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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.
41

Vývoj MMORPG her v decentralizovaném prostředí / Development of MMORPG games in a decentralized environment

Polák, Marek January 2020 (has links)
This thesis examines methods which could be used for developing MMORPG games so that there is no single entity that could arbitrarily control game mechanics, virtual assets or other game aspects. The theoretical part systematically analyzes the usual aspects of MMORPG games, then the principles of decentralized cryptocurrencies are presented, and one of them, Ethereum, is analyzed in more detail. Based on this theoretical knowledge, methods are proposed on how to use Ethereum to implement the identified aspects of MMORPG games, and the restrictions which must be imposed on these aspects are recognized. The practical part then introduces a specific implementation of MMORPG game on Ethereum, which demonstrates the above methods. In conclusion, the chosen approach is compared to the games with a common client-server architecture, especially in terms of complexity and gaming costs. 1
42

Procedural Content Generation for Computer Games

Shi, Yinxuan 28 December 2016 (has links)
No description available.
43

The cake is not a lie: narrative structure and aporia in Portal & Portal 2 / Cake is not a lie : narrative structure and aporia in Portal and Portal 2 / Cake is not a lie : narrative structure and aporia in Portal and Portal Two

Unknown Date (has links)
As puzzle-driven, character based games, Portal and Portal 2, developed by the Valve Corporation, are not only pioneering in their use of narrative, but they also revolutionize the function of aporia. This thesis explores the role of aporia and use of the narrative in the two video games. It will be argued that the games possess a rigid narrative structure, but while the narrative serves as a peripheral construction, there are other structures that contribute to the experience of gameplay. The research aims to determine how the games adapt narrative and use it in combination with other elements to move beyond simple play and storytelling. As video games become more widely studied in academia, it is important that they merit and maintain standing ; Portal and Portal 2 not only provide a rich gameplay experience, but also offer a particular interaction not found in other texts. / by Kimberly Copeland. / Thesis (M.A.)--Florida Atlantic University, 2012. / Includes bibliography. / Mode of access: World Wide Web. / System requirements: Adobe Reader.
44

The Impact Of Computer Games On Students&#039 / Motivation

Ucgul, Memet 01 December 2006 (has links) (PDF)
This study investigates the impact of computer games on students&rsquo / motivation. A computer game was created for this study by using Tomb Raider 4 Level Editor. The game covers photosynthesis, vitamins, carbohydrates, proteins and fat subjects of 5th grade science and technology course. Data was collected from 71 5th grade students of three primary schools. Students have played the game until the end of lesson than they were asked to complete The Instructional Materials Motivation Survey (IMMS). The study reveals that gender, weekly computer use and weekly game playing do not affect the impact of educational computer games on students&rsquo / motivation.
45

Using Eye Tracking Data To Analyze A Computer Game Learning Experience

Alkan, Serkan 01 January 2006 (has links) (PDF)
This study aims to explore how novices learn computer games. In order to observe the characteristics of learning a novel computer game, an eye tracking method was integrated with usability studies&amp / #8217 / methods. Data was collected from 16 undergraduate university students. Every student played the game for 10 minutes. Their eye movements were recorded with an eye tracker. Subjects&amp / #8217 / behaviors were also videotaped while playing the game. Results showed that eye tracking can be used as measure to study learning experience of games. Theoretical implications and applicability of the findings to the use of computer games for educational purposes were discussed.
46

Audio-visions : domestic videogame play /

Denham, Geoffrey Walter. January 1999 (has links)
Thesis (Ph.D) -- University of Western Sydney, Nepean, 1999. / Bibliography : p. 149-170.
47

Combining role playing game constructs toward real time strategy games

Towle, Bradford Allen. January 2007 (has links)
Thesis (M.S.)--University of Nevada, Reno, 2007. / "December 2007." Includes bibliographical references (leaves 87-88). Online version available on the World Wide Web.
48

Establishing methodologies for the analysis and development of interactive documentary

Galloway, Dayna January 2013 (has links)
This work explores the interactive documentary as a hybrid, emergent cultural form that has been shaped by the growth of digital interactive entertainment. Through investigation and analysis of the historical background of documentary, the research discusses the development of documentary film, examining the notions of truth, objectivity and authorship in factual media, and their relationship with existing understandings of interactivity. Critical parameters are then derived to objectify the process of deconstructing interactive and documentary media forms. An inclusive view is taken on the categorisation and classification of interactive documentary, informed by the fundamental constructs of both traditional documentary and interactive media. The constructs and structures of interaction and narrative are highlighted to facilitate the identification and examination of existing examples of factual interactive entertainment– from computer generated documentary games to navigable filmic forms. The thesis proposes a range of characterisation frameworks for the study of interactive documentary and these are applied towards case study analysis of sixteen interactive productions. The final work presented in this thesis proposes a theoretical framework for the analysis and development of immersive, interactive documentary experiences, encompassing the processes of content creation and consumption from the perspectives of both audience and director.
49

Gender-oriented vs. gender-neutral computer games in education

Mubireek, Khalid Al 15 October 2003 (has links)
No description available.
50

Video game development with 3D Studio Max and the XNA framework

Koffi, Cole Mahoukau 01 January 2007 (has links)
The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.

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