• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 27
  • 9
  • 8
  • 5
  • 1
  • 1
  • 1
  • Tagged with
  • 57
  • 57
  • 14
  • 12
  • 11
  • 10
  • 10
  • 10
  • 7
  • 7
  • 7
  • 7
  • 6
  • 6
  • 5
  • 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.
11

Le jeu des trente cases dans l'Egypte ancienne

Refat, Wafaa Mohamd January 1972 (has links)
Doctorat en philosophie et lettres / info:eu-repo/semantics/nonPublished
12

Sociální aspekty moderních deskových her / Social aspects of modern board games

Jarůšková, Judita January 2018 (has links)
The thesis deals with the theme of modern board games and the interactions of a small social group. The thesis is divided into two parts, theoretical and empirical. The theoretical part provides an introduction to the theory of play as such with a more detailed understanding of two play concepts. I also deal with the definition of board games and the differences between classical and modern board games. I devote more space to the modern board games with emphasis on three aspects, namely the social dimension of the play, the existence of the board as a meaningful game space and specific game material. The theory also includes the introduction of a method Interaction Process Analysis of F. Bales and a selected typology of group roles that are both used in the empirical part of the thesis. In the practical part is presented a research of qualitative methodology consisting of observation of three game groups during the part of a concrete modern board game (Dead of Winter). An audio record was taken from each observed game. The collected data was then encoded and processed according to the method of the Interaction Process Analysis and subjected to further analysis. The output of the work is mainly the characteristics of player interactions, the description of their group roles as well as the so-called...
13

Historie a proměny paduku / History and Developement of Paduk

Žaloudková, Klára January 2015 (has links)
(česky) The thesis introduces traditional Korean game of paduk, it concerns at its rules, history and nowadays situation with all the players organizations and developement of paduk in Korea and internationally as well. Paduk rules are explained in the first part which follows by the list of the most important and necessary technical and theoretical terms. The next part describes basic strategy and flow of the game, visual demonstrations are included. In the part of Korean historical developement the thesis describes the import to Korean Peninsula and its development in all the historical parts of Korean history from the Three kingdoms to the modern age. There is a special attention on the transformation of the game in the Colonial period (1910 - 1945). During this time the traditional Korean version of the game was left and forgotten, or forced to be forgotten and players have been playing the modern version since then. The modern paduk is shown with foundations of paduk organizations, story of famous masters and the characteristic of Korean paduk in the international field. The focus is also on the almost unknown situation of paduk in DPRK and how it stands in the its society. The conclusion summarizes the basic characteristic of distinctive aspects of Korean paduk (especially in the...
14

Jogos de mesa para idosos: análise e consideração sobre o dominó / Board games for the elderly domino: analysis and considerations

Lopes, Ludmila Mara Banks Ferreira 28 April 2009 (has links)
Os jogos de mesa são atividades que promovem a valorização do idoso na sociedade através da intensificação das relações sociais; proporcionam também estímulos físicos, mentais e psíquicos, contribuindo para minimizar ou retardar os efeitos negativos do processo natural do envelhecimento (senescência). O design, como campo do conhecimento que estuda os objetos e suas relações com o homem, cumpre um papel fundamental na pesquisa e na atuação para projeto e produção de jogos adequados aos idosos considerando aspectos sintáticos, semânticos e pragmáticos. Este estudo analisa o dominó devido à preferência dos idosos por este jogo tradicional, já incorporado culturalmente as atividades de lazer deste grupo de usuários, sendo praticado regularmente tanto por mulheres quanto por homens em locais públicos e privados. Foram selecionados para análise os exemplares do jogo dominó disponíveis na cidade de São Paulo, com o intuito de avaliar sua adequação a este grupo de usuários. O respaldo teórico para a análise teve como referência os aspectos de design relacionados à forma (pressupostos da Gestalt), à cor e à ergonomia, englobando principalmente o desenhos, as dimensões e o manuseio das peças analisadas, além de considerar as necessidades específicas dos idosos, devido aos declínios decorrentes da senescência. As analises destacam alguns aspectos fundamentais do dominó, que subsidiaram a formulação de parâmetros a serem considerados no projeto e na produção de outros jogos voltados ao público idoso. / Board games are a type of active leisure that promote the valuation of the elderly in society through the intensification of social relationships; they also promote physic, mental and psychic stimulus helping to reduce or retard the negative effects of the natural act of aging. The knowledge of design studies the objects and it`s relations with men and performs an essential hole in research, acting in the project and the production of game boards appropriated to the elderly considering syntactic, semantic and pragmatic aspects, contributing to guarantee the realization of quality leisure activities. This study analyses the domino, considering the preference of the elderly for this traditional game which is already culturally incorporated to leisure activities of this group of people and has been practiced regularly for men and women in public and private institutions. Several domino set types available in San Paulo city were selected for the analysis with the purpose of evaluating it`s adjustment to this group of people. The doctrinaire base for the analysis had as a reference the aspects of design related to the form (Gestalt issues), the colors, and ergonomics, involving mostly the drawing, the dimension and the handling of the pieces, besides considering also the specific necessities of the elderly, in due to the natural act of aging. The analysis highlight some fundamental aspects of domino, that provided the formulation of parameters to be considered in the project and production of other games designed for the elderly.
15

