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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
271

The judgment of procedural rhetoric

Ferrari, Simon 08 April 2010 (has links)
This thesis establishes a theoretical framework for understanding virtual spaces and roleplaying in relation to Ian Bogost's theory of "procedural rhetoric," the art of persuading through rule systems alone. Bogost characterizes the persuasive power of games as setting up an Aristotelian enthymeme--an incomplete argument--that one completes through play; however, I argue that the dominant rhetoric intended by a team of game designers is subject to manipulation through player choice. Discrete structures within the play experience cause the meaning-making possibilities of a game object to pullulate in a number of directions. Procedural rhetoric is not comprehended or created when reflected back upon after play: we interrogate it, piece it together, and change it through play. If rules are how the designers express themselves through videogames, then the player expresses herself by forming a personal ruleset--a modus operandi or ethical system--in response to the dominant rhetoric. Furthermore, game space is not merely the place where this dialectic occurs; it also embodies a ruleset in the way it organizes objects and directs the flow of play. The thesis proposes a model by which games, which are "half-real" according to theorist Jesper Juul, can be judged intersubjectively--that is, in a way that accounts for the objectivity of their rulesets and the subjectivity of player experience. By fully understanding the dynamic between the three procedural influences of rules, space, and identity, we can learn more about designing persuasive game systems and enhance the possibilities of subversive play.
272

Making it difficult: modernist poetry as applied to game design analysis

Asad, Mariam 05 April 2011 (has links)
The process of reading a modernist poem is just as much a process of deconstructing it: the language is designed to make meaning through inefficient means, like the aforementioned fragmentation and assemblage. The reader must decode the text. This is what I want to extract as a point of entry to my videogame analysis. The process of reading is not unlike the process of playing. Instead of linguistic structures, a player must navigate a game‟s internal rule system. The pleasure for both the reader and player comes from decoding the poem and game, respectively. I am not making claims that relationships between modernist poetry and videogames are inherent or innate. Similarly, I am not providing a framework to apply one medium to the other. Instead I want to investigate how each medium uses its affordances to take advantage of its potential for creative expression. I do not consider poetry or literature to be superior to videogames, nor am I invoking the argument that videogames should imitate earlier media. My goal is to compare specific modernist poems and videogames to see how each medium makes meaning through its respective processes.
273

Where does this fit? : A Comparative Study of the Graphical Portrayal of Keys as a system in Survival-horror Games

Andersson, Jessica January 2015 (has links)
Puzzles have always been a central part of games. One of the simplest manifestations of a puzzle in games is an obstruction that prevents the player from progressing and an object that removes the obstruction. The system of unlocking new areas with keys is used in order to provide interesting level design and help build narrative in games. This examination intends to provide knowledge and insight into how this type of system is commonly portrayed visually and thus provide a basis for designers to build upon when creating similar challenges, providing a greater awareness of the design norms that are commonly applied. In the majority of the cases that have been examined during this study, text-based information is used to convey the majority of the essential information given to the players regarding the relationship of the key and the lock. In many cases the graphics serve only to highlight important features of the objects and help the player to quickly tell the different items apart in the inventory.
274

Collaborative problem-solving, collaboration formats and creativity: a field study of video game design by professionals

