Spelling suggestions: "subject:"eomputer games’design."" "subject:"eomputer gamedesign.""
1 |
Evaluating scaffolding in serious games with childrenObikwelu, Chinedu Okwudili January 2017 (has links)
In scaffolding, full support (guidance) is given to the learner to support weakness and withdrawn bit by bit as learner knowledge fortifies (fading) (Martens & Maciuszek, 2013) . According to Puntambekar & Hubscher (2005), the attributes of scaffolding include diagnosis, calibration and fading. Research work on scaffolding in serious games – games with other purposes other than entertainment, has mainly focused on diagnosis and calibration often referred to in this field as player modelling and adaptivity respectively. There is barely any empirical study investigating fading this in these games. Instead of fading which is the gradual removal of scaffolding, an all-or-nothing approach is often used. The all-or-nothing could lead to cognitive overload in children. For children to have a pleasurable gameplay, it is important the cognitive load is managed effectively. The fundamental question asked in this thesis is “To what extent can scaffolding-fading improve children’s gameplay experience and knowledge gain?” This is broken down to four research questions – 1. Does the gradual removal of guidance improve children’s gameplay experience? 2. What dimensions of gameplay experience are impacted and to what extent are they impacted by the gradual removal of guidance? 3. Would guidance fading during gameplay improve knowledge gain? 4. What effect would inappropriate guidance-fading have on gameplay? A game in which the scaffolding can be manipulated is designed for this study. A comparative study methodology with a controlled experiment, comparing gameplay in both the gradual removal and the all-or-nothing mode, is employed with the aim of measuring gameplay experience and knowledge gain in these modes. Analytics was also employed to capture performance-related gameplay metrics. These methods were combined for a more substantial explanation of findings. The key contributions made include – 1. Appropriately implementing guidance-fading for the first time in a game AND highlighting the relevance of this scaffolding mode to serious gameplay.
|
2 |
Guidelines for the use of the Indie approach in game development projects in the context of a capstone experienceMarais, Craig January 2013 (has links)
This research addresses the challenges associated with the supervision of game development projects as part of a capstone experience. The context of this research is the capstone experience as undertaken by third year software development students who have chosen to develop a game for their project at the School of Information and Communication Technology (ICT) at the Nelson Mandela Metropolitan University (NMMU). This research begins by determining the curricular requirements with respect to the capstone experience for Information Technology (IT) qualifications. This is done by investigating the applicable documentation at the international, national and departmental levels. The position of game development as a sub-category of software development is established and the Indie paradigm is investigated as a further sub-category of game development. Furthermore, the Indie paradigm is investigated through in-depth analyses of the techniques used in the development of ten Indie games. This investigation serves to identify the commonly used techniques in the Indie paradigm. The research presents a case study of the game development projects at the School of ICT at the NMMU for the period from 2009 to 2013. This case study combined with the techniques identifed from the Indie paradigm forms the basis of the guidelines presented by this research. The guidelines are subject to a review by an industry expert. The review takes the form of an expert interview, which serves to verify the guidelines. This research concludes by demonstrating alignment with the objectives it set out to achieve and motivating the success of the research conducted.
|
3 |
Representing the hero: a comparative study between the animated and gameplay cinematic trailers for OverwatchKerr, Stella January 2017 (has links)
A research report submitted to the Faculty of Humanities, University of the Witwatersrand, Johannesburg, in partial fulfilment of the requirements for the degree of Master Arts in Digital Animation, March 2017 / XL2018
|
4 |
Creating Emotions by Characters Design for Computer Games.You, F., Palmer, Ian J., Godfrey, William I., Zheng, Z.B. January 2006 (has links)
No / Firstly, the methodology for characters development in computer games was analyzed from both aspects of art-sourced character development and story-sourced character development separately from the different views of various research fields. In the second section, four different techniques relating to character design and the creation of emotion has been deeply discussed. At the end, the four diverse designs for character OEDIPUS were given according to the plot development based on the background of tragical fable of the ancient Greece.
