• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 28
  • 9
  • 8
  • 5
  • 1
  • 1
  • 1
  • Tagged with
  • 58
  • 58
  • 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.
51

Making it Fun: Uncovering a Design Research Model for Educational Board Game Design

Evensen, Erik A. 11 September 2009 (has links)
No description available.
52

[en] BETWEEN MEEPLES AND DICES: BOARD GAMES AS GOODS, CONSUMPTION OF EXPERIENCE AND MEDIA / [pt] ENTRE PEÇAS E DADOS: OS JOGOS DE TABULEIRO COMO BENS, CONSUMO DE EXPERIÊNCIA E MÍDIA

ANNIE LAURIE LATTARI FERREIRA BRAGA 31 March 2022 (has links)
[pt] Os jogos de tabuleiro, também chamados de board games, são comumente associados a jogos como Banco Imobiliário, War, Jogo da Vida, entre outros. Contudo, nos últimos anos, a indústria mundial se diversificou e atualmente podese observar uma grande inovação nos títulos, além do crescente interesse do público por novos jogos analógicos. Em uma sociedade cada vez mais individualista e tecnológica, os board games proporcionam interações comunicacionais presenciais entre indivíduos, movimento reverso às relações virtuais. Dessa forma, esta pesquisa pretende abordar os jogos de tabuleiro em um contexto comunicacional e cultural, tendo como objetivo a compreensão do momento significativo (e repleto de significado) que o retorno do interesse por esse tipo de jogo pode vir a refletir. Para isso, analisamos o jogo de tabuleiro sob três dimensões: objeto (sob a ótica das teorias do consumo); atividade (a ideia de Círculo Mágico, a imersão do jogador e seu provável consumo de experiência) e mídia (a possibilidade da leitura dos jogos de tabuleiro como textos de mídia e sua ressonância cultural). Como metodologia, adotamos entrevistas qualitativas semiestruturadas e entrevistas quantitativas (aplicação de survey junto a um público praticante), além da revisão bibliográfica que percorreu obras de Paul Booth, Jesper Juul, Stewart Woods, Emmanoel Ferreira (na área dos Games Studies); Mary Douglas, Jean Baudrillard (na área do consumo); Cláudia Pereira, Tatiana Siciliano e Everardo Rocha (na ideia de consumo de experiência); e Jesús Martín-Barbero, Ana Carolina Escosteguy, Douglas Kellner (sob a ótica da mídia e dos Estudos Culturais), entre outros autores. / [en] Table games, also called board games, are commonly associated with games such as Monopoly, Risk, Game of Life, among others. However, in recent years, the world industry has diversified and today you can see a great innovation in titles, in addition to the growing public interest in new analogue games. In an increasingly individualistic and technological society, board games provide face-to-face communicational interactions between us, a reverse movement to virtual relationships. Thus, this research intends to approach board games in a communicational and cultural context, aiming to understand the significant moment (and full of meaning) that the return of interest in this type of game may reflect. For this, we analyze the board game under three dimensions: object (from the perspective of consumption theories); activity (the idea of the magic circle, the player s immersion and his probable consumption of experience) and media (the possibility of reading board games as media texts and their cultural resonance). As a methodology, we adopted semi-structured qualitative interviews and quantitative interviews (application of survey in a practicing public), in addition to the bibliographical review that covered the works of Paul Booth, Jesper Juul, Stewart Woods, Emmanoel Ferreira (in the area of Games Studies); Mary Douglas, Jean Baudrillard (in the area of consumption); Cláudia Pereira, Tatiana Siciliano and Everardo Rocha (in the idea of consumption of experience); and Jesús MartínBarbero, Ana Carolina Escosteguy, Douglas Kellner (from the perspective of the media and Cultural Studies), among other authors.
53

Distributed Game Environment : A Software Product Line for Education and Research

