kunna locka fler tjejer till att spela. Att inkludera dataspel i befintliga normer, som t.ex. att actionspel är spel som spelas tillsammans med vänner, samt visa avatarer målgruppen kan identfiera sig med, är två viktiga aspekter för en lyckad marknadsföring.</p><p>Om tjejerna fångas upp när de enligt statistiken skulle sluta spela dataspel, finns det potential att bredda målgruppen för fler dataspelsgenrer. Branschen får fler personer att sälja spel till, och fler kvinnor får ta del av de positiva effekter dataspelande bidrar till.</p> / <p>This bachelor thesis has two parts to generate a method on how to market video games to a target group of girls ages 16 through 18. The reflecting text provides a theoretical ground for the method, and the second part a marketing plan for a fictional action game, exemplifies the method.</p><p>In order to entice more girls to play games, the marketing needs to address the target group. Two important aspects in succeeding with marketing to girls are to include video games in the norm surrounding the female gender, like telling that action games are games you play with friends, and to advertise with avatars the target group can identify with.</p><p>If the girls begin or continue to play when they statistically should stop, there exists a potential to widen the target group for more video game genres. The industry gets more people to sell games to, and more young women can take part of the positive effect of playing video games.</p>
422

Balansering av ett rundbaserat strategispelsystem : En reflekterande text rörande arbetet att skapa ett verktyg för balansering av precautionstridsystemet i spelet Dreamlords – The Reawakening

Janssen, Michael January 2008 (has links)
<p>Följandet arbete är en reflekterande text som handlar om hur jag skapade ett verktyg för att balansera det rundbaserade precautionstridsystemet av spelet Dreamlords – The Reawakening.</p><p>I början förklaras mitt syfte och mål med arbetet som följs av en frågeställning kopplat till det. Jag kommer även att beskriva olika teorier som jag tittade närmare på angående spelbalansering. För att inleda läsaren till spelet Dreamlords ska jag även förklara den generella spelprincipen av hela spelet. Därefter tar jag upp min arbetsprocess som handlar om hur jag strukturerade upp mitt arbete. I denna text ska jag även förklara hur precautionstridsystemet fungerar med alla matematiska beräkningar för att sedan beskriva mitt verk som praktiskt resultat av arbetet. I slutet av rapporten inleder jag med en diskussion där mitt arbete sammanfattas och problem behandlas som uppstått vid arbetets gång. Texten beskriver i sin helhet hur man kan gå tillväga för att balansera ett spelsystem såsom Dreamlords precautionstridsystem. Som resultat av mitt arbete kan betraktas mitt balanseringsverktyg och denna reflekterande text som förhoppningsvis kommer att inspirera läsaren och flera andra personer som är intresserad av att balansera dataspel.</p>
423

Cyber athletes identification, competition, and affect implication /

Griffiths, Robert Peter. January 2007 (has links)
Thesis (Ph. D.)--Ohio State University, 2007. / Title from first page of PDF file. Includes bibliographical references (p. 81-97).
424

What You Will: An Endeavor in Adapting Shakespeare to New Media

Briggs, Terese C 01 January 2016 (has links)
These scripts are the attempt to take three of Shakespeare's plays, Coriolanus, All's Well that Ends Well, and Much Ado About Nothing, and adapt them to create a type of video game called a visual novel.
425

Laboratório de exergames na educação física : conexões por meio de videogames ativos