Games of Thrones: Board Games and Social Complexity in Bronze Age Cyprus

January 2016 (has links)
abstract: This study frames research on board games within a body of anthropological theory and method to examine the long-term social changes that effect play and mechanisms through which play may influence societal change. Drawing from ethnographic literature focusing on the performative nature of games and their effectiveness at providing a method for strengthening social bonds through grounding, I examine changes in the places in which people engaged in play over the course of the Bronze Age on Cyprus (circa 2500¬–1050 BCE), a period of increasing social complexity. The purpose of this research is to examine how the changes in social boundaries concomitant with emergent complexity were counteracted or strengthened through the use of games as tools of interaction. Bronze Age sites on Cyprus have produced the largest dataset of game boards belonging to any ancient culture. Weight and morphological data were gathered from these artifacts to determine the likelihood of their portability and to identify what type of game was present. The presence of fixed and likely immobile games, as well as the presence of clusters of portable games, was used to identify spaces in which games were played. Counts of other types of artifacts found in the same spaces as games were tabulated, and Correspondence Analysis (CA) was performed in order to determine differences in the types of activities present in the same spaces as play. The results of the CA showed that during the Prehistoric Bronze Age, which has fewer indicators of social complexity, gaming spaces were associated with artifacts related to consumption or specialty, heirloom and imported ceramics, and rarely played in public spaces. During the Protohistoric Bronze Age, when Cyprus was more socially complex, games were more commonly played in public spaces and associated with artifacts related to consumption. These changes suggest a changing emphasis through time, where the initiation and strengthening of social bonds through the grounding process afforded by play is more highly valued in small-scale society, whereas the social mobility that is enabled by performance during play is exploited more commonly during periods of complexity. / Dissertation/Thesis / Doctoral Dissertation Anthropology 2016
16

Brädspel: Språkinlärning genom att berätta sagor : Brädspels påverkan på elevers motivation och inlärning / Board games: Language learning through storytelling : The impact of board games on students' motivation and learning

Salo, Niklas January 2018 (has links)
Syftet med detta arbete är att undersöka hur brädspel kan användas i engelskundervisningen samt hur elever upplever att brädspelet kan påverka deras engelskundervisning och deras lärande. Forskning har försökt finna olika undervisningsverktyg som kan motivera och hjälpa elever att utveckla deras språkkunskaper i engelska. Bland dessa har moderna datorspel studerats som dock visar på en problematik vid spelens användning. Dessa problem har dock inte visats vara förknippade med användandet av brädspel i undervisningssammanhang. Däremot visar forskning att brädspel som har använts i undervisning har haft en positiv inverkan på både elevers inlärning och engagemang. I denna studie undersöks hur brädspel kan användas i engelskundervisning för elever i mellanstadiet med hjälp av en aktionsstudie och studien grundar sig på Vygotskijs sociokulturella teori. Studien har genomförts hos två olika skolverksamheter med elever från både årkurs fem och årskurs sex. Studiens resultat visar att elever anser att brädspel bidrar till en mer engagerande lektion som skapar ett arbetsklimat som inbjuder fler elever till att aktivt delta i lektionen. Majoriteten av de deltagande eleverna anser att brädspel kan utveckla deras engelska genom att utöka deras ordförråd och förbättra deras uttal samt förmåga att konstruera meningar. Dock kan användandet av brädspel som undervisningsverktyg vara problematiskt vid större elevgrupper. En del elever kan ha svårt att anpassa sitt beteende till undervisningsformen, vilket kan påverka undervisningen negativt. / Departing from the students' own experience, the purpose of this study is to investigate how board games can be implemented in the EFL (English as a foreign language) classroom and how board games can affect their learning environment and outcome. Previous research has focused on trying to find different teaching tools that could help motivate pupils to develop their English language skills. Modern computer games have been studied among these different teaching tools, but have revealed a problem when using modern computer games for educational purposes. However, these problems have not been shown to be related to the use of board games in educational contexts. On the contrary, research shows that board games can have a positive impact on both pupils’ learning ability and their commitment. This study examines whether board games can be used in the EFL classroom for pupils at the middle school by conducting action research based on Vygotsky’s socio-cultural theory. Two schools have been involved in this research project involving pupils from the fifth and sixth grades. The results show that students believe that board games contribute to more engaging lessons while also encouraging more pupils to actively participate in the lesson. The majority of the participating pupils believe that board games can help them develop their English language skills by expanding their English vocabulary and improving their English pronunciation and their ability to construct sentences correctly in English. However, the use of board games in larger groups may be problematic, since some students may find it difficult to abide by the in-game requirements, which may have an adverse effect on teaching.
17

