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IMPROVING BEHAVIOR OF COMPUTER GAME BOTS USING FICITITOUS PLAYPatel, Ushma Kesha 01 May 2011 (has links)
In modern computer games, `bots' - Intelligent realistic agents play a prominent role in success of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games' player, a player might lose interest in the game. We propose the use of a game theoretic based learning rule called Fictitious Play for improving behavior of these computer game bots which will make them less predictable and hence, more enjoyable to a game player.
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Vývoj MMORPG her v decentralizovaném prostředí / Development of MMORPG games in a decentralized environmentPolák, 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
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Procedural Content Generation for Computer GamesShi, Yinxuan 28 December 2016 (has links)
No description available.
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The Impact Of Computer Games On Students' / MotivationUcgul, 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.
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Using Eye Tracking Data To Analyze A Computer Game Learning ExperienceAlkan, 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& / #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& / #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.
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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.
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Combining role playing game constructs toward real time strategy gamesTowle, 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.
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Beginning, persisting, and ceasing to play : a stage use and gratifications approach to multiplayer video games /Shand, Matthew. January 2010 (has links)
Thesis (M.S.)--Rochester Institute of Technology, 2010. / Typescript. Includes bibliographical references (leaves 25-26).
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Establishing methodologies for the analysis and development of interactive documentaryGalloway, 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.
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Gender-oriented vs. gender-neutral computer games in educationMubireek, Khalid Al 15 October 2003 (has links)
No description available.
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