Anne-Marie, Hébert 25 September 2012 (has links) (PDF)
Notre travail concerne la créativité en groupe 'group creativity' dans la conception d'un jeu musical. Notre but est d'identifier et de caractériser les processus collaboratifs et de conception, et plus précisément ceux impliqués dans la génération de solutions créatives. A un deuxième degré, notre objectif est de caractériser les solutions créatives. Durant une étude ethnographique dans un studio de conception de jeu vidéo, d'une part, les réunions collaboratives ont été enregistrées et d'autre part, un entretien combiné à un questionnaire ont été réalisé avec des concepteurs. Avec ces données, nous avons adopté une approche originale qui croise différents 'focus' de la créativité ; le 'focus' processus avec une perspective troisième personne, i.e. notre analyse en tant que chercheur-observateur, le 'focus' produits avec une perspective première personne, i.e. la perspective des concepteurs eux-mêmes et à un moindre degré, le 'focus' place en tant qu'environnement sociotechnique. Pour analyser les processus, nous avons combiné trois analyses appliquées à nos corpora d'enregistrement vidéo. Premièrement, une analyse de contenu a pour but de souligner les activités de conception, et les problèmes et solutions. Deuxièmement, une analyse interactionnelle a pour objectif de mettre en exergue les formes de collaboration, i.e. des paires adjacentes récurrentes d'activités de conception collaboratives autour de la génération de solutions, donc avant pendant et après la génération de solution. Troisièmement, une analyse longitudinale a été conduite pour mettre en lumière la temporalité de la résolution de problème collaborative dans les réunions, plus précisément les processus sociocognitifs de conception, i.e. les processus cognitifs de conception distribués parmi les concepteurs/participants, et les formes de collaboration. Pour analyser les produits, les solutions générées dans nos enregistrements vidéo ont été évaluées par les concepteurs eux-mêmes sur la base de deux dimensions de la créativité, i.e. nouveauté et faisabilité. Ainsi, les solutions les plus créatives ont pu être distinguées des moins créatives par une analyse quantitative. En complément, les justifications utilisées par les concepteurs pour expliquer leurs évaluations ont été investies pour caractériser les solutions créatives par une analyse thématique. Finalement, notre objectif principal a été atteint par le croisement des 'focus' processus et produits. Ce croisement a pour but de mettre en exergue et caractériser les formats de collaboration et processus sociocognitifs de conception spécifiques à la génération de solutions créatives grâce à une analyse quantitative utilisant les taux de liaison. Au regard des processus, notre approche originale a souligné le concept de formats de collaboration comme différentes structures formées de paires adjacentes récurrentes autour de génération de solution et/ou problème. Trois formats de collaboration ont été identifié : (1) formats directifs, i.e. formes spécifiques d'activité de conception collaborative servant à déclencher l'évolution et la définition des espaces de solution c'est-à-dire problème et solution ; (2) formats relationnels, i.e. construction de relations entre une idée de conception en discussion et d'autres idées -réifiées ou non- à l'intérieur ou à l'extérieur des limites du projet de conception ; (3) formats représentationnels, i.e. co-construction de représentations d'une idée de conception en discussion dans le but de la développer au travers de multiple points de vue. Au regard des produits, nous avons mis l'accent sur plusieurs caractéristiques des produits créatifs confortant la littérature (nouveauté, approprié, surprise) dont une, 'ownership', est original. Finalement, le croisement des 'focus' processus et produits a mis en exergue que les formats de collaboration relationnels sont fortement associés à la génération de solutions créatives.
275

A cooperação design de games e neurociência como estratégia à superação do cybersickness

MORENO, Felipe Servilha 27 February 2018 (has links)
Submitted by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-10-17T14:15:14Z No. of bitstreams: 1 Felipe Servilha Moreno.pdf: 3335435 bytes, checksum: 145a8c05a54a0fe851645612ac3962d4 (MD5) / Approved for entry into archive by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-10-17T18:36:07Z (GMT) No. of bitstreams: 1 Felipe Servilha Moreno.pdf: 3335435 bytes, checksum: 145a8c05a54a0fe851645612ac3962d4 (MD5) / Approved for entry into archive by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-10-17T18:37:54Z (GMT) No. of bitstreams: 1 Felipe Servilha Moreno.pdf: 3335435 bytes, checksum: 145a8c05a54a0fe851645612ac3962d4 (MD5) / Made available in DSpace on 2018-10-17T18:38:10Z (GMT). No. of bitstreams: 1 Felipe Servilha Moreno.pdf: 3335435 bytes, checksum: 145a8c05a54a0fe851645612ac3962d4 (MD5) Previous issue date: 2018-02-27 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The technological evolution of HMDs is responsible for making devices available that are lighter, cheaper and more operational, as well as being aware of the risks of cybersicness. Cybersickness involves a range of symptoms similar to those of motion sickness, which affects a significant number of users and is currently regarded as one of the main obstacles to virtual reality helmets in the market. The focal point of this dissertation is on merging the fields of knowledge of Neuroscience and Games Design as a strategy for mitigating the symptoms of cybersickness. It sets out the results obtained from an experiment carried out with two groups of volunteers – heavy and low users of games for HMDs. These results underpin the sensory rearrangement theory and point out the kind of design choices that can trigger the symptoms of cybersickness. As a result, it is becoming possible to design games by predicting the design decisions required to overcome the problem of this malady. / A evolução tecnológica dos HMDs é responsável por disponibilizar aparelhos mais leves, baratos e funcionais, bem como pela visibilidade do cybersickness. O cybersickness consiste em um conjunto de sintomas semelhantes à cinetose, que afeta um percentual expressivo dos usuários e se configura atualmente como um dos maiores impeditivos à consolidação dos capacetes de realidade virtual no mercado. Esta dissertação enfoca a cooperação entre os campos de conhecimento da Neurociência e do Design de Games como estratégia à redução dos sintomas do cybersickness. Apresenta e discute resultados obtidos em experimento realizado com dois grupos de voluntários, heavy user e low user de jogos para HMDs. Tais resultados reforçam a teoria do rearranjo sensorial e apontam as escolhas de design que desencadearam os sintomas de cybersickness. Com isso, passa a ser possível ao designer de games antever decisões projetuais capazes de contribuir à superação do cybersickness.
276

