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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.
701

The role of video game quality in financial markets

Surminski, Nikolai January 2023 (has links)
Product quality is an often-overlooked factor in the financial analysis of video games. Quality measurements have been proven to work as a reliable predictor of sales while also directly influencing performance in financial markets. If markets are efficient in reflecting new information, perception of video game quality will lead to a rational response. This thesis examines the market reaction to this information set. The release structure in the video game industry allows for a direct observation of the isolated quality effect through third-party reviews. These reviews form an objective measurement of game quality without having other revealing characteristics, as all other information is released prior to these reviews. The possibility to exploit this unique case motivates the analysis through multiple empirical designs. Results from a multivariate regression model show a statistically significant positive effect of higher quality on short-term returns over all models. The release of a lower quality game reduces returns only for high-profile games. Both of these results are confirmed by the results from a rules-based trading strategy. These effects subside in the face of longer holding periods and higher exposure. This thesis finds sufficient evidence that video game quality should be an important factor in the analysis of video game companies. At the same time, these effects are only persistent in the short-time validating an efficient response to new information by financial investors.
702

Du kommer aldrig spela detta igen: En undersökning om påverkan temporära upplevelser och exklusivitet har på spelupplevelsen

Puke, Julius, Danielsson, Alyssa January 2022 (has links)
Användandet av temporära upplevelser och exklusivitet har sett en ökning inom moderna Games-as-a-Service spel (GaaS-spel). Några exempel på detta är battle-pass i multiplayer-spel, konserter i Fortnite och viktiga narrativa event. Nytt innehåll kan vara limiterat till att endast kunna upplevas under specifika perioder, och sedan vara otillgängligt under en obestämd tid. Denna undersökning ämnar då att se hur spelare upplever ett spel huvudsakligen designat kring dessa aspekter. För att undersöka detta har vi skapat ett narrativt spel, som är uppdelat i sju delar. De sju delarna spelas av frivilliga deltagare under en veckas tid. Varje dag släpps en ny del som bara är tillgänglig under den dagen. En kontrollgrupp spelar delarna i sin egen takt, för att vi sedan ska kunna göra en jämförelse mellan de två grupperna. Deltagarna på de kvalitativa intervjuerna hade generellt en positiv bild på spelet självt, men flera svarade att deras spelupplevelse av olika anledningar påverkades negativt av användningen av temporära upplevelser och exklusivitet. Dessa anledningar tas upp i resultatet och diskuteras sedan för att dra slutsatsen att upplägget generellt hade en negativ påverkan på spelupplevelsen, men även potential för positiv påverkan. Vi diskuterar även de brister som uppkom under undersökningen, och potentiella åtgärder. Resultatet och kunskapen vi fått ut av undersökningen anser vi kan användas för framtida forskning inom ämnet, och inom design av GaaS-spel. / The usage of temporary experiences and exclusivity has increased within modern Games-as-a-Service games (GaaS-games). Some examples of this include battle passes in multiplayer games, virtual concerts in Fortnite and important narrative events. New content can be limited to only be experienced during specific time periods, and then be unavailable indefinitely. This study explores how a game designed around these ideas affects the player experience. To test this we developed a narrative game split into seven parts. These parts are played by willing participants during a week. Every day during the week a part of the game is released, and that part is only available during the day it was released. A control group will get to play the game without these time constraints at their own pace. We later do a comparison between these two groups. Participants in the qualitative interviews had a generally positive experience with the game itself, but several answered that their experience with the game for different reasons were affected negatively by the use of temporary experiences and exclusivity. These reasons are brought up in the results and are then discussed to draw the conclusion that the model had a generally negative effect on the experience, but also has the potential for a positive effect. We also discuss the flaws that came up during the study, and potentiel remedies. We believe that the results and knowledge we have gathered from this study can be used for further research in the subject, and also the design of GaaS-games.
703

Algoritmer, flödesscheman & logik; kan de lära ut sociala färdigheter till människor med någon form av autism?

