• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 99
  • 31
  • 18
  • 17
  • 11
  • 9
  • 3
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 214
  • 69
  • 43
  • 40
  • 34
  • 29
  • 27
  • 24
  • 23
  • 22
  • 20
  • 19
  • 18
  • 18
  • 18
  • 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.
101

Engenharia reversa como ferramenta de suporte à especificação de jogos digitais de baixa e média complexidade.

OLIVEIRA, Bruno Santana de 27 February 2015 (has links)
Submitted by Isaac Francisco de Souza Dias (isaac.souzadias@ufpe.br) on 2015-10-20T18:25:48Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) tese bruno oliveira digital.pdf: 7541467 bytes, checksum: 33036bbf6267da571ee033123d8aa37a (MD5) / Made available in DSpace on 2015-10-20T18:25:48Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) tese bruno oliveira digital.pdf: 7541467 bytes, checksum: 33036bbf6267da571ee033123d8aa37a (MD5) Previous issue date: 2015-02-27 / CNPq / A presente tese trabalha a hipótese de que a Engenharia Reversa pode suprir a carência de ferramenta que ajude os designers a especificar os games - principalmente as variáveis que formam a mecânica de jogo. A pesquisa entende e considera jogos digitais um produto industrial e, quando abstraído em alto nível, segue os mesmos passos de projeto de outros produtos do design. Tendo isso em conta, a pesquisa desenvolvida usa como base o método Design Thinking Canvas (DTC) desenvolvido no GRDLab da UFPE como alicerce para trabalhar a hipótese. Constata-se que há uma carência de ferramentas que suportem a especificação dos jogos. A pesquisa propõe o uso da Engenharia Reversa através de um modelo de uso proposto, como meio de solucionar essa carência. Em seguida o modelo proposto é colocado em uso em um experimento empírico com duas avaliações: uma pelos alunos do curso de design que utilizaram o modelo - avaliando a utilidade do modelo; e, na segunda, professores e profissionais da área de games avaliam o impacto do uso do modelo na especificação das variáveis nos trabalhos dos alunos. Em ambas, os resultados demonstram um impacto positivo no uso da ferramenta, indicando que o uso da ER no processo de game design contribui para a melhoria qualitativa das especificações dos jogos.
102

Videogame é droga? Controvérsias em torno da dependência de jogos eletrônicos / Is videogame a drug? Controversies surrounding the electronic games addiction

Guilherme Pinho Meneses 15 December 2014 (has links)
O objetivo geral deste trabalho é cartografar as práticas e experiências que ancoram os discursos dos diversos actantes em torno da questão da dependência de videogames. O intuito é simular, ainda que de forma provisória, um parlamento das coisas (LATOUR, 1994) acerca dos debates sobre o assunto. Por meio de uma investigação das práticas e discursos de atores humanos e não-humanos, desfazendo as fronteiras entre os chamados mundos reais e virtuais, pretende-se, então, descrever as suas relações em rede. Neste sentido, aqui há uma inversão em relação à maioria dos estudos sobre o tema: o vício não é entendido como uma explicação, mas exatamente o que precisa ser explicado. / The effort to be undertaken in this research will be mapping the practices of the various agents around the issue of video game addiction by investigating the manner in which the rhetoric of drug addiction works in the social regulation of the use of electronic games. In this sense, well map the varied semantics of notions, categories or concepts of dependence and addiction, such as enunciated and practiced by the various individuals involved in the controversy: the players themselves (in its multiple gaming environments such as home, school or work), parents or people close to these players, the games industry professionals, scientists from different fields (psychiatry, psychotherapy, education, game studies), politicians, laws and news. Through the analysis of practices and discourses of the actors, articulating the dimensions of the so-called \"real\" world and the virtual worlds, without, however, falling into an asymmetrical dichotomy between true and false, we intend to understand the meanings of their relationships with videogames.
103

Game Balance by Scaling Damage : Scaling Game Difficulty by Changing Players Damage Output

Jeffsell, Björn January 2013 (has links)
There is a lot of different kind of games which creates many different ways to balance the difficulty of games. This study will look at if damage output from a player is a good variable to scale in order to create a better balance and make the game feel more rewarding overall, based on that a game would be enjoyable if a player feels that it is rewarding to play the game. By letting both inexperienced and avid players test a part of a game with different settings for the damage output to see if the players finds the game to be more rewarding if the difficulty is set to a higher setting (lower damage output). The conclusion is that it is that damage output cannot directly affect how overall rewarding a player finds the game, but can affect other variables that in turn make the game feel more rewarding.
104