Jogos de mesa para idosos: análise e consideração sobre o dominó / Board games for the elderly domino: analysis and considerations

Ludmila Mara Banks Ferreira Lopes 28 April 2009 (has links)
Os jogos de mesa são atividades que promovem a valorização do idoso na sociedade através da intensificação das relações sociais; proporcionam também estímulos físicos, mentais e psíquicos, contribuindo para minimizar ou retardar os efeitos negativos do processo natural do envelhecimento (senescência). O design, como campo do conhecimento que estuda os objetos e suas relações com o homem, cumpre um papel fundamental na pesquisa e na atuação para projeto e produção de jogos adequados aos idosos considerando aspectos sintáticos, semânticos e pragmáticos. Este estudo analisa o dominó devido à preferência dos idosos por este jogo tradicional, já incorporado culturalmente as atividades de lazer deste grupo de usuários, sendo praticado regularmente tanto por mulheres quanto por homens em locais públicos e privados. Foram selecionados para análise os exemplares do jogo dominó disponíveis na cidade de São Paulo, com o intuito de avaliar sua adequação a este grupo de usuários. O respaldo teórico para a análise teve como referência os aspectos de design relacionados à forma (pressupostos da Gestalt), à cor e à ergonomia, englobando principalmente o desenhos, as dimensões e o manuseio das peças analisadas, além de considerar as necessidades específicas dos idosos, devido aos declínios decorrentes da senescência. As analises destacam alguns aspectos fundamentais do dominó, que subsidiaram a formulação de parâmetros a serem considerados no projeto e na produção de outros jogos voltados ao público idoso. / Board games are a type of active leisure that promote the valuation of the elderly in society through the intensification of social relationships; they also promote physic, mental and psychic stimulus helping to reduce or retard the negative effects of the natural act of aging. The knowledge of design studies the objects and it`s relations with men and performs an essential hole in research, acting in the project and the production of game boards appropriated to the elderly considering syntactic, semantic and pragmatic aspects, contributing to guarantee the realization of quality leisure activities. This study analyses the domino, considering the preference of the elderly for this traditional game which is already culturally incorporated to leisure activities of this group of people and has been practiced regularly for men and women in public and private institutions. Several domino set types available in San Paulo city were selected for the analysis with the purpose of evaluating it`s adjustment to this group of people. The doctrinaire base for the analysis had as a reference the aspects of design related to the form (Gestalt issues), the colors, and ergonomics, involving mostly the drawing, the dimension and the handling of the pieces, besides considering also the specific necessities of the elderly, in due to the natural act of aging. The analysis highlight some fundamental aspects of domino, that provided the formulation of parameters to be considered in the project and production of other games designed for the elderly.
18

Oitavo dia: a gamearte nos jogos de tabuleiro / Eighth day: the gamearte in board games

