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Sorg, terapi och omöjliga beslut – erfarenheten The Last of Us : Inlevelse, experientialitet och identitetsutvecklande insikter i narrativa datorspel / Sorrow, Therapy and Impossible Decisions – Experiencing The Last of Us : Immersion, experientiality and identity-defining insights in narrative computer gamesNielsen Isho, Paul January 2018 (has links)
Vår utforskning av fiktionens världar kan fördjupa vår förståelse för oss själva, varandra och vår omvärld. Syftet för denna litteraturstudie är att nå en förståelse för hur narrativa datorspel kan ge upphov till dessa identitetsutvecklande insikter och hur litteraturundervisningen kan stödja elevernas vägar till att nå fram till dem. För att illustrera textgenrens lärandepotential används det narrativa datorspelet The Last of Us (2013) som ett studieobjekt. Med basis i kognitiv litteraturteori kring termerna immersion och narrativ experientialitet kan man utifrån denna litteraturstudie uttyda att de narrativa datorspelens upphov till identitetsutvecklande insikter bygger på ett slags fiktivt experientiellt lärande. Det inledande steget i detta lärande är spelarens inlevelse i spelets berättelse, den så kallade narrativa immersionen. Då datorspelsnarrativet etablerar ett känslomässigt engagemang gentemot spelarkaraktären möjliggörs ett delat erfarande inom fiktionsvärlden. Detta interaktiva och förkroppsligade tillstånd stimulerar spelaren att projicera sina egna kunskaper och erfarenheter för att förstå sina intryck av sin inlevelse i fiktionsvärlden. I en kognitiv simulation tillåts spelare reflektera hur de skulle reagera om de vore i samma situation. De kulturellt medierade erfarenheter spelare således tar till sig har potentialen att expandera deras befintliga förståelsebakgrund. De litteraturdidaktiska överväganden som nödvändiggörs för att stödja detta lärande bygger på att främja elevernas inträde i fiktionsvärlden och uppmuntra dem att knyta an sina individuella bakgrunder till sitt fiktiva erfarande. / Our explorations of the possible worlds of fiction help increase our understanding of each other, the world around us, and ourselves. The purpose of this study is to examine how narrative computer games may provide identity-defining insights and which literary teaching methods are beneficial to facilitate students’ access to them. To illustrate the learning potential of the genre this study examines the narrative computer game The Last of Us (2013). On the basis of cognitive literary theories relating to the concepts of immersion and narrative experientiality this study finds that the identity developmental potential of narrative computer games relies on a sense of fictional experiential learning. The inaugurating move in this learning is the player’s immersion in the story of the game, the so-called narrative immersion. As the players therein become emotionally involved in the player-characters’ lives they are exposed to a sense of shared experience with said characters. As this shared embodied experience within the storyworld is accompanied by the medium-specific interactive nature of computer games, players are also stimulated to project their own prior knowledge and experiences as they form assessments based on their subjective impressions of the storyworld. In a cognitive simulation, this interaction between the players’ prior experiential background and the experiences of the protagonists provides an avenue for players to reflect on how they would react if they were faced with a similar situation. The culturally mediated experiences the players thus gather may influence, redefine and expand the players’ current world of knowledge. In order to pave the students’ way to acquire these identity-defining insights, this study finds that pedagogical practices that favour a climate where students are encouraged to immerse themselves in the storyworld and attribute their prior experiential backgrounds to their fictive experiences therein are key factors that help unlock the full learning potential of narrative computer games.
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Jazykové roviny mluvy hráčů počítačových her / Linguistic levels of speech of the computer games playersSCHÖNBAUEROVÁ, Eliška January 2017 (has links)
This master thesis extends the main topic of the bachelor thesis Speech of the Computer Games Players (also by Eliška Schönbauerová) and it will further research a new type of sociolect; the speech of computer games players. This sociolect has been researched just on the basic level, and so the author seeks to focus on other, yet unexplored linguistic levels of said sociolect: morphology, word-formation, phonetics, lexicology, syntax and stylistics. The goal is to deeply explore and research gamers' sociolect and to better understand the process of adapting Anglicisms in the system of contemporary Czech language. The theoretical part is based on available professional literature. This thesis also contains materials gathered by the author from gamers or they are available online.