An Adaptive Approach to Exergames with Support for Multimodal Interfaces

Silva Salmeron, Juan Manuel January 2013 (has links)
Technology such as television, computers, and video games are often in the line for reasons of why people lack physical activity and tend to gain weight and become obese. In the case of video games, with the advent of the so called “serious games initiative”, a new breed of video games have come into place. Such games are called “exergames” and they are intended to motivate the user to do physical activity. Although there is some evidence that some types of Exergames are more physically demanding than traditional sedentary games, there is also evidence that suggests that such games are not really providing the intensity of exert that is at the recommended levels for a daily exercise. Currently, most exergames have a passive approach. There is no real tracking of the players progress, there is no assessment of his/her level of exert, no contextual information, and there is no adaptability on the game itself to change the conditions of the game and prompt the desired physiological response on the player. In this thesis we present research work done towards the design and development of an architecture and related systems that support a shift in the exertion game paradigm. The contributions of this work are enablers in the design and development of exertion games with a strict serious game approach. Such games should have “exercising” as the primary goal, and a game engine that has been developed under this scheme should be aware of the exertion context of the player. The game should be aware of the level of exertion of the player and adapt the gaming context (in-game variables and exertion interface settings) so that the player can reach a predefined exertion rate as desired. To support such degree of adaptability in a multimedia, multimodal system, we have proposed a system architecture that lays down the general guidelines for the design and development of such systems.
105

Spelvanor, sociala medier och betyg bland högstadieelever

Vahlgren, Emil, Karlsson, Linnéa January 2017 (has links)
Studier har visat på att sociala medier är den mest använda aktiviteten på internet och 90 procent av ungdomarna mellan 16 och 24 deltar i någon form på sociala medier. Detta har visat sig leda till distraktion och tappad information hos elever samt att elever med en hög användning av sociala medier presterar sämre i skolan. Spel har även det visats ha vissa negativa effekter på skolprestation men även vissa positiva. Syftet var att se om och hur användandet av sociala medier och spel påverkar högstadieelevers skolprestation. I en enkätundersökning deltog 131 högstadieelever från två orter i Mellansverige. Resultatet visade att sociala medier inte hade någon relation till betyg, spelvanor hade en positiv relation till engelska och istället stod närvaro för den största effekten. Utifrån resultatet diskuteras spelandets fördelar samt nackdelar i relation till betyg. Vidare ges förslag på framtida forskning utifrån att spel kan ses som ett lärandemoment.
106

Online gaming in post-Soviet Russia : practices, contexts and discourses

Goodfellow, Catherine Elizabeth January 2015 (has links)
In terms of both production and consumption, video games and gaming are a significant phenomenon in Russia, a fact acknowledged by the authorities and mainstream media. Although internet use in Russia has been a point of academic interest over the past few years, scholars have been slower to research video games despite their increasingly popular position in the media ecology of the region. Similarly, despite the abundance of theory and data on gaming in North America and Europe, game studies researchers have hardly skimmed the surface of the cultures, preferences and activities of gamers further afield. This dissertation investigates the online gaming sphere in Russia, presenting an empirical study of the industry, providing insight into gamers themselves, and analysing the media and political discourses surrounding gaming in Russia. In this study, I draw upon survey data, forum, website, and blog posts, user comments from gaming forums and analyses of local games to construct a picture of gaming activity and identity amongst gamers. In particular, I show how Russian-speaking gamers present themselves as members of a distinct subcultural group. Online gamers who participated in this study are shown to consume and discuss games in ways that can differ from elsewhere in the world, but they still retain common beliefs about the importance of expertise, taste and self-discipline within the gaming community. They display a great deal of knowledge about the games and communities available to them locally, while also consuming foreign games in selective and critical ways. For the reader conversant with game studies work, the dissertation constitutes a challenge to West-centric theories of gaming and gamers and demonstrates the importance of cultural context in shaping gaming practice. Throughout the dissertation, interactions between global and local, media and subcultural definitions of ‘gamer’ are crucial to understanding how gaming plays out in a Russian context. The self-definition of gamers differs greatly from mainstream media concepts of gamers. I contextualise discourses of the gaming self within an analysis of how the Russian media presents gamers as young people in need of moral and emotional guidance. Moreover, I show how contemporary media assessments of games and gamers have much in common with earlier moral panics about Western-inflected media and subcultures, such as rock music and style. Ultimately the gaming landscape in Russia is shown to be full of tensions, and the task of this dissertation is to identify, assess and compare these disparate discourses.
107

Autobiografia no jogo: a formação dos avatares e das histórias no jogo The Sims 3