Quan, Nguyen January 2013 (has links)
A software product line is a set of software-intensive systems that share a common, managed set of features satisfying the specific needs of a particular market segment or demand. Software product lines capitalize commonality and manage variation to reduce the time, effort, cost and complexity when creating and maintaining products in a product line. Therefore reusing core assets, software product line can address problems such as cost, time-to-market, quality, complexity of developing and maintaining variants, and need to quickly respond to market’s demands. The development of a software product line is different from conventional software development and in the area of education and research of product line there is a lack of a suitable purposefully designed and developed software product line (SPL) that can be used for educational or research purposes. In this thesis we have developed a software product line for turn-based two players distributed board games environment that can be used for educational and research purposes. The software product line supports dynamic runtime update, including games, chat, and security features, via OSGi framework. Furthermore, it supports remote gameplay via local area network and dynamic runtime activity recovery. We delivered a product configuration tool that is used to derive and configure products from the core assets based on feature selection. We have also modeled the software product line’s features and documented its requirements, architecture and user guides. Furthermore, we performed functional and integration tests of the software product line to ensure that the requirements are met according to the requirements specification prescribed by the stakeholders.
54

Best of Both Worlds: A Platform for Hybrids of Computer Games and Board Games

Rören, Jonas January 2007 (has links)
This report describes my work with developing a game for a gaming platform that enables hybrids between board games and computer games. My ambition has been to develop a game that takes advantage of the novel possibilities that this platform permits. Among those are to operate with a combination of the computer game traits of complexity in the games and ease of playing; as well as the board game / card game traits of combining social dynamics around a game session with ability to keep information hidden from other players. This is accomplished by a combination of mobile phones and a computer connected to the Internet. The screen of the computer will serve as board and the phones will display cards and other private information to the players, as well as functioning as the players' means for interaction with the game. The game developed, Wind Bugs, takes advantage of the complexity of game states that a computer easily can handle. Effort has been put into finding mechanics with a level of complexity while still implementing them in way that makes them both playable and enjoyable. Rather than focusing on immersion, which has become common in the design of computer games, hopes are that games for this platform, including the game developed in this project, will give room to social dynamics among the players. Though operating with the use of mobile phones, the platform will not support "mobile gaming"; the proposed setting is a group of players surrounding a big screen.
55

Rozšířená realita pro deskovou karetní hru / Augmented Reality for Desk Board Game

Richter, Jiří January 2018 (has links)
Cílem této práce je vytvořit systém, který bude vylepšovat zážitek z hraní deskových a především karetních her, promítáním relevantních multimediálních informací do herního prostoru. V první části jsou popsány přínosy deskových a karetních her. Dále jsou představeny principy rozšířené reality a jejich použití při návrhu takového systému. Navržený systém je rozdělen na tři moduly. Prvním z nich je modul, který analyzuje stav hry na stole v reálném světe --- poskytuje informace o aktivitě hráčů a jaké typy herních objektů se vyskytují na stole. Druhým je modul, který se stará o řízení celého systému, poskytuje uživatelské rozhraní pro kalibraci systému a implementuje stavový prostor hry, pro kterou je systém určen. Třetím je modul, který poskytuje výstup systému --- vytváří multimediální obsah, který je po-té promítnut na stůl, a je relevantní k aktuálnímu stavu hry. Na závěr je navržený systém implementován pro karetní hru Bang, otestována jeho schopnost udržovat krok se stavem hry v reálném světě a provedeno testování na uživatelích.
56

Lire et jouer en Allemagne nazie : la culture jeunesse en tant que véhicule de propagande sous le Troisième Reich