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Designing autonomous agents for computer games with extended behavior networks : an investigation of agent performance, character modeling and action selection in unreal tournament / Construção de agentes autônomos para jogos de computador com redes de comportamentos estendidas: uma investigação de seleção de ações, performance de agentes e modelagem de personagens no jogo unreal tournamentPinto, Hugo da Silva Corrêa January 2005 (has links)
Este trabalho investiga a aplicação de rede de comportamentos estendidas ao domínio de jogos de computador. Redes de comportamentos estendidas (RCE) são uma classe de arquiteturas para seleção de ações capazes de selecionar bons conjuntos de ações para agentes complexos situados em ambientes contínuos e dinâmicos. Foram aplicadas com sucesso na Robocup, mas nunca foram aplicadas a jogos. PHISH-Nets, um modelo de redes de comportamentos capaz de selecionar apenas uma ação por vez, foi aplicado à modelagem de personagens, com bons resultados. Apesar de RCEs serem aplicáveis a um conjunto de domínios maior, nunca foram usadas para modelagem de personagens. Apresenta-se como projetar um agente controlado por uma rede de comportamentos para o domínio do Unreal Tournament e como integrar a rede de comportamentos a sensores nebulosos e comportamentos baseados em máquinas de estado-finito aumentadas. Investiga-se a qualidade da seleção de ações e a correção do mecanismo em uma série de experimentos. A performance é medida através da comparação das pontuações de um agente baseado em redes de comportamentos com outros dois agentes. Um dos agentes foi implementado por outro grupo e usava sensores, efetores e comportamentos diferentes. O outro agente era idêntico ao agente baseado em RCEs, exceto pelo mecanismo de controle empregado. A modelagem de personalidade é investigada através do projeto e análise de cinco estereótipos: Samurai, Veterano, Berserker, Novato e Covarde. Apresenta-se três maneiras de construir personalidades e situa-se este trabalho dentro de outras abordagems de projeto de personalidades. Conclui-se que a rede de comportamentos estendida é um bom mecanismo de seleção de ações para o domínio de jogos de computador e um mecanismo interessante para a construção de agentes com personalidades simples. / This work investigates the application of extended behavior networks to the computer game domain. We use as our test bed the game Unreal Tournament. Extended Behavior Networks (EBNs) are a class of action selection architectures capable of selecting a good set of actions for complex agents situated in continuous and dynamic environments. They have been successfully applied to the Robocup, but never before used in computer games. PHISH-Nets, a behavior network model capable of selecting just single actions, was applied to character modeling with promising results. Although extended behavior networks are applicable to a larger domain, they had not been used to character modeling before. We present how to design an agent with extended behavior networks, fuzzy sensors and finite-state machine based behaviors. We investigate the quality of the action selection mechanism and its correctness in a series of experiments. The performance is assessed comparing the scores of an agent using an extended behavior network against a plain reactive agent with identical sensory-motor apparatus and against a totally different agent built around finite-state machines. We investigate how EBNs fare on agent personality modeling via the design and analysis of five stereotypes in Unreal Tournament. We discuss three ways to build character personas and situate our work within other approaches. We conclude that extended behavior networks are a good action selection architecture for the computer game domain and an interesting mechanism to build agents with simple personalities.
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Vývoj počítačových her jako média a jeho odraz ve specializovaných a mainstreamových médiích / Development of computer games as a medium and its reflection in specialized and mainstream mediaŠvelch, Jaroslav January 2013 (has links)
This dissertation aims to be a social history of 8-bit computer gaming culture in Czechoslovakia. It focuses mostly on the 1982-1989 period, i.e. from the beginnings of organized computer hobby scene until the end of the so-called "normalization" era. It draws from archival texts, mainly computer club newsletters, and oral history interviews. The resulting corpus is used both to reconstruct the social context surrounding computer game play at the time, and to identify social practices, norms and values connected with computer game playing. Theoretically, the dissertation draws from the social history of media, audience research in the vein of the British cultural studies, and game studies. The dissertation claims that in the earliest days of Czechoslovak computer hobby, the hobbyists were a prime example of active audience. As there was virtually no hardware and software market behind the Iron Curtain, hobbyists had to improvise ways of importing hardware and distributing software, often forming computer clubs to facilitate this. Computer game programming and play were integral parts of hobbyist experimentation. Around 1985, Western commercial games started to enter Czechoslovakia via efficient unauthorized distribution. Computer games have, however, become a hobby of its own a started to spread...