Leite, Danielle de Macedo 25 March 2015 (has links)
Submitted by Renata Lopes (renatasil82@gmail.com) on 2015-12-15T10:34:15Z No. of bitstreams: 1 danielledemacedoleite.pdf: 1371333 bytes, checksum: 45e61c159067157d80a719dca2c175bc (MD5) / Rejected by Adriana Oliveira (adriana.oliveira@ufjf.edu.br), reason: Renata, o Junior do autor realmente não tem acento? Silveira Junior, Potiguara Mendes da on 2015-12-15T11:18:26Z (GMT) / Submitted by Renata Lopes (renatasil82@gmail.com) on 2015-12-15T11:31:31Z No. of bitstreams: 1 danielledemacedoleite.pdf: 1371333 bytes, checksum: 45e61c159067157d80a719dca2c175bc (MD5) / Rejected by Adriana Oliveira (adriana.oliveira@ufjf.edu.br), reason: Renata, favor verificar se o Júnior tem acento: Silveira Junior, Potiguara Mendes da on 2015-12-15T13:03:31Z (GMT) / Submitted by Renata Lopes (renatasil82@gmail.com) on 2015-12-15T13:11:40Z No. of bitstreams: 1 danielledemacedoleite.pdf: 1371333 bytes, checksum: 45e61c159067157d80a719dca2c175bc (MD5) / Rejected by Adriana Oliveira (adriana.oliveira@ufjf.edu.br), reason: on 2015-12-15T13:41:23Z (GMT) / Submitted by Renata Lopes (renatasil82@gmail.com) on 2015-12-15T13:47:28Z No. of bitstreams: 1 danielledemacedoleite.pdf: 1371333 bytes, checksum: 45e61c159067157d80a719dca2c175bc (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2015-12-15T15:45:46Z (GMT) No. of bitstreams: 1 danielledemacedoleite.pdf: 1371333 bytes, checksum: 45e61c159067157d80a719dca2c175bc (MD5) / Made available in DSpace on 2015-12-15T15:45:46Z (GMT). No. of bitstreams: 1 danielledemacedoleite.pdf: 1371333 bytes, checksum: 45e61c159067157d80a719dca2c175bc (MD5) Previous issue date: 2015-03-25 / Este trabalho conceitua o processo narrativo autobiográfico dentro dos jogos digitais. Atualmente, os jogos têm apresentado histórias nas quais cada vez mais os jogadores têm a possibilidade de alterar a sequência e o desfecho. Essa característica permite ao jogador construir a sua identidade ao longo do jogo, sentindo-se imerso neste espaço e atraído pelas diversas possibilidades de saciar desejos e prazeres. Com base nisso, o objetivo é buscar os elementos e ferramentas que permitem essa “imersão identitária” do jogador no jogo, analisando a formação dos avatares e as histórias criadas pelos personagens a partir do gênero autobiográfico. O jogo The Sims 3 foi escolhido por ser um jogo digital de simulação da vida cotidiana com um variado leque de opções de interação com outros avatares e personificações. A hipótese é: todas as histórias e avatares criados no The Sims 3 apresentam elementos autobiográficos, mesmo se passando em ambientes não reais e não cotidianos dos jogadores. Para analisar as histórias e os avatares a partir do gênero autobiográfico, escolhemos as ferramentas do jogo como opção de carreira, aspiração ou desejos. A verificação de como se dá a interação com essas opções no jogo será feita em vídeos que os jogadores postam no Youtube. Foram selecionados dez jogadores e cinco vídeos de cada um deles, com cerca de 30 minutos de duração, totalizando 50 vídeos. Concluindo, percebe-se que o gênero autobiográfico veio se modificando com o passar dos anos e a evolução tecnológica. Os primeiros conceitos sobre a autobiografia o relacionavam com o simples contar de histórias pessoais através da escrita. Hoje, observa-se, que a autobiografia passou a ser criada através da representação de si, através de avatares, sem necessidade de ter que escrever sobre si para que os outros identifiquem a sua personalidade. / This work defines the autobiographical narrative process within digital games. Currently, the games have presented stories in which more and more players have the ability to change the sequence and the outcome. This feature allows the player to build their identity throughout the game, feeling immersed in this space and attracted by the various possibilities of satisfying desires and pleasures. Based on this, the goal is to seek the elements and tools that allow this "identity immersion" player in the game, analyzing the formation of the avatars and stories created by the characters from the autobiographical genre. The game The Sims 3 was chosen because it is a digital simulation game of everyday life with a wide range of interaction options with other avatars and impersonations. The hypothesis is: the whole history and avatar created in The Sims 3 have autobiographical elements, even if not passing in real environments and not everyday players. To analyze the stories and avatars from the autobiographical genre, choose set tools as a career option, aspiration or desire. The check how is the interaction with these options in the game will be videos that players post on Youtube. We selected ten players and five videos of each of them, about 30 minutes long, totaling 50 videos. In conclusion, one can see that the autobiographical genre came to changing over the years, and technological developments. The first concepts of the autobiography related with the simple tell personal stories through writing. Today, it is observed that the autobiography has become created by representing themselves through avatars, without having to write about yourself for others identify your personality.
108

