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A script development model for the creation of computer games / Cecile van ZylVan Zyl, Cecile January 2008 (has links)
The concept of game development has traditionally not implemented the skills of professional writers to develop the scripts for a computer game. However, due to the growth in complexity and size of the computer game development process, as well as the growing teams of people involved in the development of computer games, the need to employ skilled writers has emerged in modern computer game development.
It has, however, become clear that the role of the writer within the collaborative game development process is still ill-defined. And therefore, the writer who wishes to start writing for the games industry, is faced with a great deal of obstacles. It was therefore deemed necessary to develop a script development model for the creation of computer games that can assist the writer of a computer game by means of thorough guidance. The aim of this research project is therefore to develop such a model.
The first step towards the establishment of a script development model, would be to determine the position of the writer in the collaborative game production communication process. In order to establish this, a communication model was developed for the communication process of the computer game development process, based on Roman Jakobson's communication model.
After the position of the writer in the communication process was established, a game development model was developed to determine the position of the writer within the entire game development process. This was done so that the functions and responsibilities of the writer - within a greater collaborative development process - could be determined. This model was developed based on existing software development models, as well as two different models from the games industry that focus on different aspects within the game development process.
With the position, functions and responsibilities of the writer determined, it was possible to postulate a script development model for the creation of computer games. This model was developed with an emphasis on the game context, creative strategies and analytical frameworks available to the writer. Furthermore guidelines were provided on the actual scripting of the computer game script, based on elements from drama theory.
To test the script development model, a non-functional prototype (thin-slice) computer game script was developed based on the Fritz Deelman-series (Leon Rousseau). The script development model was used as guideline to establish whether the script development model could in future be used to develop a full-scale, implementable computer game script. / Thesis (M.A. (Afrikaans and Dutch))--North-West University, Potchefstroom Campus, 2008.
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A script development model for the creation of computer games / Cecile van ZylVan Zyl, Cecile January 2008 (has links)
The concept of game development has traditionally not implemented the skills of professional writers to develop the scripts for a computer game. However, due to the growth in complexity and size of the computer game development process, as well as the growing teams of people involved in the development of computer games, the need to employ skilled writers has emerged in modern computer game development.
It has, however, become clear that the role of the writer within the collaborative game development process is still ill-defined. And therefore, the writer who wishes to start writing for the games industry, is faced with a great deal of obstacles. It was therefore deemed necessary to develop a script development model for the creation of computer games that can assist the writer of a computer game by means of thorough guidance. The aim of this research project is therefore to develop such a model.
The first step towards the establishment of a script development model, would be to determine the position of the writer in the collaborative game production communication process. In order to establish this, a communication model was developed for the communication process of the computer game development process, based on Roman Jakobson's communication model.
After the position of the writer in the communication process was established, a game development model was developed to determine the position of the writer within the entire game development process. This was done so that the functions and responsibilities of the writer - within a greater collaborative development process - could be determined. This model was developed based on existing software development models, as well as two different models from the games industry that focus on different aspects within the game development process.
With the position, functions and responsibilities of the writer determined, it was possible to postulate a script development model for the creation of computer games. This model was developed with an emphasis on the game context, creative strategies and analytical frameworks available to the writer. Furthermore guidelines were provided on the actual scripting of the computer game script, based on elements from drama theory.
To test the script development model, a non-functional prototype (thin-slice) computer game script was developed based on the Fritz Deelman-series (Leon Rousseau). The script development model was used as guideline to establish whether the script development model could in future be used to develop a full-scale, implementable computer game script. / Thesis (M.A. (Afrikaans and Dutch))--North-West University, Potchefstroom Campus, 2008.