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Towards enhancing indigenous language acquisition skills through MMORPGsKaschula, Russell H, Mostert, André January 2010 (has links) (PDF)
The growing interest and access to massively multiplayer online role-playing games (MMORPG) has opened up significant new scope for educational methodologies, from standard language teaching options through to formalising the skills that a ‘player’ develops through their quests and other activities. This scope is extensive and has created numerous opportunities for innovation both within education and the world of work. This is evidenced by the increasing presence of educational establishments in the virtual world, with Second Life being the most popular for conventional educational purposes. In Second Life and many other realms participants are earning some income and in some cases enjoying a reasonable living from online activities, while developing their skills base. These MMORPGs may open opportunities for promoting language acquisition provided this is located within a suitably attractive realm; ‘players’ would then engage in activities that would contribute to their abilities to use the indigenous languages in everyday life. This article explores how such a system could be developed and the likely contribution it could make to promote a multilingual environment at school and post school levels. Further, it will identify the implications for the future of teaching and learning through the harnessing of MMORPGs.
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Designing autonomous agents for computer games with extended behavior networks : an investigation of agent performance, character modeling and action selection in unreal tournament / Construção de agentes autônomos para jogos de computador com redes de comportamentos estendidas: uma investigação de seleção de ações, performance de agentes e modelagem de personagens no jogo unreal tournamentPinto, Hugo da Silva Corrêa January 2005 (has links)
Este trabalho investiga a aplicação de rede de comportamentos estendidas ao domínio de jogos de computador. Redes de comportamentos estendidas (RCE) são uma classe de arquiteturas para seleção de ações capazes de selecionar bons conjuntos de ações para agentes complexos situados em ambientes contínuos e dinâmicos. Foram aplicadas com sucesso na Robocup, mas nunca foram aplicadas a jogos. PHISH-Nets, um modelo de redes de comportamentos capaz de selecionar apenas uma ação por vez, foi aplicado à modelagem de personagens, com bons resultados. Apesar de RCEs serem aplicáveis a um conjunto de domínios maior, nunca foram usadas para modelagem de personagens. Apresenta-se como projetar um agente controlado por uma rede de comportamentos para o domínio do Unreal Tournament e como integrar a rede de comportamentos a sensores nebulosos e comportamentos baseados em máquinas de estado-finito aumentadas. Investiga-se a qualidade da seleção de ações e a correção do mecanismo em uma série de experimentos. A performance é medida através da comparação das pontuações de um agente baseado em redes de comportamentos com outros dois agentes. Um dos agentes foi implementado por outro grupo e usava sensores, efetores e comportamentos diferentes. O outro agente era idêntico ao agente baseado em RCEs, exceto pelo mecanismo de controle empregado. A modelagem de personalidade é investigada através do projeto e análise de cinco estereótipos: Samurai, Veterano, Berserker, Novato e Covarde. Apresenta-se três maneiras de construir personalidades e situa-se este trabalho dentro de outras abordagems de projeto de personalidades. Conclui-se que a rede de comportamentos estendida é um bom mecanismo de seleção de ações para o domínio de jogos de computador e um mecanismo interessante para a construção de agentes com personalidades simples. / This work investigates the application of extended behavior networks to the computer game domain. We use as our test bed the game Unreal Tournament. Extended Behavior Networks (EBNs) are a class of action selection architectures capable of selecting a good set of actions for complex agents situated in continuous and dynamic environments. They have been successfully applied to the Robocup, but never before used in computer games. PHISH-Nets, a behavior network model capable of selecting just single actions, was applied to character modeling with promising results. Although extended behavior networks are applicable to a larger domain, they had not been used to character modeling before. We present how to design an agent with extended behavior networks, fuzzy sensors and finite-state machine based behaviors. We investigate the quality of the action selection mechanism and its correctness in a series of experiments. The performance is assessed comparing the scores of an agent using an extended behavior network against a plain reactive agent with identical sensory-motor apparatus and against a totally different agent built around finite-state machines. We investigate how EBNs fare on agent personality modeling via the design and analysis of five stereotypes in Unreal Tournament. We discuss three ways to build character personas and situate our work within other approaches. We conclude that extended behavior networks are a good action selection architecture for the computer game domain and an interesting mechanism to build agents with simple personalities.