Borcak, Armin January 2014 (has links)
Syftet med denna studie var att lokalisera, värdera och sammanfatta befintlig litteratur som besvarar på den centrala frågeställningen. De två centrala frågorna för studien är om tv- och datorspel kan användas för att hjälpa underlätta problematiken som människor med någon form av autism kan uppleva, och hur bra denna metods effektivitet är gentemot mer traditionella metoder som terapi. Den teoretiska tolkningsramen som ligger till grund för denna studie är The Social Model of Disability, en modell som menar att samhället exkluderar människor med funktionsnedsättning via fördomar och okunskap på hur man bör inkludera människor med funktionsnedsättning. Data har samlats in via en form av litteraturstudie som kallas för Scoping Study och har därefter analyserats via analys genom uppräkning och tematisk analys. Resultatet visar på att datorspel kan användas för att lära ut språkliga kunskaper, igenkänning av ansiktsuttryck och emotioner, sociala erfarenheter, samt living skills (levnadsfärdigheter). Slutligen försöker studien även utpeka kunskapsluckor inom forskningsfältet och hur dessa kan besvaras på ett lämpligt sätt. / The aim of this study was to localize, evaluate and summarize existing literature to answer two central questions. The two central questions for this study is whether video and computer games can be used to ease the problems that people with some form of autism can experience, and how well this method works in comparison to traditional methods such as therapy. The theory which this study is based upon is The Social Model of Disability, a model which claims that society excludes people with disabilities through means such as prejudices a lack of knowledge for how to provide for said people with disabilities. Data was collected through a form of literature review called a Scoping Study, and was analyzed through enumerative content analysis and thematic analysis. The findings show that computer games can be used to teach language skills, recognition of facial expressions and emotions, social skills and living skills. Finally, this study also attempts to find gaps in the existing literature and the field of research, suggesting on how to adequately address these.
704

Consumer perspectives towards monetization and its impact on AAA game designs

Ahmadu, Jubril January 2023 (has links)
Monetization is now a fundamental aspect of video game creation and currently, all developers are trying to utilize it in the various designs of their games. Contemplating the monetized aspect of video games, this research has seen a gap in the studies pertaining to monetization from the perspective of the consumers, who are also the gamers and the buyers of these monetization designs. This paper approaches monetization from the perspective of consumers to bridge that lacuna. It aims to gain insights into the consumer mind by initiating a conversation between previous theories and present discussions to arrive at a middle ground on monetization in AAA games between consumers and game designers. It achieves this by the use of an online survey and semi-structured interviews with core and casual consumers. Furthermore, this research is supported by a discourse analysis on YouTube by game critics and reviewers. The results of the study showed that monetization is beneficial to independent developers and mobile games, it is also beneficial in AAA games if it is left to the part of the game design that does not affect the quality of the game. For example, cosmetics and DLCs, as long as those DLCs are not gated game lore that consumers are forced to buy. The impact of monetization on AAA games is a fifty-fifty issue on the part of the consumer and developer. The financial impact consumers project to developers justifies the rationale for the continuity of monetization models regardless of the quality of the games design. In the future research is needed to better understand consumer perspectives on monetization, particularly among consumers who have grown up in different gaming eras. Additional studies with larger sample sizes should be conducted in order to make valid generalizations and capture the perspectives of teens. Future studies should also focus on games and game studios that have implemented micro-transactions successfully, considering game design quality, revenue, and customer satisfaction. / Intäktsgenerering är nu en grundläggande aspekt av att skapa videospel och för närvarande försöker alla utvecklare att använda det i de olika designerna av sina spel. Med tanke på den monetariserade aspekten av videospel har denna forskning sett en lucka i studierna som rör intäktsgenerering ur konsumenternas perspektiv, som också är spelarna och köparna av dessa intäktsgenereringsdesigner. Detta dokument närmar sig monetarisering ur konsumenternas perspektiv för att överbrygga denna lucka. Det syftar till att få insikter i konsumentsinnet genom att initiera en konversation mellan tidigare teorier och aktuella diskussioner för att komma fram till en medelväg om intäktsgenerering i AAA-spel mellan konsumenter och speldesigners. Den uppnår detta genom att använda en onlineenkät och semistrukturerade intervjuer med centrala och tillfälliga konsumenter. Dessutom stöds denna forskning av en diskursanalys på YouTube av spelkritiker och recensenter. Resultaten av studien visade att intäktsgenerering är fördelaktigt för oberoende utvecklare och mobilspel, det är också fördelaktigt i AAA-spel om det överlåts till den del av speldesignen som inte påverkar kvaliteten på spelet. Till exempel kosmetika och DLC:er, så länge dessa DLC:er inte är gated game lore som konsumenter tvingas köpa. Effekten av intäktsgenerering på AAA-spel är en femtio-femtio-fråga från konsumentens och utvecklarens sida. Den ekonomiska påverkan som konsumenter projicerar till utvecklare motiverar skälen till kontinuiteten i modeller för intäktsgenerering oavsett kvaliteten på speldesignen. I framtiden behövs forskning för att bättre förstå konsumenternas perspektiv på monetarisering, särskilt bland konsumenter som har vuxit upp i olika spelepoker. Ytterligare studier med större urvalsstorlekar bör genomföras för att göra giltiga generaliseringar och fånga tonåringars perspektiv. Framtida studier bör också fokusera på spel och spelstudior som har genomfört mikrotransaktioner framgångsrikt, med tanke på speldesignkvalitet, intäkter och kundnöjdhet
705