Finco, Mateus David January 2015 (has links)
A presente tese de doutorado traz como tema central o uso de exergames como uma nova proposta de integração e recurso para aulas de Educação Física. O intuito desta pesquisa é fornecer subsídios para que professores possam utilizar esta tecnologia na realização de atividades escolares em aulas ou em projetos complementares envolvendo movimentos corporais amplos. Como objetivo geral, este estudo visa investigar de que maneira um laboratório experimental de exergames pode contribuir com o engajamento de alunos que geralmente apresentam sinais de insatisfação na prática de atividades físicas. Além deste aspecto principal, este estudo investigou como os alunos colaboram, intercambiam ideias e apoiam uns aos outros na realização das atividades no laboratório. Os preceitos de engajamento envolvendo interesse, entusiasmo e curiosidade foram analisados durante as interações dos alunos com os videogames ativos nos estudos desenvolvidos. Também, foram observados os principais aspectos e desafios pedagógicos na implementação de tecnologias como o laboratório de exergames no contexto escolar e suas implicações durante as mediações em aulas com o uso dos videogames ativos. Uma metodologia de cunho qualitativo foi empregada para a coleta e análise dos dados, utilizando: a) observação não participante a partir de registros gravados nos encontros do Laboratório de Exergames; b) realização de entrevista semiestruturada com os professores de Educação Física e coordenador de Educação Física. A partir dos estudos realizados foi possível observar que o laboratório de exergames se configura como uma alternativa viável para as aulas regulares de Educação Física, podendo aumentar o nível de engajamento e colaboração de alunos com sinais de insatisfação com as atividades propostas nas aulas regulares. / The present Doctoral Thesis project brings as central theme the use of exergames as a new integration and resource proposal for Physical Education classes. The intention for this research is to provide new pedagogical tools for teachers to use this technology for interactive activities involving active body movements. As main objective, this study aims to investigate how an experimental exergames lab can contribute with students engagement that usually show signs of dissatisfaction in practices of physical activities. Furthermore, it has been our goal to understand how students collaborate, exchange ideas and support each other in the activities in the exergames lab. The concept of engagement involving interest, enthusiasm and curiosity was analyzed during the interaction of the students with the videogames. The main pedagogical challenges in the implementation of technologies with the exergames lab in the school context have been observed, as well as their implications during the use of video games in the classes. A qualitative research method was adopted for the collection and analysis of data: (a) we followed mainly a non-participant observation through recorded videos; (b) semi-structured interviews were made with the Physical Education teachers and Physical Education coordinator involved in the research. The study carried out enabled us to conclude that the exergames lab may be a viable alternative to regular Physical Education classes, being able to increase the level of engagement and collaboration of students with signs of dissatisfaction with the activities proposed in the regular classes.
426

Conceptual Understanding of Multiplicative Properties Through Endogenous Digital Game Play

January 2012 (has links)
abstract: This study purposed to determine the effect of an endogenously designed instructional game on conceptual understanding of the associative and distributive properties of multiplication. Additional this study sought to investigate if performance on measures of conceptual understanding taken prior to and after game play could serve as predictors of game performance. Three versions of an instructional game, Shipping Express, were designed for the purposes of this study. The endogenous version of Shipping Express integrated the associative and distributive properties of multiplication within the mechanics, while the exogenous version had the instructional content separate from game play. A total of 111 fourth and fifth graders were randomly assigned to one of three conditions (endogenous, exogenous, and control) and completed pre and posttest measures of conceptual understanding of the associative and distributive properties of multiplication, along with a questionnaire. The results revealed several significant results: 1) there was a significant difference between participants' change in scores on the measure of conceptual understanding of the associative property of multiplication, based on the version of Shipping Express they played. Participants who played the endogenous version of Shipping Express had on average higher gains in scores on the measure of conceptual understanding of the associative property of multiplication than those who played the other versions of Shipping Express; 2) performance on the measures of conceptual understanding of the distributive property collected prior to game play were related to performance within the endogenous game environment; and 3) participants who played the control version of Shipping Express were on average more likely to have a negative attitude towards continuing game play on their own compared to the other versions of the game. No significant differences were found in regards to changes in scores on the measure of conceptual understanding of the distributive property based on the version of Shipping Express played, post hoc pairwise comparisons, and changes on scores on question types within the conceptual understanding of the associative and distributive property of multiplication measures. The findings from this study provide some support for a move towards the design and development of endogenous instructional games. Additional implications for the learning through digital game play and future research directions are discussed. / Dissertation/Thesis / Ph.D. Educational Technology 2012
427

Binaural Beats i TV-spel : Hur påverkar det spelarens prestation? / Binaural Beats in Video Games : How does it affect player performance?

Lundbeck, Fredrik January 2018 (has links)
Binaural Beats är ett fenomen som undersöks av diverse forskare kring dess påverkan på hjärnaktivitet och välmående. Kan detta påverka vår prestation i spel? Denna undersökning fokuserar på Theta-zonen som är en av hjärnans tillståndszoner. Med hjälp av specifika ljudfrekvenser (Binaural Beats) kan hjärnvågor stimuleras och bestämt börja arbeta i valfritt tillstånd, i det här fallet Theta-zonen somrepresenterar det lugna och djupt avslappnande stadiet hos människan. För att ta reda på svaret till denna frågeställning skapades en artefakt/ett spel som mätte spelarens prestation genom poänginsamling. Undersökningen samlade in värden i poäng och puls under spelsessionen, som därefter avslutades med en intervju. Resultaten analyserades och sammanfattades till en slutsats i koppling till arbetets frågeställning. Undersökningen och slutsatsen diskuteras och dras vidare till framtida arbeten om förbättringar och utökning av metoden, samt fortsatta studier inom liknande områden.
428

Laboratório de exergames na educação física : conexões por meio de videogames ativos