|
5 |
Video game development with 3D Studio Max and the XNA frameworkKoffi, Cole Mahoukau 01 January 2007 (has links)
The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
|
6 |
The Procedural Generation of Interesting Sokoban LevelsTaylor, Joshua 05 1900 (has links)
As video games continue to become larger, more complex, and more costly to produce, research into methods to make game creation easier and faster becomes more valuable. One such research topic is procedural generation, which allows the computer to assist in the creation of content. This dissertation presents a new algorithm for the generation of Sokoban levels. Sokoban is a grid-based transport puzzle which is computational interesting due to being PSPACE-complete. Beyond just generating levels, the question of whether or not the levels created by this algorithm are interesting to human players is explored. A study was carried out comparing player attention while playing hand made levels versus their attention during procedurally generated levels. An auditory Stroop test was used to measure attention without disrupting play.
|
7 |
The cake is not a lie: narrative structure and aporia in Portal & Portal 2 / Cake is not a lie : narrative structure and aporia in Portal and Portal 2 / Cake is not a lie : narrative structure and aporia in Portal and Portal TwoUnknown Date (has links)
As puzzle-driven, character based games, Portal and Portal 2, developed by the Valve Corporation, are not only pioneering in their use of narrative, but they also revolutionize the function of aporia. This thesis explores the role of aporia and use of the narrative in the two video games. It will be argued that the games possess a rigid narrative structure, but while the narrative serves as a peripheral construction, there are other structures that contribute to the experience of gameplay. The research aims to determine how the games adapt narrative and use it in combination with other elements to move beyond simple play and storytelling. As video games become more widely studied in academia, it is important that they merit and maintain standing ; Portal and Portal 2 not only provide a rich gameplay experience, but also offer a particular interaction not found in other texts. / by Kimberly Copeland. / Thesis (M.A.)--Florida Atlantic University, 2012. / Includes bibliography. / Mode of access: World Wide Web. / System requirements: Adobe Reader.
|
8 |
Develop problem solving skills in secondary mathematics classroom through digital game designTam, Long-fai, Frankie., 譚朗暉. January 2010 (has links)
This study examined the use of digital game design and development process in secondary mathematic classroom to develop students’ mathematical problem-solving skills. The findings indicated students were able to acquire new mathematical concept and applied the newly acquired knowledge to solve different problems throughout the game design and development process. The game development process was highly motivating and it promoted students learning attitudes and interests in general. However, the complex skills required in the game development process did discourage one of the students. / published_or_final_version / Education / Master / Master of Science in Information Technology in Education
|
9 |
Evaluation of the usability of the virtual learning spaces game user interface.Kigundu, Stephen. January 2004 (has links)
This thesis reports on a usability study conducted on the Virtual Learning Spaces (VLS) computerbased educational adventure game. The aim of the game is to improve the acquisition of knowledge through play in an interactive, entertaining and intrinsically motivating computer-based environment. The objective of this study centred on assessing the quality of the VLS game user interface, and determining faults and problems that may hinder implementation Literature on usability of virtual reality educational game systems and related phenomenon of usability of other types of computer application systems was reviewed, including, to a lesser extent, literature on usability of web pages. The major issues of interest included, usability issues concerning principles of good user interface design, factors that influence how a user interface promotes user satisfaction and the objectives of playing the game, from player, game and the game as medium of learning perspectives. These principles provided a set of usability requirements for the VLS game user interface on which the evaluation was based. A series of data collection methods comprising a cognitive walk through, heuristic evaluation, usability testing and post-test questionnaire, were used in this study. Despite some usability problems, results indicate that the VLS user interface design conformed, extensively, to the principles of good user interface design in appearance, interaction and user help. It was also found to be engaging, comprehensible and unbiased (in terms of gender and variable computer skills). / Thesis (M.A.)-University of KwaZulu-Natal, Durban, 2004.
|
10 |
Multi-user game developmentHung, Cheng-Yu 01 January 2007 (has links)
This project included the development of a multi-user game that takes place in a 3 dimensional world of the computer science department. Basically, the game allows prospective students to meet existing students and faculty in a virtual open house that takes place within the third floor of Jack Brown Hall. Users can walk around Jack Brown Hall and type text messages to chat with each other.
|
Page generated in 0.0576 seconds