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Leveling the playing field reassessing gender and socio-economic disparities in online spaces /Dean, Mary Therese. January 2006 (has links)
Thesis (Ph. D.)--University of Hong Kong, 2007. / Title proper from title frame. Also available in printed format.
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A study of the game console market in Hong Kong.January 1991 (has links)
by Tsang Yat-fai. / Thesis (M.B.A.)--Chinese University of Hong Kong, 1991. / Includes bibliographical references. / ABSTRACT --- p.ii / TABLE OF CONTENT --- p.iii / LIST OF ILLUSTRATIONS --- p.v / ACKNOWLEDGMENTS --- p.vi / Chapter / Chapter I. --- INTRODUCTION --- p.1 / Origin of research --- p.1 / The problem statement and the target population --- p.3 / Information sought --- p.6 / Chapter II. --- BACKGROUND ANALYSIS --- p.9 / The background --- p.9 / Game consoles: the products --- p.9 / The current promotion and distribution of game consoles in Hong Kong --- p.17 / Market size --- p.19 / Chapter III. --- PILOT SURVEY - PRELIMINARY INTERVIEWS --- p.21 / Target population's demographics and other characteristics --- p.21 / Target population's knowledge about game consoles in Hong Kong --- p.21 / Target population1s attitude towards different attributes of a game console --- p.23 / Graphic output quality --- p.23 / Sound output quality --- p.24 / Game variety --- p.25 / Game quality --- p.27 / Game system expandability --- p.29 / Game console price --- p.30 / Game card price --- p.31 / Relative importance of factors affecting their buy/no-buy decision making --- p.32 / Target population's preferences towards different brands of game consoles --- p.33 / Chapter IV. --- SAMPLE SURVEY DESIGN --- p.35 / Sampling plan --- p.35 / Questionnaire design --- p.37 / Chapter V. --- SAMPLE SURVEY RESULT AND INTERPRETATIONS --- p.39 / Characteristics of sample taken --- p.39 / Brand awareness --- p.41 / Sources of information: the information distribution channel --- p.43 / Attitude towards different attributes of the four game consoles --- p.46 / Relative importance of factors affecting the buy/no-buy decision --- p.49 / Preference towards different brands --- p.51 / Preference towards different product distribution channels --- p.52 / Intention to buy --- p.53 / Is there a room for the Super Famicom? --- p.54 / Chapter VI. --- LIMITATION AND CONCLUSION --- p.57 / APPENDIX --- p.Q1 / The display of the questionnaire --- p.Ql / Summary of questionnaire survey findings --- p.S1 / Frequency --- p.Fl / Crosstabs --- p.C1 / REFERENCES --- p.R1
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Lights Out : determining solvability on rectangular boards /Wilson, Tamar Elise. January 2009 (has links) (PDF)
Undergraduate honors paper--Mount Holyoke College, 2009. Dept. of Mathematics. / Includes bibliographical references (leaf 47).
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Participatory culture and enjoyment in the video games industry : reconfiguring the player-developer relationship /Banks, John A. L. January 2004 (has links) (PDF)
Thesis (Ph.D.) - University of Queensland, 2005. / Includes bibliography.
