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Berättelsens labyrinter : Interaktiv fiktion och dess narrativa aspekterNilsson, Jakob January 2011 (has links)
This essay examines the narrative aspect of interactive fiction. The study uses Janet H. Murrays analysis of the digital environment and the properties of it as procedural, participatory, spatial and encyclopedic. From this, her three characteristic pleasures in digital narratives - immersion, agency and transformation - are examined from the perspective of interactive fiction. The study also examines Nick Montforts analysis of interactive fiction as a potential narrative and a simulated world or environment. His comparison of interactive fiction with the literary riddle is also used in regards to puzzles and other game-related aspects in interactive fiction as a part of storytelling. Furthermore, the essay uses Espen J. Aarseths analysis on ergodic text and non-linearity to place interactive fiction in a tradition of participatory texts not necessarily bound to the computer. The essay show how the repeated and sudden nature of death in interactive fiction poses a potential problem in its aspiration to create a cohesive storytelling experience. Death can however be used as an aid in other narrative aspirations, such as humour. Furthermore, the participatory aspect of interactive fiction can create a meaningful and strong emotional response to the death of non-player characters. The essay also show how interactive fiction may use puzzles and other challenges as a method to create suspense and drama. The quality of interactive fiction as a simulated world enables it to create mazes and related experiences based on spatial navigation. Especially it underlines its capacity to in this manner portrait abstract concepts such as bureaucracy in a convincing and literal way. Finally the essay proposes that interactive fiction can be viewed as a bridge between traditional literary texts and the new digital texts of computer based entertainment. The essay therefore suggests that interactive fiction, with its expressed literary ambitions, is especially qualified as a starting point for understanding computer games as a capable storytelling tool. Further studies on interactive fiction may help reach a deeper understanding of the narrative qualities of computer games.
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Under the Radar: The Effects of Computer Games on Investigative Self-efficacyColumbus, Yolanda RoChelle Debose 2010 December 1900 (has links)
Minorities are underrepresented in the science workforce yet adequately
represented as players of computer games. Findings in career development research
suggest that a decision to pursue a science career is directly impacted by a person’s
investigative self-efficacy. Because minority students choose to spend a significant
amount of time playing computer games this study examines the effects of computer
games on investigative self-efficacy.
The dissertation is composed of a systematic literature review, the development
of a theoretical framework, and an application of the theoretical framework in a quasiexperimental
study. In the systematic literature review, the small-to-moderate effect
sizes of the 6 systematically identified studies suggest that elements in computer games
can potentially affect self-efficacy. Unfortunately, the similarities across the small
number of studies makes it difficult to generalize the results to other settings and content
areas while variability across the studies makes it difficult to pinpoint which computer
game elements or type of computer games affect self-efficacy.
An exploration of theories and empirical research in cognitive psychology, career
development, and performance in complex environments led to a theoretical framework.
The theoretical framework integrates attention, flow, and self-efficacy theories as well as
the results of Berry and Broadbent’s (1988) study that compared the effects of implicit
and explicit instructions on performance. Using the theoretical framework developed in
this dissertation, stealth educational games are proposed as an option for building the
investigative self-efficacy of unmotivated or academically struggling learners.
The effect of stealth educational games on minority students’ investigative selfefficacy
was explored. Based on the statistical results in this study and the differences
across each of the schools, the potential value of stealth educational games is still
unknown. Future research should employ theory to systematically document and define
the context in which the game is delivered, incorporate assessments built into the game
instead of using surveys, include incentives for student participation and obedience, and
compare the effects of a stealth educational game to an explicitly educational game.
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Game development environment to teach computer science conceptsPrayaga, Lakshmi. January 2007 (has links)
Thesis (Ed.D.)--University of West Florida, 2007. / Title from title page of source document. Document formatted into pages; contains 133 pages. Includes bibliographical references.
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CyberCIEGE scenario illustrating secrecy issues through mandatory and discretionary access control policies in a multi-level security network /LaMore, Robert L. January 2004 (has links) (PDF)
Thesis (M.S. in Computer Science)--Naval Postgraduate School, June 2004. / Thesis advisor(s): Cynthia Irvine, Paul Clark. Includes bibliographical references (p. 189-190). Also available online.
