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Understanding In-game Purchase Behavior of Millennials in Mobile Battle Royale GamesNabili, Teymur, Wang, Bihan January 2021 (has links)
Background The consumer behavior of mobile game players, especially the main consumingforce - millennials, has started to gain more attention as the mobile game industryhas turned into one of the most profitable entertainment fields. Nevertheless, thereis no unified model to understand the in-game purchase behavior of all mobilegames since the strengthening factors in video games are divergent subject to thegame genre. Thus, by examining in-game purchase behavior in the mainstreammobile game genre - battle royale, the authors contribute to the game research. Aim As the study's primary objective, the thesis aims to detect the strengtheningfactors of purchase behavior through the lens of the theory of consumption values(TCV) and millennial consumer preferences. Methodology The authors pursue a deductive approach to conduct a quantitative study in whicha cross-sectional survey method was selected to gather empirical data. Aregression model was created to analyze the structural relationships. SPSS wasused for the analysis of statistical data. A total of 521 responses were collected. Findings The results suggest that conditional value, emotional value, and monetary valuepositively affect the in-game purchase behavior of millennials playing mobilebattle royale games. Furthermore, customization positively moderates therelationship between conditional value and in-game purchase behavior, whereastrendiness positively moderates the relationship between emotional value andin-game purchase behavior. The results also reveal the positive direct effect onin-game purchase behavior of the proposed moderating variables, namely,customization, trendiness, and visual quality. Based on the results of this thesis,the application of TCV has been proved in the gaming field, and the authors givepractical suggestions for game companies.
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A Case Study of Battle Royale : A Showdown of TranslationsBrännström, Emma January 2024 (has links)
According to Paul Bensimon, the retranslation hypothesis advocates for a pattern between the first and second translation of a literary work. The hypothesis runs that the second translation (also called “retranslation”) tends to be closer to the original text and more foreignized, while the first translation is farther away from the original and more domesticated to better fit with the norms of the target audience. This paper intends to test this view of the retranslation hypothesis on the two English translations of the Japanese novel バトル・ロワイアル (“Battle Royale”). The study compared proper names and cultural terms from both translations in semantic similarity and from the perspective of the domestication/foreignization theory. The results show that the retranslation has more foreignizing tendencies concerning the translations and the translation strategies of cultural terms, and a closer semantic similarity to the original work regarding proper names. On the other hand, the first translation has a more frequent tendency of using foreignizing translation strategies for proper names. Thus, the results show a partial agreement with the retranslation hypothesis.
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Grafisk stil i Battle Royale-spel: Realistisk och stiliserad stil / Graphic style in Battle Royale games: Realistic and stylized styleStamenkovic, Andrija January 2021 (has links)
Denna undersökning utfördes för att ta reda på hur spelare upplever de grafiska stilarna i relation till Battle Royale-genren inom spel. De grafiska stilarna ifråga är realistisk och stiliserad stil. Två likadana 3D-modeller skapades med skillnaden att ena är realistisk medan den andra är stiliserad. Dessa användes i en intervju-undersökning 3D-modeller för att besvara frågan. Undersökningen visar att respondenterna upplever de grafiska stilarna annorlunda från varandra men att de ser på stiliserad stil som den mest genreanpassade stilen för Battle Royale-genren. Undersökningen visar även på en svag tendens bland yngre deltagare att se stiliserad stil som genreanpassad samt att manliga deltagare prioriterade att den grafiska stil ska hjälpa dem prestera bättre i spelet. Denna undersökning utfördes på en liten testgrupp och den kvalitativa metoden kan ses som subjektiv. Vidare forskning kan generalisera området med en kvantitativ undersökning.
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The Color of InvisibilityVanMeter, Bryan A. 23 May 2019 (has links)
This thesis is an analysis of Ralph Ellison’s use of color terminology in his novel, Invisible Man. By taking an in depth look at the circumstances in which Ellison uses specific color terms, the reader can ascertain the author’s thoughts on various historical events, as well as the differences between characters in the novel such as Ras, Dr. Bledsoe, and Rinehart.
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