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Ingenting är sant, allt är tillåtet : En kvalitativ studie om historiska datorspel som Assassin’s Creeds påverkan för det oavsiktliga lärandet och dess pedagogiska möjligheterJohansson, Martin, Johansson, Tina January 2014 (has links)
The main purpose of this study is to investigate the unintentional learning that happens during the use of computer games. With the use of interviews with students in the ages 13-15 who all have played the game series Assassin’s Creed, and then compared them with students who does not play the game, we have been able to identify that some learning is taking place, but that the student’s attitude towards the subject, and their maturity, also is vital for the learning. Even tough, the students who didn’t really enjoy history as a subject showed better knowledge after playing the game, than the students who hadn’t played at all, which indicates that computer games can be a good source for learning. Another purpose was to investigate the students’ attitude towards using computer games in their education. Interestingly all the students we interviewed, even those who are not interested in computer games were positive to the use of computer games in some form in their education, either themselves playing, or the teacher using it as a form of interactive media to show a certain event or person. Our conclusion shows that computer games are a good source of learning, and the use of computer games as a pedagogic tool in the education definitely should be a subject for further research.
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Låt det förflutna tillhöra det förflutna : En studie om datorspel, socialt välbefinnande och kunskapsmässig utvecklingEricsson, Emil, Adolfsson, Martin January 2015 (has links)
This study investigates the effects that commercial computer games have on young individuals social comfort and learning progress. As a systematic study of literature, scholarly articles have been analysed in order to illuminate the positive as well as negative effects on social comfort and learning progress that may come with playing computer games. The social effects have mainly been discussed with role-playing games, such as World of Warcraft, as starting point, while the learning effects have been coupled with strategy games, such as Civilization IV. The study does not simply declare how these games can be good for these factors, but also in what respect computer games may prevent the development of young individuals socials skills and learning progress. The study showed that in spite of perpetual prejudices against computer games in the technological age, computer games might actually be good to use as a tool in order to authorize the development of young individuals regarding learning and social aspects. However, computer games may as well become the source of problems regarding time, family and school results.
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Fun with Death and Failure : An exploration of player experiences in a decentralized open world RPGLarsson, Jonathan, Amigo Arias, Alberto January 2014 (has links)
Many modern single-player role-playing games offer the player a power fantasy where the experience is designed to make the players feel powerful right from the start, with enemies and challenges that scale to the player characters level and abilities. This study explores what happens with play when power fantasy is replaced with decentralization and especially how this decentralization affects the player’s experience of failure and death. To explore this, three experienced The Elder Scrolls V: Skyrim-players played the game with the modification Requiem - The Roleplaying Overhaul. After the participants had played at home for at least 8 hours they each participated in individual semi-structured interviews about their experiences. The interviews were transcribed and a grounded theory coding was performed. Finally the results were analyzed to find common themes. The study found that there was initial frustration due to expecting a power fantasy experience but once players adapted, the increased difficulty of decentralization was enjoyable as long as the player’s agency was not taken away and the world and its difficulty was logical. While the scope of the study is too small to draw generalizable conclusions it nevertheless shows that decentralized, difficult games work well for certain players. Future research is required on how to mitigate the effects of the initial obstacle. / Många moderna single-player-rollspel erbjuder spelaren en maktfantasi där denne ska känna sig kraftfull direkt från spelets start genom att spelets fiender och utmaningar är baserade på spelarkaraktärens nivå och förmågor. Den här studien utforskar vad som händer när denna maktfantasi ersätts med en värld som inte anpassar sig efter spelaren, en så kallad decentraliserad värld. Specifikt undersöks hur decentraliseringen påverkar spelarens upplevelse av misslyckande och spelardöd. För att utforska detta spelade tre spelare The Elder Scrolls V: Skyrim med modifikationen Requiem - The Roleplaying Overhaul i åtta timmar. Efter att deltagarna spelat utfördes individuella semistrukturerade intervjuer och intervjuerna transkriberades. Därefter genomfördes en grounded-theory kodning och analys för att finna gemensamma teman. Resultatet visar att det till en början uppstod frustration hos spelarna på grund av att de väntade sig en maktfantasi. Men när spelarna anpassade sin spelstil kom det fram att svårighetsgraden i en decentraliserad värld ökade underhållningsvärdet så länge spelaren kände att denne kunde påverka sin situation och att svårighetsgraden är grundad i spelvärldens logik. Emedan omfånget av studien är för liten för att dra några generella slutsatser visar den att decentraliserade spel med hög svårighetsgrad är underhållande för vissa spelare. Vidare forskning behövs på hur spelare lättare ska komma över den initiala tröskeln.