Virtual Reality : En ny veklighet för arbetsterapin? / Virtual Reality : a New Reality for Occupational Therapy?

Glännfjord, Fredrik, Turesson, Karin January 2010 (has links)
Arbetsterapi är ett ämne som framhäver hälsa och välmående genom aktivitet. Det huvudsakliga målet som arbetsterapeut är att möjliggöra för personer att delta i aktiviteter i det dagliga livet. Virtual Reality är en simulation där datorgrafik används för att skapa en tillsynes realistisk miljö och denna värld är inte statisk utan integrerar med användaren. Syftet med denna litteraturstudie är att kartlägga hur och varför Virtual Reality kan användas av arbetsterapeuter. En systematisk litteraturstudie genomfördes och efter databassökning uppkom 14 artiklar som via en manuell sökning kompletterades med ytterligare 5 artiklar. Resultaten visar att Virtual Reality kan användas för att stödja utförandet av meningsfulla aktiviteter och ge en säker miljö att arbeta i. Virtual Reality kan stödja människor med olika funktionsnedsättningar med aktiviteter som annars är svåra för dem att utföra som t.ex. olika fritidsaktiviteter. Det ger också människor möjlighet att kunna förbereda sig för olika situationer som kan uppstå i det verkliga livet som vid hemkomst från sjukhus eller att gå och handla. Det saknas dock fortfarande arbetsterapiforskning på de kommersiella systemen som Nintendo Wii och det behövs mera forskning för att fortsätta utveckla området. / Occupational therapy is a profession that highlights health and wellbeing through activity. Occupational therapists enable people to participate in everyday living. An activity means the ordinary and familiar things that humans do every day. Virtual reality is a simulation in which computer graphics are used to create a realistic environment. This world is not static but is one with which the user can interact. The purpose of this literature review is to describe how and why Virtual Reality can be used by occupational therapists. After a database search 14 articles were found. Through a manual search, five additional articles were added. The result shows that virtual reality can support the performance of meaningful activities and provide a safe environment to work in. Virtual reality can allow people with disabilities to participate in activities that otherwise would be inaccessible, such as different leisure activities. It also offers the opportunity for people to prepare themselves for different situations that occur in real life, such as returning home from hospital or going shopping. There is still a lack of research within occupational therapy on the commercial systems like Nintendo Wii, and more research is required to develop this field of research.
706

Ludological Storytelling and Unique Narrative Experiences in Silent Hill Downpour

Holmquest, Broc Anthony 12 April 2013 (has links)
No description available.
707

At-Risk Students' Perceptions of the Impact of Popular Culture and the Media on Their Lives.