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Transgender and genderqueer experiences of avatar creation in gamesvan Aller, Marcus January 2018 (has links)
The objective of this thesis is to examine how respondents who self identify as transgender or genderqueer experience avatar creation systems in digital games. In the wake of GamerGate, gender has become a more prevalent topic of discussion, as such, this thesis seeks to survey transgender and genderqueer people in order to gain a better insight into their their experiences with avatar creation in games, and do they perceive the status quo of current avatar creation systems to be in need of change? If so, how? The results of the survey shows that the respondents use avatar creation systems as a means to experiment in a safe environment with aspects of their identity expression, and to improve avatar creation systems, more options need to be added for diverse body types and non-binary identities. / Syftet med denna studie är att examinera erfarenheterna bland respondenter som identifierar sig som trans eller icke-binära personer av avatar skapande system i digitala spel. I kölvattnet av GamerGate har genus blivit ett mer förekommande ämne för diskussion. På grund av detta kommer denna studie att utföra en undersökning bland trans och icke-binära personer om deras erfarenheter med avatar skapande system i spel, och om de anser att förändringar bör genomföras för mer inkluderande avatar skapande system? Och i så fall, vad? Resultaten från undersökningen visar att respondenterna använder avatar skapande system som ett verktyg för att experimentera i en säker miljö med aspekter av deras identitets uttryck, och för att förbättra avatar skapande system bättre krävs mer alternativ för olika kroppstyper och icke-binära identiteter.
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Spelet Cave Generation : En Studie Om Procedurell Generering i 2D-Plattformsspel / Cave Generation the game : A study about procedural generation in 2D platform gamesJohannesson, Nick, Kevin, Simon January 2018 (has links)
Denna studie undersöker olika designval inom datorspel för att skapa intressanta och varierade nivåer som kan tilltala både erfarna spelare och nybörjare inom en av de populäraste fritidsaktiviterna i världen. Att designa en nivå i ett spel är en tidskrävande process, och ett sätt att korta ner på detta arbete är att låta en dator skapa nivåer efter specifika instruktioner, genom en process som kallas för procedurell generering. Målet med denna studie är att ta reda på vilka designval som behöver tas i åtanke för att skapa program för att procedurellt generera nivåer i spel som är anpassade efter en specifik målgrupp. Studiens forskningsfråga lyder: Vilka element krävs i ett 2D-plattformsspel för att spelare skall tycka om spelet? Samt vilka undersökta PCG-algoritmer och parameterinställningar lämpar sig för att skapa ett spel som uppfyller dessa önskemål? För att göra detta utvecklades ett datorspel som använde sig av olika former av procedurell generering. Respondenter från olika målgrupper utformade efter deras spelvanor intervjuades för att ta reda på vilka aspekter personer från varje grupp letade efter i ett datorspel, och det egenutvecklade spelet utformades efter respondenternas svar. Efter detta så fick ett större antal informanter testa spelet och svara på enkätfrågor som sedan sammanställdes och analyserades för att ta reda på vilka aspekter av spelets genererade nivåer som informanterna från varje målgrupp tyckte att datorn hade lyckats med. En del av de resultat vi fått från studien var bland annat att folk som spelar ofta blir mer motiverade av ett poängsystem än folk som spelar mer sällan, samt att alla målgrupper tyckte om en stor variation mellan nivåerna. / This study examines different design choices within computer games to create interesting and varied levels that can appeal to both seasoned gamers and newcomers in one of the most popular hobbies in the world. Designing a level is a time-consuming process, and a way to shorten this work is to let a computer create the levels based on specific instructions, through a process called procedural generation. The goal of this study is to find out what design choices that needs to be taken into account in order to create programs to procedurally generate levels in games that are tailored for a specific target audience. The research question of this study is: Which elements are required in a 2D-platforming game in order for players to enjoy it? And which of the examined PCG-algorithms and parameter settings are suitable for creating a game that fulfils these requirements? In order to do this, a computer game was developed which used various forms of procedural generation. Respondents from target audiences based on their gaming habits were interviewed in order to find out what aspects people from each group looked for in a video game, and the in-house developed computer game was designed based on the respondents’ answers. After this a larger number of people tested the game and answered a survey, which was later compiled and analysed to find out which aspects of the games generated levels that the players from each target audience felt that the computer had been successful in. A part of the results that we found in this study are among other thing that people who play games more often are more motivated by a score system than other players who play less. And that all target audiences prefer varied level design.