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FMMG: um framework para jogos multiplayer móveis. / FMMG: a framework for mobile multiplayer games.Kubo, Mario Massakuni 04 September 2006 (has links)
A área de jogos para dispositivos móveis vem despertando o interesse cada vez maior de diversas pessoas, seja na área acadêmica ou de empresas comerciais, principalmente quando o desafio é desenvolver jogos multiusuário. No entanto, apesar do crescimento no número de frameworks e engines, e da ampliação das pesquisas nessa área, não existe ainda uma arquitetura padrão para o desenvolvimento de jogos para dispositivos móveis, devido principalmente à complexidade do problema, à grande diversidade de tipos de dispositivos móveis disponíveis no mercado e aos requisitos que diferem para cada tipo de jogo. O trabalho de pesquisa e desenvolvimento consistiu em, a partir de um estudo sobre o estado da arte e as necessidades de usuários e desenvolvedores, se desenvolver um framework para Jogos Multiplayer Móveis, denominado FMMG (Framework Mobile Multiplayer Games). Como resultado a Tese apresenta uma descrição detalhada da arquitetura do framework FMMG e dos módulos propostos, mostrando a integração entre eles, bem como as principais inovações que foram produzidas. A arquitetura do FMMG se baseia no padrão MVC (Model View Controller) e em uma estrutura de estado do jogo de acordo com os módulos preestabelecidos de gerenciamento, básico e rede. O framework resultante desta Tese visa dessa forma disponibilizar um conjunto de componentes que auxiliem na implementação de Jogos Multiplayer Móveis. Por fim, é apresentado um estudo de caso para a validação do framework desenvolvido, o qual demonstra o funcionamento dos principais recursos oferecidos. / The branch of mobile device games has drawn increasing interest of both universities and industries, specially when it comes to the development of multiplayer games. However, despite the growing number of frameworks and engines, as well of researches in this field, no standard architecture for the development of mobile device games has been established. Such situation can be explained by the complexity of the problem, the vast diversity of mobile devices currently in the market, and the different requirements of each type of game. The research and the elaboration of this project consisted of the development of a framework for Mobile Multiplayer Games called FMMG, based on both a study of the state of art and the needs of users and developers. As a result, the thesis presents a detailed description of both the FMMG framework architecture and of the modules proposed, showing the integration between them, as well as the main innovations produced during the development of this project. The FMMG architecture is based on the MVC (Model View Controller) standard and on a state-of-game structure in accordance with the pre-established management modules: basic and network. The goal of the resulting framework presented hereby is thus to offer a set of components that assists the implementation of Mobile Multiplayer Games. Finally a case is presented to validate the framework under consideration, demonstrating the functioning of the main features available.
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Narrativa e Interatividade em meios audiovisuais / Narrativa e Interatividade em meios audiovisuaisSá, Alexandre Machado de 23 March 2007 (has links)
Em O Discurso da Narrativa Gerrard Genette faz uma análise de À La Recherche du Temps Perdu de Proust, destrinchando a poética narrativa e fornecendo elementos eficazes para a compreensão e estudo de qualquer outra obra narrativa. Genette sugere a análise através de 3 chaves: Tempo (que pode ser subdividido em Ordem, Duração e Freqüência), Modos de Narrativa e Voz. A narrativa é cada vez mais presente nos videogames e para compreender as congruências e diferenças entre a narrativa literária e a narrativa que permite interação, própria dos jogos eletrônicos, o jogo de aventura Full Throttle , de Tim Schafer, foi observado sob a ótica de O Discurso da Narrativa. A partir dos elementos fornecidos pelo estudo, esse trabalho propõe a criação de uma obra: LIMBO, um jogo eletrônico com a aplicação objetiva dos recursos narrativos observados. O documento de produção do jogo, é apresentado de forma completa, procurando abordar o maior número de características que deverão ser implementadas através dos seguintes tópicos: visão geral, sinopse, descrição dos personagens, descrição do universo onde se passa a história, argumento, descrição do funcionamento do jogo, mecânica do jogo, descrição progressiva fase a fase, descrição do espaço e descrição da direção de arte. / In Narrative Discourse Gérrard Genette makes an analyze of À La Recherche du Temps Perdu by Proust, breaking apart the poetic narrative and bringing new effective elements to comprehend and study any other kind of narrative. Genette suggests that this analyze should be taken by three basic keys: Time (could be divided in Order, Duration and Frequency), Mode and Voice. The narrative have been more and more common in the videogames and to comprehend the congruencies and differences between the literature narrative and a narrative that allows interaction, of the electronic games, the adventure Full Throttle from 1994, by Tim Schafer, was observed by the eye of Narrative Discourse. Using the elements found in this study, this work consists on the creation of a new product: LIMBO, an electronic game with the objective application of this narrative features observed. The Game Document is presented in a completed way, trying to approach the biggest number of characteristics that will be implemented by the topics: overview, synopsis, characters description, description of the universe where the story happens, argument, game play, level design and concept arts.