Custódio, José Antonio Loures 04 May 2016 (has links)
Submitted by Cássia Santos (cassia.bcufg@gmail.com) on 2016-08-10T15:47:56Z No. of bitstreams: 2 Dissertação - José António Loures Custódio - 2016.pdf: 12315710 bytes, checksum: 2eaa82821554c7e7a60d7390e2c9cd45 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2016-08-12T13:53:44Z (GMT) No. of bitstreams: 2 Dissertação - José António Loures Custódio - 2016.pdf: 12315710 bytes, checksum: 2eaa82821554c7e7a60d7390e2c9cd45 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Made available in DSpace on 2016-08-12T13:53:44Z (GMT). No. of bitstreams: 2 Dissertação - José António Loures Custódio - 2016.pdf: 12315710 bytes, checksum: 2eaa82821554c7e7a60d7390e2c9cd45 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2016-05-04 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / Board games are cultural reflexes, born as religious and mythological rites, took up the entertainment object condition, and finally, were subverted and transformed into an art form. This theoretical and practical character dissertation investigates this last stage, and research artists and works of analog gamearte aiming to understand the creative process behind the art of board games, still little explored field. This research presents a pioneer, because there are no studies on the game boards through art in Brazil. The first categorization of Brazilian board games that belong to the gamearte settings. It is also proposed to present the relevance and persistence of analog game in a digital contemporaneity. These investigations serve as a reflective theoretical framework for the simultaneous development of poetic practice this research, an authorial artistic board game. / Os jogos de tabuleiro são reflexos culturais, nasceram como ritos religiosos e mitológicos, alçaram a condição de objeto de entretenimento, e por fim, foram subvertidos e transformados em forma de expressão artística. Essa dissertação de caráter teórico-prático investiga esse último estágio, e pesquisa artistas e obras de gamearte analógica visando compreender o processo criativo por trás dos jogos de tabuleiro de arte, campo ainda pouco explorado. Esta pesquisa se apresenta pioneira, pois não há estudos sobre os jogos de tabuleiros através da arte no Brasil. A primeira categorização dos jogos de tabuleiro brasileiros que pertencem as definições de gamearte. Também se propõe a apresentar a relevância e persistência dos jogos analógicos em uma contemporaneidade digital. Essas investigações servem de arcabouço teórico reflexivo para o desenvolvimento simultâneo da prática poética dessa pesquisa, um jogo de tabuleiro artístico autoral
19

A Multi-Agent System for playing the board game Risk / Ett Multi-Agent System som spelar brädspelet Risk

Olsson, Fredrik January 2005 (has links)
Risk is a game in which traditional Artificial-Intelligence methods such as for example iterative deepening and Alpha-Beta pruning can not successfully be applied due to the size of the search space. Distributed problem solving in the form of a multi-agent system might be the solution. This needs to be tested before it is possible to tell if a multi-agent system will be successful at playing Risk or not. In this thesis the development of a multi-agent system that plays Risk is explained. The system places an agent in every country on the board and uses a central agent for organizing communication. An auction mechanism is used for negotiation. The experiments show that a multi-agent solution indeed is a prosperous approach when developing a computer based player for the board game Risk. / I brädspelet Risk är det svårt att använda traditionella Artificiell-Intelligens-metoder eftersom sökrymden är extremt stor. Lösningen till detta kan vara att använda distribuerad problemlösning i form av ett multi-agent system. Detta måste testas innan man kan säga om ett multi-agent system är framgångsrikt, eller ej, i att spela Risk. Denna uppsats går igenom utvecklingen av ett multi-agent system som spelar Risk. Systemet placerar en agent i varje land på brädet och använder en central agent för att organisera kommunikationen. En auktionsmekanism används vid förhandlingar. Experimenten visar att ett multi-agent system är en framgångsrik infallsvinkel vid utveckling av en datorbaserad spelare för brädspelet Risk.
20

A Multi-Agent System for playing the board game Risk / Ett Multi-Agent System som spelar brädspelet Risk

Olsson, Fredrik January 2005 (has links)
Risk is a game in which traditional Artificial-Intelligence methods such as for example iterative deepening and Alpha-Beta pruning can not successfully be applied due to the size of the search space. Distributed problem solving in the form of a multi-agent system might be the solution. This needs to be tested before it is possible to tell if a multi-agent system will be successful at playing Risk or not. In this thesis the development of a multi-agent system that plays Risk is explained. The system places an agent in every country on the board and uses a central agent for organizing communication. An auction mechanism is used for negotiation. The experiments show that a multi-agent solution indeed is a prosperous approach when developing a computer based player for the board game Risk. / I brädspelet Risk är det svårt att använda traditionella Artificiell-Intelligens-metoder eftersom sökrymden är extremt stor. Lösningen till detta kan vara att använda distribuerad problemlösning i form av ett multi-agent system. Detta måste testas innan man kan säga om ett multi-agent system är framgångsrikt, eller ej, i att spela Risk. Denna uppsats går igenom utvecklingen av ett multi-agent system som spelar Risk. Systemet placerar en agent i varje land på brädet och använder en central agent för att organisera kommunikationen. En auktionsmekanism används vid förhandlingar. Experimenten visar att ett multi-agent system är en framgångsrik infallsvinkel vid utveckling av en datorbaserad spelare för brädspelet Risk.

Page generated in 0.0506 seconds