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Um jogo computacional como proposta para o estudo de funções / A computer game as proposed for the study of functionsAdamowicz, Bruna Elizabeth 25 September 2015 (has links)
Acompanha: Produção técnica / A Matemática pode ser um tema desafiador para o ensino. Além de características próprias, como formalismo e abstração, a disciplina está associada a uma visão negativa por parte dos alunos, que muitas vezes estão desmotivados e desinteressados. Como consequência, eles são menos focados e envolvidos, obtendo baixos resultados de aprendizagem. Este trabalho apresenta como produto educacional um jogo de computador, projetado e implementado como um recurso auxiliar para a sala de aula. O objetivo é aumentar a motivação dos alunos em relação à disciplina. O conteúdo em estudo é ‘funções do 1º e 2º graus’, para 9º ano do Ensino Fundamental II ou 1º ano do Ensino Médio. O projeto do jogo procurou critérios pedagógicos para apresentar conteúdos na forma de exercícios divertidos para os estudantes. O uso do programa foi observado com relação ao possível impacto sobre a motivação. A coleta e análise dos dados ocorreram por meio de dois questionários, um demográfico e outro motivacional; uma prova de conhecimentos e; observações in loco. Ele foi testado com alunos do Ensino Médio em um colégio de Ponta Grossa - PR. Os resultados obtidos foram positivos, indicando melhor motivação e atitudes em relação à disciplina. / Mathematics can be a challenging subject for teaching. Besides its own characteristics, such as formalism and abstraction, this subject is associated with a negative outlook by the students, who are often unmotivated and uninterested. As a result, they are less focused and involved, obtaining low learning outcomes. This paper presents a computer game as an educational product, designed and implemented as an aid to the classroom work. The goal is to increase students' motivation in relation to the subject. The content of study is 'functions of the 1st and 2nd degree’ for the 9thgrade of elementary school 2 or the 1st year of high school. The design of the game sought pedagogical criteria to display content in the form of fun exercises for the students. The use of the program has been observed regarding the possible impact on motivation. The collection and analysis of data occurred by means of two questionnaires, a demographic and a motivational one; a test of knowledge and; on-site observations. It has been tested on high school students in a school in Ponta Grossa - PR. The results were positive, indicating better motivation and attitudes toward the subject.
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Um jogo computacional como proposta para o estudo de funções / A computer game as proposed for the study of functionsAdamowicz, Bruna Elizabeth 25 September 2015 (has links)
Acompanha: Produção técnica / A Matemática pode ser um tema desafiador para o ensino. Além de características próprias, como formalismo e abstração, a disciplina está associada a uma visão negativa por parte dos alunos, que muitas vezes estão desmotivados e desinteressados. Como consequência, eles são menos focados e envolvidos, obtendo baixos resultados de aprendizagem. Este trabalho apresenta como produto educacional um jogo de computador, projetado e implementado como um recurso auxiliar para a sala de aula. O objetivo é aumentar a motivação dos alunos em relação à disciplina. O conteúdo em estudo é ‘funções do 1º e 2º graus’, para 9º ano do Ensino Fundamental II ou 1º ano do Ensino Médio. O projeto do jogo procurou critérios pedagógicos para apresentar conteúdos na forma de exercícios divertidos para os estudantes. O uso do programa foi observado com relação ao possível impacto sobre a motivação. A coleta e análise dos dados ocorreram por meio de dois questionários, um demográfico e outro motivacional; uma prova de conhecimentos e; observações in loco. Ele foi testado com alunos do Ensino Médio em um colégio de Ponta Grossa - PR. Os resultados obtidos foram positivos, indicando melhor motivação e atitudes em relação à disciplina. / Mathematics can be a challenging subject for teaching. Besides its own characteristics, such as formalism and abstraction, this subject is associated with a negative outlook by the students, who are often unmotivated and uninterested. As a result, they are less focused and involved, obtaining low learning outcomes. This paper presents a computer game as an educational product, designed and implemented as an aid to the classroom work. The goal is to increase students' motivation in relation to the subject. The content of study is 'functions of the 1st and 2nd degree’ for the 9thgrade of elementary school 2 or the 1st year of high school. The design of the game sought pedagogical criteria to display content in the form of fun exercises for the students. The use of the program has been observed regarding the possible impact on motivation. The collection and analysis of data occurred by means of two questionnaires, a demographic and a motivational one; a test of knowledge and; on-site observations. It has been tested on high school students in a school in Ponta Grossa - PR. The results were positive, indicating better motivation and attitudes toward the subject.
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