Design de emergência em games

FERREIRA, Nivia Barboza 02 March 2017 (has links)
Submitted by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-08-20T19:01:00Z No. of bitstreams: 1 449037.pdf: 5977234 bytes, checksum: 62769081b2ec075baad72bc603f714dd (MD5) / Approved for entry into archive by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-08-20T20:25:35Z (GMT) No. of bitstreams: 1 449037.pdf: 5977234 bytes, checksum: 62769081b2ec075baad72bc603f714dd (MD5) / Approved for entry into archive by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-08-20T20:27:25Z (GMT) No. of bitstreams: 1 449037.pdf: 5977234 bytes, checksum: 62769081b2ec075baad72bc603f714dd (MD5) / Made available in DSpace on 2018-08-21T13:38:05Z (GMT). No. of bitstreams: 1 449037.pdf: 5977234 bytes, checksum: 62769081b2ec075baad72bc603f714dd (MD5) Previous issue date: 2017-03-02 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / Games are propitious environments for the appearing of new behavior patterns (emergence). It’s necessary to comprehend the nature of these changes taking into account demands and their modifying potential on this process. To support this trajectory, concepts of emergence were presented back from classical sciences to contemporary studies which touch metadesign and game design. This dissertation aims to investigate the phenomenon of emergence in digital games, encompassing the utilization of projective resources that can increase the interactivity and potentiate this process. The research involves literature review, articulation of concepts of complex adaptive system (CAS), emergence incidence in game design and the analysis of three selected objects: Tibia, PokemonGO and The Sims. The perspectives of metadesign usage and artificial intelligence are highlighted as propeller resources of new behaviors. The context, phenomenon and tool relation is discussed concerning: complex adaptive systems, emergence and artificial intelligence. This dissertation concludes that the usage of methodologies which incorporate metadesign and the gamer as codesigner are more appropriate when dealing with the emergent character of games. Furthermore, the use of artificial intelligences expands the possibilities of interaction in the game, multiplying the number of active agents in the system. / Jogos são ambientes propícios ao surgimento de novos padrões de comportamento (emergência). Faz-se necessário compreender a natureza dessas mudanças observando-se as demandas e seu potencial modificador nesse processo. Para embasar esta trajetória foram apresentados conceitos de emergência desde as ciências clássicas até estudos contemporâneos que tangenciam o metadesign e o design de jogos. Esta dissertação tem o objetivo de investigar o fenômeno da emergência nos jogos digitais, abordando a utilização de recursos projetuais que possam aumentar a interatividade e potencializar esse processo. A pesquisa envolve revisão bibliográfica, articulação dos conceitos de sistemas complexos adaptativos (SCA), incidência de emergência no design de games e a análise de três objetos selecionados: Tibia, PokemonGo e The Sims. Destacam-se as perspectivas de uso de metadesign e inteligência artificial como recursos propulsores de novos comportamentos. Discute-se a relação contexto, fenômeno e ferramenta como: sistemas complexos adaptativos, emergência e inteligência artificial. Conclui-se que o uso de metodologias que incorporam metadesign e o jogador como codesigner são mais adequadas para lidar com o caráter emergente dos jogos. Além disso, o uso de inteligências artificiais amplia as possibilidades de interação no jogo, multiplicando a quantidade de agentes ativos no sistema.
277