Jogos eletrônicos como estratégia de comunicação: efeitos da congruência do in-game advertising

Rodrigues, Francisco Maia 27 March 2015 (has links)
Submitted by Renata Lopes (renatasil82@gmail.com) on 2015-12-15T13:55:53Z No. of bitstreams: 1 franciscomaiarodrigues.pdf: 1846109 bytes, checksum: 585d20660c34a3131b4bc290677d0eb3 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2015-12-15T15:46:07Z (GMT) No. of bitstreams: 1 franciscomaiarodrigues.pdf: 1846109 bytes, checksum: 585d20660c34a3131b4bc290677d0eb3 (MD5) / Made available in DSpace on 2015-12-15T15:46:07Z (GMT). No. of bitstreams: 1 franciscomaiarodrigues.pdf: 1846109 bytes, checksum: 585d20660c34a3131b4bc290677d0eb3 (MD5) Previous issue date: 2015-03-27 / Esta pesquisa propõe mapear e analisar um modelo específico de publicidade nos jogos eletrônicos e as repercussões dessa estratégia no comportamento dos jogadores. Entre as classificações existentes, será trabalhado o in-game advertising – correspondente à inserção de um dado produto ou marca em um jogo desenvolvido por uma produtora sem vínculos diretos com os anunciantes. O nível de conexão entre a publicidade e o contexto do jogo (congruência) pode causar diferentes efeitos na memória do usuário, influenciando sua afinidade com a marca, intenção de compra, entre outros aspectos. O pragmaticismo de Peirce e suas ferramentas metodológicas nortearão a realização deste trabalho, amparado por autores como Huizinga, Santaella, Jenkins, Edery, Mollick e outros. A fim de testar a eficácia do in-game advertising foi conduzida uma pesquisa qualitativa com um grupo de jogadores entusiastas para avaliar os possíveis efeitos da publicidade congruente no ciberespaço de um jogo eletrônico. O jogo 2014 FIFA World Cup Brazil, da Electronic Arts, foi escolhido para este propósito por conter in-game advertising e publicidade congruente com o contexto do game. Em suma, busca-se com este trabalho compreender a eficácia comunicacional de mensagens publicitárias congruentes com o contexto de um jogo eletrônico, avaliando a perspectiva da recepção. / This research proposes to map and analyze a specific model of advertising in video games and the impact of this strategy on the behavior of players. Among the existing classifications, we will be working with the “in-game advertising” - corresponding to the insertion of a product or brand in a game developed by a producer without direct links to advertisers. The level of connection between advertising and the game context (congruency) can cause different effects in user memory, influencing their affinity with the brand, purchase intention, among other elements. Peirce’s pragmaticism and it’s methodological tools will guide this work, supported by authors such as Huizinga, Santaella, Jenkins, Edery, Mollick and others. In order to test the effectiveness of ingame advertising it was conducted a qualitative research with a group of enthusiastic players to assess the possible effects of consistent advertising in cyberspace of a video game. The FIFA World Cup Brazil 2014 game, developed by Electronic Arts, was chosen for this purpose because it contains in-game advertising and advertising congruent with the game context. In short, with this work we aim to understand the communication effectiveness of advertising congruent with the context of a video game, assessing the perspective of the consumers.
109

Efeitos do Yoga e do Nintendo Wii no medo de cair e mobilidade de idosos caidores /