Thibault, Laura-Marie 07 1900 (has links)
Ce mémoire consiste à étudier l’apport de la culture jeunesse dans l’acceptation des valeurs nationales-socialistes par les jeunes Allemand(e)s, via la problématique suivante: Comment la culture jeunesse a-t-elle agi à titre de véhicule de propagande sous le Troisième Reich et quels en ont été les répercussions sur la jeunesse allemande? En abordant cette éducation informelle diffusée par la culture jeunesse, c’est-à-dire par la littérature jeunesse, puis par les jouets et les jeux de société, cette recherche offre une définition renouvelée des mécanismes de propagande déployés par le régime nazi et propose une conception nouvelle du phénomène d’endoctrinement de la jeunesse durant cette période. En diffusant des idées comme la quête de la race pure, la conquête, l’antisémitisme à travers une expérience émotionnelle immersive (par l’exercice du jeu et de la lecture), la culture jeunesse est parvenue à susciter l’enthousiasme des jeunes Allemand(e)s à l’idée d’incarner les acteurs d’un monde régi par le nazisme. De plus, nous constaterons que le caractère divertissant de cette propagande culturelle a fait de la violence et de l’exclusion, intrinsèques à la vision nationale-socialiste du monde, des euphémismes, par sa capacité à banaliser la gravité de ces derniers. Ce phénomène nous permet de saisir pourquoi les Allemand(e)s persistaient, même après la guerre, à concevoir leur enfance sous le régime nazi comme une expérience relativement positive. L’aspect culturel de l’endoctrinement de la jeunesse allemande constitue une dynamique encore peu connue de l’histoire allemande que nous proposons d’explorer à travers ce mémoire. / This thesis studies how culture propagated by the Nazi regime during the Second World War influenced young Germans and contributed to their acceptance of National Socialist values. It asks: How did youth culture act as a vehicle of propaganda under the Third Reich and what impact did it have on German youth? By focusing on the hitherto under researched areas of children’s literature, toys and games, my research helps us to better understand the nature of Nazi propaganda, in particular the importance of informal education. Through play and reading young Germans were indoctrinated in Nazi ideology about the quest for a so-called pure race, conquest and expansion in East and West Europe, and anti-Semitism. These cultural activities led to an immersive emotional experience for young Germans which aroused their enthusiasm for contributing to and benefiting from a world ruled by Nazism. The entertaining nature of this cultural propaganda turned the violence and exclusion intrinsic to the National Socialist vision of the world into euphemisms, by trivializing their seriousness. This phenomenon helps us to understand why, even after the war, Germans persisted in seeing their youth under the Nazi regime as a relatively positive experience. The cultural aspect of the indoctrination of German youth is an underexplored dynamic of German history that I explore in this thesis.
57

Reconstructing rainbows in a remarried family : narratives of a diverse group of female adolescents 'doing family' after divorce

Botha, Carolina Stephanusina 30 November 2003 (has links)
This research journey investigated the ways in which (1) the lives of adolescents have been influenced by parental divorce and subsequent remarriage, (2) exploring the relationships participants have with biological, nonresidential fathers and (3) to collaboratively present ways of doing family in alternative. Four adolescent girls took part in group conversations where they could were empowered to have their voices heard in a society where they are usually marginalized and silenced. As a result of these conversations a family game, FunFam, was developed that aimed to assist families in expanding communication within the family. Normalizing prescriptive discourses about divorce and remarriage were deconstructed to offer participants the opportunity to re-author their stories about their families. The second part of the research journey explored the problem-saturated stories that these four participants had with their biological, nonresidential fathers. They deconstructed the discourses that influenced this relationship and redefined the relationship to suit their expectations and wishes. / Practical Theology / M.Th.
58

Reconstructing rainbows in a remarried family : narratives of a diverse group of female adolescents 'doing family' after divorce

Botha, Carolina Stephanusina 30 November 2003 (has links)
This research journey investigated the ways in which (1) the lives of adolescents have been influenced by parental divorce and subsequent remarriage, (2) exploring the relationships participants have with biological, nonresidential fathers and (3) to collaboratively present ways of doing family in alternative. Four adolescent girls took part in group conversations where they could were empowered to have their voices heard in a society where they are usually marginalized and silenced. As a result of these conversations a family game, FunFam, was developed that aimed to assist families in expanding communication within the family. Normalizing prescriptive discourses about divorce and remarriage were deconstructed to offer participants the opportunity to re-author their stories about their families. The second part of the research journey explored the problem-saturated stories that these four participants had with their biological, nonresidential fathers. They deconstructed the discourses that influenced this relationship and redefined the relationship to suit their expectations and wishes. / Philosophy, Practical and Systematic Theology / M.Th.

Page generated in 0.0279 seconds