Roll, Duck, & Cover! : A collaboratively produced, critical game that generates a discussion around the visual representation of nuclear warfare in media

Selimi, Fitim January 2018 (has links)
This research project explores how we can apply Emerging Design Landscapes such as Critical Design and Collective Creativity, in combination with traditional fields of visual communication to address societal challenges in cooperation with society. In particular, this paper aims to question the visual representation of nuclear warfare, and how we could utilize Peircean Semiotics to better understand set representation. The design outcome is a critical board game that at its core aims to create a discussion around the visual representation of nuclear warfare today and act as a learning platform that would help its user better understand the practice of semiosis.
278

Análise da imagem visual em videogames

Souza, Vinícius Nunes Rocha e January 2016 (has links)
Há milhares de anos, as imagens visuais impactam significantemente o cotidiano do ser humano, caracterizando-se como um ótimo meio de comunicação e expressão. Com os avanços tecnológicos, evidenciam-se transformações significativas da linguagem visual, que se moldam aos novos contextos no qual se encontra. Os videogames, artefatos digitais amplamente difundidos na sociedade que permitem a imersão do usuário em ambientes lúdicos dotados de interatividade, são alvo de projetos estéticos cada vez mais sofisticados. Uma vez que utilizam linguagem predominantemente visual, tem-se como premissa que a imagem desempenha papel fundamental para que estes cumpram sua função adequadamente. Entretanto, as imagens em videogames nem sempre obedecem a um padrão de qualidade, carecendo de estudos e métodos que amparem seu desenvolvimento e compreensão. Com isso, o presente estudo tem como objetivo desenvolver um método para análise da imagem visual em videogames, considerando a ampla gama de funções que a mesma exerce em artefatos dessa natureza. Para isso, a fim de permitir o desenvolvimento do método e garantir sua replicabilidade, foram definidos determinados procedimentos metodológicos, que envolvem: a realização e avaliação de um primeiro modelo do método; desenvolvimento de um segundo modelo; coleta e análise de dados envolvendo sujeitos de pesquisa especialistas na área; e o desenvolvimento de um modelo final. Como resultados, pode-se perceber que a análise de imagens visuais em videogames pode ser realizada a partir de um método sistemático, todavia, foram apontadas inúmeras ressalvas e considerações a respeito de como o método pode tornar-se mais eficiente. / For thousands of years, the visual images significantly affect the daily life of the human being, characterized as a great means of communication and expression. With technological advances, are evident the significant changes in visual language, which are molded to the new contexts in which it is. Video games, digital artifacts widespread in society that allow the user's immersion in playful environments with interactivity. They are subject to increasingly sophisticated aesthetic designs. Once they predominantly use visual language, there is a premise that the image plays a key role for them to fulfill their function properly. However, images in video games does not always follow a standard of quality, lacking studies and methods that help its development and understanding. Thus, this study aims to develop a method for the analysis of visual image in video games, considering the wide range of functions that it carries on such artifacts. For this, in order to allow the development of the method and ensuring their replication, were defined certain methodological procedures that involve: implementation and evaluation of a first model of the method; development of a second model; collection and analysis of data involving research subjects experts in the field; and the development of the final model. As a result, it can be perceived that the analysis of visual images in videogames can be performed from a systematic method, however, were identified numerous considerations about how the method can become more efficient.
279

