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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.
1

The Hero’s Journey i digitala spel : En undersökning av The Hero’s Journey i spelform

Hedkvist, Eddie, Johannesson, Oskar January 2020 (has links)
I detta kandidatarbete har vi undersökt hur berättarstrukturen The Hero’s Journey kan användas för att skapa mera engagerande spelupplevelser. Vi gör detta genom att gå igenom en designprocess där vi använder oss av olika designmetoder för att skapa ett exempel på hur The Hero’s Journey kan appliceras i spelform. Resultatet av undersökningen blir ett spel där The Hero’s Journey används i ett Branching Narrative. Syftet med denna undersökning är att se hur The Hero’s Journey kan användas för att skapa en mera engagerande spelupplevelse och vi anser att detta kan vara givande för andra spelutvecklare som tänker använda sig av The Hero’s Journey strukturen för att skapa engagerande spel.
2

Immersive Exploration Experiences: Using Multi-Branching Decision Narratives as a Design Framework for Advanced Audience Engagement

White, Arianna 01 January 2023 (has links) (PDF)
Although ‘immersive experiences' and ‘immersion' are popular keywords in the themed entertainment industry today, they lack clear definition and criteria in their design and application. Nevertheless, there has been an increase in guest demand for these types of experiences and for these spaces to develop innovative methods that increase the degree to which audiences are able to engage with them. This thesis iterates cohesive design criteria for immersive experiences as they continue their trend toward increased engagement, interactivity, and guest agency in physical manifestations of imaginary worlds. This trend is explored through contextual references from the industry and an assessment of their implementation of the criteria towards increasingly immersive spaces. However, the current trajectory of these experiences does not demonstrate holistic consideration of the various elements required to progress towards true “advanced immersion” for the future of themed design. A new design practice is put forward for practitioners: “Immersive Exploration Experiences.” This framework progresses towards advanced immersion by considering varied guest roles and offering personalized, branching narrative structures as a key tenet. The Immersive Exploration Experiences concept is further illustrated with example design implementations accompanied by exploration tree diagrams that show the combination of dynamic, interactive, and engaging elements. The intent of this thesis is to provide a template for creating next generation immersive experiences which are built upon dynamic guest roles, transformative spaces, repeatable narratives, and other advanced elements that give every guest an opportunity to create their own path through an imaginary world.
3

Förenklade drama managers : Att producera emergenta narrativ medförenklade metoder / Simplified drama managers : To produce emergent narrative with simplified methods

Andersson, Oscar, Grödem, Tim January 2019 (has links)
Det finns ett antal berättarmetoder inom datorspel. De vanligaste formerna som används är linjärt och förgrenat berättande, men det finns en metod som inte används i samma utsträckning, kallad emergent berättande. Detta är en typ av berättande där spelaren själv baserat på samspelet mellan spelets system kan forma sitt egna narrativ. Det är dock inte helt definierat vad emergent berättande innebär. Denna studie använder sig av en artefakt för att utforska emergent berättande med hjälp av system kallade Drama Managers som syftar till att kontrollera händelseförloppet i ett spel så det bildar ett narrativ. Syftet med studien var att utforska om en förenklad Drama Manager kunde åstadkomma ett emergent narrativ eller om den enbart skulle producera ett förgrenat narrativ. Artefakten prövades på personer insatta inom ämnena spel och narrativ och de intervjuades om deras uppfattningar av artefakten. Slutsatsen är att element av emergens kunde identifieras, men inte till den grad att artefakten upplevdes innehålla ett emergent narrativ. Kunskapen ifrån studien skulle kunna hjälpa till att definiera skillnaden mellan emergenta narrativ och förgrenade narrativ. / There are a few storytelling methods for video games. The most common forms are linear and branching narratives, but there is one method not used to the same extent, known as emergent narrative. This study uses and artifact to explore emergent narrative using systems known as Drama Managers that aim to control the sequence of events in a game to create a narrative. The purpose of the study was to explore if a simplified drama manager could produce emergent narratives. The conclusion is that elements of emergence could be identified, but the artifact could not be considered to contain an emergent narrative. This knowledge could be used to help define the difference between emergent and branching narratives.
4

Entre amour de l’autre et navigation d’embranchements narratifs : la jouabilité double du visual novel

Sacy, Fabienne 11 1900 (has links)
Au moment de déposer ce mémoire, la base de données créée par les fans, pour les fans nommée The Visual Novel Database (https://vndb.org/) liste plus de 37 000 visual novels. Ce corpus non- négligeable demeure peu abordé dans la recherche vidéoludique, particulièrement dans une perspective englobant les différents sous-genres qui lui sont associé, telles que « simulateur de drague » (dating simulator), jeu bishoujo ou jeu otome. Ce mémoire se penche sur des éléments culturels et de jouabilité récurrents dans ces sous-catégories à l’aide des études des genres (gender studies), des études queer, des études otaku et des études narratologiques. Il propose un cadre conceptuel afin d’articuler l’expérience particulière qu’offrent les visual novels, l’employant ensuite pour les analyses des jeux Psychedelica of the Black Butterfly (STING & Otomate, 2015), Hustle Cat (Date Nighto, 2016) et Gnosia (Petit Depotto, 2021). / At the time of handing in this thesis, the database created by fans, for fans called The Visual Novel Database (https://vndb.org/) lists over 37,000 visual novels. This significant corpus remains barely addressed in videogame research, particularly from the perspective of the various sub-genres associated with it, such as dating simulator, bishoujo game and otome game. This dissertation examines recurring cultural and gameplay elements in these subcategories using gender studies, queer studies, otaku studies and narratological studies. It proposes a conceptual framework to articulate the distinct experience that visual novels offer, before employing it to analyze the games Psychedelica of the Black Butterfly (STING & Otomate, 2015), Hustle Cat (Date Nighto, 2016) and Gnosia (Petit Depotto, 2021).

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