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Architecture at Play: The Magic Circle and Flow in Video Game SpacesSin, Terry Hon-Tai 24 April 2012 (has links)
Video games are a part of modern culture. As video game spaces begin to enter a new generation’s spatial lexicon, it is important for architects, curators of spatial design, to understand this new medium of space. This thesis aims to introduce two concepts specific to video game design, the magic circle and flow, to architects as a means of understanding the design of video game spaces.
First coined by the Dutch historian Johann Huizinga in Homo Ludens, and later adapted by video game designers Katie Salen and Eric Zimmerman, the magic circle refers to the boundary created by the rules of a game that separate reality from the fantasy of the game. Within the magic circle, the rules of play can transform and give new meaning to spatial organizations that could be considered problematic in real world architectural design.
Flow is a psychological concept introduced by Hungarian psychology professor Mihály Csíkszentmihályi. When completing a task, flow occurs when both the skill level of the participant and the challenge level of the task are equally high. When a state of flow is achieved, the task becomes enjoyable and can be carried out indefinitely until the balance is broken. Effective video games spaces are specifically designed to contribute to flow experiences, while ineffective spaces can make a game too easy or too hard, creating a boredom or anxiety for the player.
Through a series of explorations and video game case studies, specifically in the first-person and third person shooter genre, this thesis first observes the transformation of implied spatial meanings in the magic circle. It then introduces the unique spatial languages used to generate spaces that support the creation of flow alongside the gameplay and narrative of a video game. This thesis culminates with the design and execution of an original capture the flag map created with the Unreal Engine that tests the concepts of the magic circle and flow in video game spaces. As video games become increasingly ubiquitous, this thesis acts as means of entry for architects to understand the unique properties of an emerging form of spatial design.
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"Doing serious work or just playing?" : computer games in subject EnglishMcGrath, Donna Lynette January 2004 (has links)
The central focus of this study is to look at the legitimacy of using computer games for textual study in subject English and to understand the value that non-traditional forms of narrative text can have in enhancing student learning and enjoyment. This thesis argues that when students are engaged in textual study that is pleasurable, learning outcomes can be enhanced.
Narrative computer games are appropriately placed within the realm of popular cultural texts, therefore, this study is also located within a cultural studies field of inquiry. A range of theoretical lenses which are appropriate to this field, such as critical theory, poststructuralism, reader response theories and narratology, are drawn upon in order to provide different perspectives on knowledge, relationships of power, and elements of story. These multiple perspectives are combined to construct a methodological framework for my research that brings a richness to data analysis. In locating my study within this multi-dimensional methodological framework, it is possible to achieve a layering and interpretation of the many different responses to the binaries of “work” versus “play” inherent in my title.
The study focuses on a junior secondary English class at a school in South-east Queensland. The students undertook a curriculum unit which used a critical literacy framework to study the narratives and cultural identifications inherent in a number of computer games. The participants’ responses to “play” within the classroom forms one facet of the study; the depth of narrative experience enabled by computer games forms another facet; and the final facet examines the cultural responses to newer forms of literacies.
The study concludes that using narrative computer games as a form of text for study in subject English allows for an examination of new forms of literacies that are student-friendly. A hybridised form of communication and pedagogy is also suggested. Narrative computer games allow for pleasure and play in the classroom, albeit in a less traditional way, and a hybridised communication can allow students and teachers access to a dialogue that values the learning experiences associated with this textual medium.
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Playing with audio the relationship between music and games /Havryliv, Mark. January 2005 (has links)
Thesis (M.C.A.-Res.)--University of Wollongong, 2005. / Typescript. Includes CD-ROM in back pocket. Includes bibliographical references: leaf 66-75.
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The effects of a problem based learning digital game on continuing motivation to learn scienceToprac, Paul K., January 1900 (has links)
Thesis (Ph. D.)--University of Texas at Austin, 2008. / Vita. Includes bibliographical references.
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Monster spells /Fossaceca, Amy. January 1992 (has links)
Thesis (M.F.A.)--Rochester Institute of Technology, 1992. / Includes bibliographical references (leaves 37-40).
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