Thinking Outside the Lootbox : Balancing on the Scale of Gacha

Alonso, Kevin, Jigvall, Erik January 2018 (has links)
Lootboxes currently cause a frequent debate in the games industry where the discussion is often focused on the connection to gambling. In this thesis an addition to this debate is made by taking a closer look at Gacha design – a way to design games around monetization – through theory and player opinions. Conclusions point to that if Gacha is viewed as a spectrum of strength the discussion can benefit from an increased understanding of all monetization systems within games regardless of their abstract definitions. The data was collected through focus groups and analyzed based on current research of the common topics that surfaced during the focus group discussions. The thesis found that overall knowledge surrounding Gacha was lacking and by looking at Gacha as a design method opened up for a broader discussion with connections to Lootboxes. / Lootboxes orsakar för närvarande en återkommande debatt inom spelindustrin där diskussionens fokus ofta är kring kopplingen till hasardspel. I detta examensarbete görs ett tillägg till debatten genom en närmre undersökning av Gacha design – vilket är ett designverktyg för inkomstgenerering – genom teori och spelares åsikter. Slutsatserna pekar mot att om Gacha är sett som ett spektrum av styrka kan diskussionen nyttjas för att bidra till en ökad förståelse av alla former av inkomstgenereringssystem inom spel oberoende av deras abstrakta definitioner. Data samlades genom fokusgrupper och analyserades utifrån nuvarande forskning runt de vanligaste ämnen som uppstod under fokusgruppernas diskussioner. Detta examensarbetet fann att den övergripande kunskapen kring Gacha var begränsad och genom att titta på Gacha som en design method öppnade upp för en bredare diskussion med kopplingar till Lootboxes.
280

Avalia??o, an?lise e desenvolvimento de jogo s?rio digital para desktop sobre sintomas e procedimentos de emerg?ncia do acidente vascular cerebral

Limeira, Carlos Felippe Dias 14 May 2015 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2016-04-26T20:43:19Z No. of bitstreams: 1 CarlosFelippeDiasLimeira_DISSERT.pdf: 80285945 bytes, checksum: d6df821c729d387e41f06b6defc4aa84 (MD5) / Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2016-04-29T22:39:03Z (GMT) No. of bitstreams: 1 CarlosFelippeDiasLimeira_DISSERT.pdf: 80285945 bytes, checksum: d6df821c729d387e41f06b6defc4aa84 (MD5) / Made available in DSpace on 2016-04-29T22:39:03Z (GMT). No. of bitstreams: 1 CarlosFelippeDiasLimeira_DISSERT.pdf: 80285945 bytes, checksum: d6df821c729d387e41f06b6defc4aa84 (MD5) Previous issue date: 2015-05-14 / Na ?rea da Educa??o em Sa?de, os materiais educativos desenvolvidos como cartilhas e v?deos animados, nem sempre s?o muito atrativos e eficazes com o p?blico mais jovem, como o formado por pr?-adolescentes. Diante deste problema buscamos demonstrar que o uso de um jogo s?rio digital pode facilitar o processo de ensino-aprendizagem de pr?-adolescentes acerca dos sintomas e procedimentos de emerg?ncia do Acidente Vascular Cerebral (AVC), partindo da hip?tese de que na transmiss?o de informa??es sobre os sintomas do AVC e do n?mero do SAMU (Servi?o Ambulat?rio M?vel de Urg?ncia) a utiliza??o de um jogo s?rio digital pode ser mais eficaz no que se refere ? prefer?ncia e reten??o das informa??es apresentadas do que uma anima??o digital desenvolvida com a mesma finalidade e utilizada em campanhas educativas de combate ao AVC. Para tanto o trabalho apresenta uma reflex?o sobre o uso de jogos digitais no contexto educacional, aliando os princ?pios de game design com a abordagem do Design Centrado no Usu?rio para o desenvolvimento de um jogo s?rio digital para desktop. A metodologia adotada visou a coleta e an?lise de dados qualitativos e quantitativos, a partir de instrumentos metodol?gicos adaptados dos j? existentes na literatura (prototipagem de jogo digital, entrevista semiestruturada, escala visual de humor Pick-A-Mood, grupo focal) e desenvolvidos exclusivamente para a pesquisa (teste de reten??o com "dedoches" e teste de prefer?ncia), sempre buscando adequ?-los aos sujeitos da pesquisa, de modo a poderem ser aplicados de forma r?pida e l?dica, auxiliando na compreens?o e investiga??o da experi?ncia dos pr?-adolescentes com os objetos da pesquisa (anima??o e jogo s?rio digital). Concluiu-se que embora n?o houve diferen?as significativas entre a reten??o do n?mero do SAMU ao comparar o jogo com a anima??o, o jogo s?rio digital demonstrou ser mais eficaz na reten??o dos sintomas do AVC e na prefer?ncia dos pr?-adolescentes.

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