Draper, Rebecca Cupples 07 May 2005 (has links) (PDF)
This qualitative study is comprised of indepth interviews with 16 at-risk high school students. The students were asked to give reasons for their discipline problems in high school. They were also asked to give their perspectives on various forms of popular culture. Questions regarding television, movies, music, video games, and sports were posed to determine the participants' interest level in each of the areas. The students were then asked to gauge how much these interests had taken away from their schoolwork. The students' perceptions and life experiences were explored in depth via the interview process. In general, the lives of these students had been impacted in some way by some form of popular culture. There has been a tendency in recent literature to decry the influence of the media on today’s youth; this seems to be borne out by some of the statements made by these students. Throughout the interview process, they stated that their lives had been both positively and negatively influenced by their culture despite the beliefs held by many parents, teachers, and administrators that popular culture has a strong negative impact on their lives. The implications for the future include ways that educators can incorporate popular culture and the media into the curriculum effectively. Additionally, teachers, administrators, and parents need to gain a better understanding of how important popular culture is to adolescents and how they can combat its negative effects while keeping students interested in school.
708

Effects of Head-Coupled Perspective on User Experience in a First-Person Shooter Game

Remstedt, Nathanael, Unger, Filip January 2023 (has links)
Background. Head-tracking enables the use of head movements as a form of input for video games. Some games allow the player to use their head to orient the in-game camera. However, the movement of the in-game camera is seldom proportional to the movement of the player. Head-Coupled Perspective is achieved by tracking the player’s head and displacing the in-game camera similarly. There is a lack of data gathered on how a Head-Coupled Perspective affects user experience in video games. Objectives. The aim of this thesis is to investigate how Head-Coupled Perspective affects user experience by implementing it into a first-person shooter game. Methods. Head-Coupled Perspective was implemented into Receiver 2 (WolfireGames LLC). An experiment was conducted where 28 participants were divided into two groups. The groups were divided by the order in which they play the standard version and the Head-Coupled Perspective version of the game. Their impressions were measured using a questionnaire adapted from the Game Experience Questionnaire. After playing both versions, participants answered comparative questions comparing the game versions. Participants’ in-game task completion time and head velocity were recorded during the tests. Results. The results showed that both groups preferred the first version of the game they played. Overall, the Head-Coupled Perspective version of the game generated higher scores for the Flow and Negativity constructs. The results gathered through the questionnaire had low statistical significance. Conclusions. This study indicates that task engagement and negative feelings increase when playing a First-Person Shooter game with Head-Coupled Perspective. However, due to the low statistical significance of the data, more work is required on the subject before a rigorous conclusion can be drawn. On top of that, Head-Coupled Perspective had no significant effect on the difficulty of the game and the subjects' head velocity. / Bakgrund. Huvudspårning möjliggör användning av huvudrörelser som en form av inmatning för datorspel. Vissa spel låter spelaren använda huvudet för att orientera kameran i spelet. Mängden rörelse för kameran i spelet är dock sällan proportionell mot spelarens huvudrörelse. Huvudbundet perspektiv uppnås genom att spåra spelarens huvud och röra spelets kamera därefter. Studier har utförts om hur ett huvudbundet perspektiv påverkar användarupplevelsen i datorspel. Men för lite data har genererats från dessa tidigare studier för att dra en slutsats om dess påverkan på användarupplevelsen. Syfte. Syftet med denna rapport är att undersöka hur huvudbundet perspektiv påverkar användarupplevelsen genom att utveckla det för ett förstapersonsskjutspel. Metod. Huvudbundet perspektiv implementerades i Receiver 2 (Wolfire GamesLLC). Ett experiment genomfördes där 28 deltagare delades in i två grupper. Grupperna är uppdelade efter den ordning i vilken de spelar standardversionen och den huvudbundna perspektivversionen av spelet. Deras intryck mättes med hjälp av frågeformulär anpassat från Game Experience Questionnaire. Efter att ha spelat och svarat på enkäten för båda versionerna svarade deltagarna på frågor som jämförde spelversionerna. Tiden deltagarna tog för att fullfölja speluppgiften mättes. Samt spelarnas huvudrörelser mättes under testerna. Resultat. Resultaten visade att båda grupperna föredrog den första versionen avspelet de spelade. Totalt sett genererade den huvudbundna perspektivversionen avspelet högre poäng för Game Experience Questionnaire områdena associerade medspelengagemang och negativitet. Resultaten hade låg statistisk signifikans. Slutsatser. Den här studien indikerar att spelengagemang och negativa känslor ökar när man spelar ett förstapersonsskjutspel med huvudbundet perspektiv. På grund av den låga statistiska signifikansen hos datan krävs mer arbete inom ämnet innan en rigorös slutsats kan dras. Utöver det har huvudbundet perspektiv ingen signifikantpåverkan på spelets svårighetsgrad och deltagarnas huvudrörelse.
709

