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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.
21

Podnikatelský plán – Kavárna s hernou (deskové hry) / Business Plan – Board Games Café

Jetelová, Markéta January 2015 (has links)
The main goal of this master´s thesis is to write a business plan for the board games café in Prague. The other objective is to verify its feasibility and return on investment. The key users of the business plan are founders of the café and it forms the basis for the future decision about its realisation. The theoretical part describes basic terms and individual sections of the business plan. The practical part contains the business plan itself. The main focus is on the description of the entrepreneurial opportunity, competitive analysis, marketing and financial plan, risk analysis and identification of the potential business strategies. The conclusion consists of the overall evaluation of the project based on the applied methods. The plan presents a complex picture of running a business in the chosen industry and proves a viability of the café in the future.
22

Dhayam VR: Adapting a Traditional Board Game into a Virtual Reality Experience

Unknown Date (has links)
Ancestral forms of entertainment were not only meant as a pastime but also to carry forward the cultural values and stories over generations. With the ease of access to the technologically advanced and immersive games, we do not necessarily opt for traditional board games that are a representation of our culture. Dhayam VR is an amalgamation of a traditional Indian board game and virtual reality technology. Inspired by the story of Mahabharata – a Hindu epic, it creates an expressive, educative, and entertaining experience. It provides an opportunity to contribute toward keeping traditional and cultural values alive, in a more expressive form using the latest technologies which are relatable to the current and future generations. / Includes bibliography. / Thesis (M.F.A.)--Florida Atlantic University, 2020. / FAU Electronic Theses and Dissertations Collection
23

Blurring the Boundary between Play and Ritual: Sugoroku Boards as Portable Cosmos in Japanese Religion

Yuan, Jingyi 05 October 2021 (has links)
No description available.
24

An Exploration of Conceptual Blends in Gamespace and Gameplay

Zickel, Lee 21 June 2021 (has links)
No description available.
25

Designmönster i hybridiserade brädspel: En studie om hur dessa påverkar spelar-upplevelsen i Mansions of Madness: Second Edition

Hassler, Greta, Kingsepp, Vilma January 2023 (has links)
Denna studie undersöker hybrida brädspel, en relativt ny genre av spel som blivit alltmer populär under senare år. En utmaning med att designa engagerande hybridspel är att kombinera analoga och digitala element på ett sätt som förbättrar spelupplevelsen. Studien syfte har varit att undersöka vilka designmönster som återfinns i hybrida brädspel och hur dessa påverkar spelarnas upplevelse av spelet. Med en fallstudie som forskningsstrategi genomfördes tre olika spelsessioner där observation användes för att ta fram data om spelupplevelse i relation till designmönster. Efter varje avslutad spelsession genomfördes semistrukturerade gruppintervjuer med deltagarna där data från observationerna använts som underlag. Data som erhållits användes sedan i en tematisk analys för att ta fram teman och mönster gällande designmönster samt spelarnas upplevelser av dessa. Mönstren som återfanns var test-wizard, förenklande misslyckanden, automatiserad fas-hantering, periodic events, tidsreglerad progression, monster-generering, save and quit, onboarding-wizard, pussel och curiosity priming. Funna mönstren påverkade deltagarnas upplevelse gällande spelelement såsom spelarnas engagemang i spelet, svårighetsgrad, slumpmässighet med dess oförutsägbarhet, inlärningsförmåga, stimulans till nyfikenhet, progression och interaktion mellan spelare. Studien har gett ytterligare data och information om hur designers i framtiden kan förhålla sig till designmönster inom genren hybrida brädspel under utvecklingen av kommande spel. / This study investigates hybrid board games, a relatively new genre of games that has become increasingly popular in recent years. One challenge in designing engaging hybrid games is to successfully combine analogue and digital elements in a way that enhances the gaming experience. The study aims to examine the design patterns found in hybrid board games and how they affect players' experience of the game. Using a case study as a research strategy, three different game sessions were conducted where observation was used to collect data on player experience in relation to design patterns. After each completed game session, semi-structured group interviews were conducted with the players where the observation data was used as a basis. The data obtained was then used in a thematic analysis to identify themes and patterns related to design patterns and players' experiences of them. Patterns found were test wizard, simplifying failures, automatised phase management, periodic events, time regulated progression, monster generation, save and quit, onboarding wizard, puzzle and curiosity priming. Patterns found influenced participant experience regarding difficulty, ability to learn, player engagement, randomness with its unpredictability, stimulation of curiosity, progression and interaction between players. The study has provided additional data and information about how designers in the future can relate to design patterns within the hybrid board game genre during the development of future games.
26