Finco, Mateus David January 2015 (has links)
A presente tese de doutorado traz como tema central o uso de exergames como uma nova proposta de integração e recurso para aulas de Educação Física. O intuito desta pesquisa é fornecer subsídios para que professores possam utilizar esta tecnologia na realização de atividades escolares em aulas ou em projetos complementares envolvendo movimentos corporais amplos. Como objetivo geral, este estudo visa investigar de que maneira um laboratório experimental de exergames pode contribuir com o engajamento de alunos que geralmente apresentam sinais de insatisfação na prática de atividades físicas. Além deste aspecto principal, este estudo investigou como os alunos colaboram, intercambiam ideias e apoiam uns aos outros na realização das atividades no laboratório. Os preceitos de engajamento envolvendo interesse, entusiasmo e curiosidade foram analisados durante as interações dos alunos com os videogames ativos nos estudos desenvolvidos. Também, foram observados os principais aspectos e desafios pedagógicos na implementação de tecnologias como o laboratório de exergames no contexto escolar e suas implicações durante as mediações em aulas com o uso dos videogames ativos. Uma metodologia de cunho qualitativo foi empregada para a coleta e análise dos dados, utilizando: a) observação não participante a partir de registros gravados nos encontros do Laboratório de Exergames; b) realização de entrevista semiestruturada com os professores de Educação Física e coordenador de Educação Física. A partir dos estudos realizados foi possível observar que o laboratório de exergames se configura como uma alternativa viável para as aulas regulares de Educação Física, podendo aumentar o nível de engajamento e colaboração de alunos com sinais de insatisfação com as atividades propostas nas aulas regulares. / The present Doctoral Thesis project brings as central theme the use of exergames as a new integration and resource proposal for Physical Education classes. The intention for this research is to provide new pedagogical tools for teachers to use this technology for interactive activities involving active body movements. As main objective, this study aims to investigate how an experimental exergames lab can contribute with students engagement that usually show signs of dissatisfaction in practices of physical activities. Furthermore, it has been our goal to understand how students collaborate, exchange ideas and support each other in the activities in the exergames lab. The concept of engagement involving interest, enthusiasm and curiosity was analyzed during the interaction of the students with the videogames. The main pedagogical challenges in the implementation of technologies with the exergames lab in the school context have been observed, as well as their implications during the use of video games in the classes. A qualitative research method was adopted for the collection and analysis of data: (a) we followed mainly a non-participant observation through recorded videos; (b) semi-structured interviews were made with the Physical Education teachers and Physical Education coordinator involved in the research. The study carried out enabled us to conclude that the exergames lab may be a viable alternative to regular Physical Education classes, being able to increase the level of engagement and collaboration of students with signs of dissatisfaction with the activities proposed in the regular classes.
429

Paratexty k nelineárním mediálním textům: Paratextualita v kultuře počítačových her / Paratexts to Non-Linear Media Texts: Paratextuality in Video Games Culture

Švelch, Jan January 2017 (has links)
Paratexts to Non-Linear Media Texts: Paratextuality in Video Game Culture Jan Švelch Abstract The thesis explores paratextuality in the video game culture. This concept coined in 1982 by Gérard Genette in the context of literary publishing has been throughout the last thirty-five years adopted by other fields, including television and film studies, and game studies. However, the recent appropriations of the paratextual framework significantly deviate from its original conceptualization and cause terminological confusion. Still, paratextuality has the potential to provide a unique insight into cultural practices across various cultural industries, including video games. Figuratively described as a threshold, the concept of paratextuality deals with often overlooked elements of media ecosystems, such as promotional materials or instruction manuals. In the thesis, I present a thorough critical review of the current state of paratextual research. Due to its unsatisfactory state, I propose an updated paratextual framework, which builds on the theoretical foundations of textual transcendence. Its more practical dimensions then acknowledge the cultural specificities of the video game cultural industry. In the empirical part of the thesis, I focus on video game trailers and analyze both their formal qualities as...
430

Ochrana počítačových her a videoher / Protection of computer games and video games

Žížala, Mikuláš January 2018 (has links)
5 Abstract Protection of computer games and video games This study aims to explore the issue of legal protection of video games and their components, with the main focus on the intellectual property rights. Furthermore, this study describes the possibility of the protection for video games as complex unit through a copyright and the protection of video games or their components using the industrial property rights, in particular through patent and trademark protection. The study also aims to describe the legal status of the video game protection, within the framework of Czech legal system as well as European Union law and international law. Finally, this study summarises the issues arising from the existing legal regulation and provides possible implications. The first chapter outlines the main rationale for choosing the topic of the study and the aims of the study. The second chapter describes and defines the term video game and computer game. The third chapter contains brief history of the development of video games and their technical and legal protection. The section highlights important milestones in the development of protection of video games as well as some important decisions regarding video games, important organisations and regulations within the European Union and international law. Fourth...

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