Identification Through Inhabitation in Literature, Film, and Video Games

Smith, Charlotte Palfreyman 13 June 2012 (has links) (PDF)
In real life we each experience the world separately through our individual bodies, which necessitates what Kenneth Burke calls "identification." In this paper, I assert that as artistic media have structured our aesthetic experience in a way that increasingly resembles our lived, embodied experiences, our identification with fictional characters requires less imaginative effort and is more automatic and powerful. I will show this by analyzing how we inhabit characters through sensory engagement, point of view, and narrative form in literature, film, and video games (specifically action/adventure games, RPGs, and MMORPGs). I will then build off of Burke's foundational theory to articulate a clearly defined spectrum of identification as it occurs in art, emphasizing that identification through video games is the most immediate and powerful. To conclude, I'll consider how video games—a young and stigmatized art form—can formulate our identities and increase our ability to identify with others in real life, where we cannot inhabit each other's bodies.
710

Learning Within a Computer-Assisted Instructional Environment: Effects on Multiplication Math Fact Mastery and Self-Efficacy in Elementary-Age Students

Hanson, Loraine Jones 16 November 2012 (has links) (PDF)
The primary purpose of this study was to evaluate the effect of basic multiplication mastery (0-12) and self-efficacy outcomes for elementary age students attempting to master multiplication facts in a Computer-Assisted Instructional (CAI) environment. Timez Attack (TA), a modern Internet based 3-D multiplication video game, was the computer program used in this study. Four third- and four fourth-grade classes of students at a public charter school received either 12 20-minute Teacher-Led Instructional (TLI), or TA multiplication practice sessions. Pre- and post Math Attitude Survey (MAS), timed multiplication tests, observations, and informal interviews were used to assess and compare TA and TLI's learning environments, performance, and self-efficacy outcomes. Both third- and fourth-grade TA students' level of multiplication mastery improved significantly after intervention. Results from the post-MAS also revealed significantly higher self-efficacy beliefs, and reduced nervousness in learning multiplication facts amongst some TA students. Statistical data analysis revealed no significant performance outcome differences between TLI and TA third-grade classes; however, post-test comparisons between fourth-grade TLI and TA students showed TA students significantly outperforming their comparison group counterparts by answering approximately 50% more problems in a given time and feeling significantly less nervous toward learning new multiplication math facts. The TA program's motivational, self-paced, and self-evaluative features seemed to produce a positive learning environment, which encouraged student learning. Educators should consider using CAI with features similar to TA's to improve students' academic performance and self-efficacy.

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