Bueno, Lucimar Soares. January 2015 (has links)
Orientador: Marcos Eduardo Scheicher / Banca: Fernando Augusto Vasilceac / Banca: Afonso Antonio Machado / Resumo: Com o aumento da população idosa, no Brasil, também podemos notar um aumento da expectativa de vida e a atenção à assistência à mesma, mais especificamente ao envelhecimento, o qual é caracterizado pelas reduções das funções do corpo gerando um desequilíbrio postural e quedas. A partir disso existem estudos demonstrando que os jogos eletrônicos, mais especificamente o Nintendo Wii, devido realizar uma interação física entre os jogadores realizando movimentos corporais acompanhando a imagem na tela, pode contribuir para uma melhora da postura física dos idosos e consequentemente, melhorar o equilíbrio. Um outro meio que visa promover uma prevenção às quedas é o Yoga, uma técnica milenar que visa proporcionar aos seus adeptos equilíbrio físico, mental e espiritual podendo também interferir no equilíbrio postural. O objetivo do estudo foi observar os resultados do treinamento com jogos e o Yoga no equilíbrio de idosos caidores. Foram avaliados 20 idosos com histórico de quedas, que realizaram os treinamentos durante 4 meses divididos em Grupo Yoga, constituído de 10 idosos, que realizaram a prática por um profissional 1 vez por semana com duração de 1 hora e Grupo Wii, constituído por 10 idosos, o qual realizou a prática 2 vezes por semana, com duração de 30 minutos cada sessão. A mobilidade foi avaliada pelo teste Timed and Up and Go (TUG). O medo de cair foi avaliado pelo FES-I. Foram adotados testes estatísticos apropriados para a comparação inter e intra-grupo antes e após o treinamento, com p ≤0,05. Após as coletas de dados foi observado que o Nintendo Wii surtiu um efeito maior em relação ao Yoga no quesito equilíbrio e medo de quedas, porém no âmbito subjetivo como: melhora do sono, maior disposição para as atividades diárias, redução da depressão, as duas técnicas utilizadas surtiram efeito positivo / Abstract: With the increasing elderly population in Brazil, we can also notice an increase in life expectancy and attention to assisting them more specifically to aging, which is characterized by reductions in body functions generating a postural imbalance and falls. From this there are studies showing that video games, specifically the Nintendo Wii due conduct a physical interaction between players performing body movements accompanying the image on the screen, can contribute to an improvement of the physical posture of older people and thus improve balance . Another way that aims to promote prevention of falls is the Yoga, an ancient technique that aims to provide its supporters physical balance, mental and spiritual, and can also interfere with postural balance. The aim of the study was to observe the results with the training games and Yoga in the balance of fallers. They evaluated 20 elderly patients with a history of falls, which carried out the training for four months divided into Group Yoga, consisting of 10 elderly, who carried out the practice by a professional 1 to week lasting 1 hour and Wii Group, made up of 10 elderly which relizou practice two times a week, lasting 30 minutes each session. Mobility was evaluated by the test and Timed Up and Go (TUG). Fear of falling was assessed by the FES-I. Appropriate statistical tests were adopted to compare inter- and intra-group before and after training, with p ≤0,05. After the data collection was observed that the Nintendo Wii has had a greater effect in relation to Yoga balance Question and fear of falling, but in the subjective sphere as improved sleep, greater willingness for daily activities, reducing depression, the two techniques have heightened positive effect / Mestre
110

Desarrollo de un Videojuego Retro con LG Smart TV y Android – Bomberman / Development of a Retro Video Game with LG Smart TV and Android – Bomberman

Arellano Soto, Michael Alonso, Arias Céspedes, Eduardo Alexis 10 December 2020 (has links)
Este proyecto brinda una solución que satisface las necesidades específicas de los desarrolladores que desean implementar videojuegos en el sistema operativo WebOS, ya que el objetivo fundamental es de realizar mejoras a un framework para que se acople adecuadamente a videojuegos que serán desarrollados en los Smart Tv LG. Estas mejoras que se implementaran al framework, están ligadas al performance de la conexión y su disponibilidad. Esta herramienta, mediante el uso de Websocket ofrece la facilidad de la conexión bidireccional entre los dispositivos Android con los dispositivos Smart Tv LG con una latitud menor a la anterior de un 60% de tiempo de espera gracias al uso de la tecnología de los Web Workers. Por otra parte, será capaz de unir a más de un dispositivo Android a la red local, donde así, se podrá implementar juegos multijugador de una forma sencilla y fácil. Por último, para validar estas mejoras, se realizó un videojuego retro multijugador donde se prueba en varias ocasiones las optimizaciones del framework. / This project provides a solution that meets the specific needs of developers who want to implement video games in the WebOS operating system, since the main objective is to make improvements to a framework so that it is properly coupled to video games that will be developed on LG Smart Tv. These improvements that will be implemented to the framework, are linked to the performance of the connection and its availability. This tool, through the use of Websocket, offers the ease of bidirectional connection between Android devices with LG Smart Tv devices with a latitude less than the previous 60% of waiting time thanks to the use of Web Workers technology. On the other hand, it will be able to join more than one Android device to the local network, where it will be possible to implement multiplayer games in a simple and easy way. Finally, to validate these improvements, a retro multiplayer video game was made where the optimizations of the framework are tested on several occasions. / Trabajo de investigación

Page generated in 0.0647 seconds