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FMMG: um framework para jogos multiplayer móveis. / FMMG: a framework for mobile multiplayer games.Mario Massakuni Kubo 04 September 2006 (has links)
A área de jogos para dispositivos móveis vem despertando o interesse cada vez maior de diversas pessoas, seja na área acadêmica ou de empresas comerciais, principalmente quando o desafio é desenvolver jogos multiusuário. No entanto, apesar do crescimento no número de frameworks e engines, e da ampliação das pesquisas nessa área, não existe ainda uma arquitetura padrão para o desenvolvimento de jogos para dispositivos móveis, devido principalmente à complexidade do problema, à grande diversidade de tipos de dispositivos móveis disponíveis no mercado e aos requisitos que diferem para cada tipo de jogo. O trabalho de pesquisa e desenvolvimento consistiu em, a partir de um estudo sobre o estado da arte e as necessidades de usuários e desenvolvedores, se desenvolver um framework para Jogos Multiplayer Móveis, denominado FMMG (Framework Mobile Multiplayer Games). Como resultado a Tese apresenta uma descrição detalhada da arquitetura do framework FMMG e dos módulos propostos, mostrando a integração entre eles, bem como as principais inovações que foram produzidas. A arquitetura do FMMG se baseia no padrão MVC (Model View Controller) e em uma estrutura de estado do jogo de acordo com os módulos preestabelecidos de gerenciamento, básico e rede. O framework resultante desta Tese visa dessa forma disponibilizar um conjunto de componentes que auxiliem na implementação de Jogos Multiplayer Móveis. Por fim, é apresentado um estudo de caso para a validação do framework desenvolvido, o qual demonstra o funcionamento dos principais recursos oferecidos. / The branch of mobile device games has drawn increasing interest of both universities and industries, specially when it comes to the development of multiplayer games. However, despite the growing number of frameworks and engines, as well of researches in this field, no standard architecture for the development of mobile device games has been established. Such situation can be explained by the complexity of the problem, the vast diversity of mobile devices currently in the market, and the different requirements of each type of game. The research and the elaboration of this project consisted of the development of a framework for Mobile Multiplayer Games called FMMG, based on both a study of the state of art and the needs of users and developers. As a result, the thesis presents a detailed description of both the FMMG framework architecture and of the modules proposed, showing the integration between them, as well as the main innovations produced during the development of this project. The FMMG architecture is based on the MVC (Model View Controller) standard and on a state-of-game structure in accordance with the pre-established management modules: basic and network. The goal of the resulting framework presented hereby is thus to offer a set of components that assists the implementation of Mobile Multiplayer Games. Finally a case is presented to validate the framework under consideration, demonstrating the functioning of the main features available.
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Audio-visions : domestic videogame playDenham, Geoffrey Walter, University of Western Sydney, School of Communication and Media January 1999 (has links)
The domestic playing of videogames is examined through a series of extended dialogues with male adolescents. The research process was grounded in a theorisation of audience activity in communication studies which sees meanings emerging from the boys’ engagements with kinetic texts in terms of refigurative activity. This encapsulates reading, interpretation, and a cultural productivity whereby the kinetic text is returned to the everyday world, primarily through a relation of mimicry. The cultural fertility of videogames is traced through this mimicry to reveal a series of themes: a de-stabilising of the distinction between work and play spaces; the fragmentation of audiences of the small screen in the home through the establishment of gendered playspaces; the instilling of competitive relations within male community; and the melding of fantasy and discipline. An investigation of the significance of soundtrack to videogame play leads to the conclusion that in videogame playing a new cultural competency is taking shape in the form of a postmodern literacy, which lays stress on a continuous circumlocution, a destabilizing of narrative time, and middles rather than beginnings or endings. The findings contradict many ideas regarding videogame playing: that players are addicts; that videogame play is mindless; or that players are fickle. Videogame playing is implicated as an identity-making discursive project considered central to the business of being a male adolescent. / Doctor of Philosophy (PhD)
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An Ada library for positional board games /Mangolas, Athanassios Anastassios, January 1990 (has links)
Thesis (M.S.)--Virginia Polytechnic Institute and State University, 1990. / Vita. Abstract. Includes bibliographical references (leaves 116-118). Also available via the Internet.
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Some disassembly required understanding the deaths of the player-character self in Call of duty 4 /Sherrick, Brett I. January 2009 (has links) (PDF)
Thesis (M.A.)--University of North Carolina Wilmington, 2009. / Title from PDF title page (January 13, 2010) Includes bibliographical references (p. 42-44)
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