Minimalist design for children’s games

Bränström, Niclas January 2011 (has links)
The aim of this report is to see whether the graphic design of a game influences children’s will to play games. I am especially looking at minimalist graphic design and how well it works for a game aimed at children age 7-9. Does the style of the game design have any impact at all concerning the children’s wish to play the game or is the game mechanic all that matters. The final results concluded that although the graphic design plays a part in the children’s willingness to play the game the game mechanics are by far the biggest factor in whether children will play the game or not.
27

An Ada library for positional board games

Mangolas, Athanassios Anastassios 08 June 2009 (has links)
This thesis describes the design and the implementation of an Ada library for positional board games. The library consists of general software modules that use some concepts from a model of Positional Board Games presented in [Antoy 87]. This thesis shows that general software modules based on the mathematical concept of board can be built and used by any positional board game program. Furthermore, this thesis describes the data types used in the modules and presents informal and formal specifications of the operations on the data types. It also describes the implementation of the data types; presents the algorithms implementing the operations and shows how the library can be used on two positional board programs and justifies the claim of generality and simplicity of the model in [Antoy 87]. The programming language Ada is used to express the formal specifications and to code the software modules. / Master of Science
28

Výuka Anglického jazyka: Neobvyklé cesty a potřeby neobvyklých dětí / Learning English: Exceptional Ways and Needs of Exceptional Children

Urban, Petr January 2012 (has links)
This diploma thesis has outlined the issues of gifted education and the problems which this whole area of education faces. It introduced the basic topics related to the gifted population such as the gift itself, its division etc. In addition, it described the basic forms of work with gifted students, with emphasis on the importance of teacher training and introduced (using interviews) the personal characteristics of teachers which are considered by the gifted students important. Furthermore it presented specific training needs of gifted students and showed the possibilities in helping the gifted. In its second part, this diploma thesis also presented some of the unusual methods which can be used in the process of teaching and which are usually highly effective when presented to gifted students. Individual methods were analysed and possible applications of each of those were described. For a better understanding, each of the methods was accompanied by an example. During the research I realized even more that the issue of gifted children and gifted individuals in general in the Czech Republic is not sorted out adequately. There are still many challenges to solve before talented individuals will be given the space for their education and also the following application at work and in life. Therefore,...
29

It's a team game : exploring factors that influence team experience

Martin, Eleanor January 2015 (has links)
Many multiplayer games feature teams, and whether they are pitted against each other or against the game itself it seems likely that the way these teams bond will affect the players' experience. What are the factors that influence the experience of being a team member in a game? To what extent can the game designer manipulate the cohesion of the teams by changing the game design? How does the satisfaction of the player with their team relate to their feeling of cohesion? How does cohesion differ between tabletop and online games? These issues become particularly important where the group dynamic is central to the desired outcome of the game e.g. educational games aiming to place the players in specific social situations. Four studies were conducted on four similar simulation games (two tabletop, two online) used for teaching in International Development Studies. These games explore farming in sub-Saharan Africa and require 12-30 players to play in small groups. The group dynamics are important for the learning outcomes. Similar groups of participants (all students of International Development Studies) played one game each. Each group played for 3 hours before completing a questionnaire about their experience and wrapping up with a full-group reflective discussion. Results from the two tabletop games suggested that, as expected, altering the rules of the game manipulated levels of team cohesion. However, the lack of significant result from the two online games suggests that careful design is required to achieve the same outcomes in the online environment. This suggests that seemingly small changes between tabletop and online implementations may impact the game play experience in unanticipated ways. The team cohesion reported by the players was found to correlate strongly with the team member satisfaction levels of the players. The gender composition of the teams was shown to have a large impact on both team cohesion and team member satisfaction: having one or more females in the group significantly increased both measures.
30

Playing and Solving Havannah

Ewalds, Timo V Unknown Date
No description available.

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