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A CyberCIEGE scenario illustrating multilevel secrecy issues in an air operations center environment /Meyer, Marc K. January 2004 (has links) (PDF)
Thesis (M.S. in Computer Science)--Naval Postgraduate School, June 2004. / Thesis advisor(s): Cynthia Irvine, Paul C. Clark. Includes bibliographical references (p. 167-168). Also available online.
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What's real anymore a comparison of World of Warcraft, secondlife and online experiences /Tran, Chris. Wang, Zuoming, January 2009 (has links)
Thesis (M.S.)--University of North Texas, May, 2009. / Title from title page display. Includes bibliographical references.
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Evolving visibly intelligent behavior for embedded game agentsBryant, Bobby Don 28 August 2008 (has links)
Not available / text
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If it's in the game, it's in the game : an analysis of the football digital game and its playersConway, Steven Craig January 2010 (has links)
The focus of this thesis is the representation of football, as sport and culture, within the medium of the digital game. Analysing its three sub-genres - the televisual, the extreme and the management genre. This dissertation outlines how each configures, incorporates, rejects or ignores certain conventions, values and practices connected to the socio-cultural system of the sport, and the wider sport-media complex in its representational and ludic system. Though the marketing literature surrounding these games often makes claims to their simulational quality, these products will be shown to present very particular, dissimilar and above all ideologically loaded versions of the sport they claim to impartially represent. In an evolution of Baudrillard's (1983) concept of the simulacrum, these digital games will be revealed as euphemisms for sport, as inoffensive representations of something that may in reality be considered to offensive, or too harsh for inclusion into a marketable product. Also central to this thesis is the increasingly trans-medial nature of sport consumption, as the post-modern consumer does not simply distinguish between the various media he or she consumes and the 'reality' of the mediated object; indeed it is the mediation of the sport that now constitutes the dominant interpretation of its conventions and values. To quote John Fiske, the media no longer supply 'secondary representations of reality; they affect and produce the reality they mediate' (1994, p.xv).
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DRM - utveckling, konflikter och framtid : konsumenters reaktioner på och företags användande av DRMLövgren, Alexander January 2013 (has links)
With the digital revolution within video games, the need for Digital Rights Management (DRM) has increased significantly, alongside with the increasing problem of copyright pirates. To counter pirates, DRM was created to prevent illegal copying of software, this to ensure that the Distributors received an income for their work. DRM has, since the start of its use, been getting, a lot of bad criticism from the users of the software protected by DRM. The main function of this paper is to describe the creation and development of DRM by analysis of the vision of different groups on this phenomenon. The main questions are as follows, is it possible to define the very reason for why DRM was created and if so, can its development through time be defined too? What differences in opinions are there when it comes to DRM, counting the two major groups of creators, sellers, distributors (referred to as distributors) versus individual users (referred to as consumers)? In what way will the research results suggest that the future DRM will develop? The development has gone from solving puzzles in a handbook to start the game each time the user wants to play, to serial numbers that is needed during the installation of the game. Even more extreme measures has been taken, consisting of the installation of an external software to verify the license key and ensure that no illegal actions were taken. Distributors have shown through the years that the use of DRM is a must to protect their games from piracy. With the years that gone by, the DRM-system has developed into a more advanced software protection system and with this more problems have begun to emerge affecting the legal consumers, like errors preventing the users from playing the game. At the same time Distributors show little interest to remove or lower the usage of DRM. Users believe that the removal of DRM is the perfect solution, but discard the fact that a software without any kind of copy protection would risk not to generate any income at all for the developers. When we consider now and then, we can see distinct patterns of continuing development of DRM-methods that do not create the same amount of issues for the consumers. The problem however previously addressed by DRM to stop illegal copies has now shifted to whether the consumers have the right to modify or change their purchased games.
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Intentional Dialogues: Leveraging Intent to Enable the Effective Reuse of ContentKerr, Christopher Unknown Date
No description available.
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