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What can change the nature of a grade? : A study of computer games and how they affect English grades.Johansson, Patrik January 2011 (has links)
The purpose of this study is to establish whether or not there is a connection between a highincidence of computer gaming and English proficiency in Swedish 9th-graders. The study also takescomputer game genres into account, attempting to see if there is a link between frequent playing ofcertain genres and high English grades.According to this study, there is a clear correlation between the gaming habits of Swedish 9thgradersand the grades they receive in English, with a higher frequency of gaming corresponding toa higher grade. The study also suggests that the Strategy, MMO (Massively Multiplayer Online) andCRPG (Computer Role-Playing Game) genres have a higher representation amongst students withgood grades in English.
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Players Game Choices When Dealing with DepressionFändriks, Louise January 2018 (has links)
Depression is a mental illness that effects approximately 300 million people around the world and this is just this year. Those who suffer from depression cope with it in diverse ways. This thesis asks about depressed people’s game choices and the motivation to play the specific games. When depressed people play games, they choose games that let them escape from their problems in the real world or games that allow them to feel relaxed. After a play session the majority would not feel any changes in the mood from before playing. While in an increased positive state of mood, the players would play a variety of games and consider playing multiplayer games where they could interact with other people. There is need for further studies on this subject with further analysis for finding patterns about game choices and motivations among people with depression.
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Vliv počítačové hry Atentát 1942 na zájem o současné dějiny / Influence of Attentat 1942 computer game on interest in modern historyVataščinová, Lenka January 2020 (has links)
1 Abstract This master's thesis focuses on the influence of computer games with historical themes on the interest in contemporary history and history in general. It explains basic concepts such as game, digital media, computer game and educational game and introduces the main aspects of computer games. It also focuses on their benefits in education, but also draws attention to possible pitfalls of playing computer games and their impact on health and development of a young individual. Furthermore, the thesis describes game genres in which the most played games with historical themes can be found and introduces the game Attentat 1942. The next part of the thesis examines whether and how computer games with historical themes affect the interest in contemporary and general history through empirical research based on a questionnaire survey of 150 respondents aged 15-30. The results show that playing computer games with historical themes has an impact on young people's interest in contemporary and general history, and this influence is positive. Furthermore, the results show that the most popular game genres for games with historical themes are strategies, RPGs (role-playing games) and action games, and that players pay attention mostly to the story, gameplay and graphics in these games. The results also show...
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Характер и особенности взаимосвязи толерантности к неопределенности и увлеченности компьютерными играми : магистерская диссертация / The nature and characteristics of the relationship between tolerance of uncertainty and passion for computer gamesЗырянов, Д. А., Zyryanov, D. A. January 2024 (has links)
Объектом исследования явились совершеннолетние геймеры (от 18 до 38 лет). Предметом исследования стала взаимосвязь толерантности к неопределенности и увлеченности компьютерными играми. Магистерская диссертация состоит из введения, двух глав, заключения, списка литературы (80 источников) и приложения, включающего в себя бланки применявшихся методик и корреляционные матрицы, использовавшиеся для факторного анализа. Объем магистерской диссертации 104 страницы, на которых размещены 1 рисунок и 28 таблиц. Во введении раскрывается актуальность проблемы исследования, разработанность проблематики, ставятся цель и задачи исследования, определяются объект и предмет исследования, формулируется гипотеза, указываются методы, а также научная новизна и теоретическая значимость работы. Первая глава включает в себя обзор иностранной и отечественной литературы по теме толерантности к неопределенности. Представлены параграфы, посвященные исследованию увлеченности и увлеченности компьютерными играми в частности. Озвучена проблема классификации видеоигр в контексте психологических исследований, а также предложен вариант разрешения данной проблемы. Выводы по первой главе представляют собой итоги по изучению теоретического материала. Вторая глава посвящена эмпирической части исследования. В ней представлено описание организации и методов проведенного исследования и результатов, полученных по всем использованным методикам: опросник толерантности к неопределенности в модификации Т. В. Корниловой; анкета увлеченности компьютерными играми за авторством Л. С. Глинкиной и В. Е. Василенко; методика «Шкала страсти» («Échelle de passion») за авторством R. J. Vallerand. Также в главе представлен корреляционный и факторный анализ результатов исследования. Выводы по главе 2 включают в себя основные результаты эмпирического исследования. В заключении в обобщенном виде изложены результаты теоретической и эмпирической частей работы, а также выводы по выдвинутым гипотезам, обоснована практическая значимость исследования и описаны возможные перспективы дальнейшей разработки данной проблематики. / The objects of the study were adult gamers (from 18 to 38 years old). The subject of the study was the relationship between tolerance of uncertainty and passion for computer games. The master's thesis consists of an introduction, two chapters, a conclusion, a list of references (80 sources) and an appendix, which includes forms of the methods used and correlation matrices used for factor analysis. The volume of the master's thesis is 104 pages, which contain 1 figure and 28 tables. The introduction reveals the relevance of the research problem, the development of the problem, sets the goal and objectives of the research, defines the object and subject of the research, formulates a hypothesis, indicates the methods, as well as the scientific novelty and theoretical significance of the work. The first chapter includes a review of foreign and domestic literature on the topic of tolerance to uncertainty. Paragraphs devoted to the study of passion and passion for computer games in particular are presented. The problem of classifying video games in the context of psychological research is voiced, and a solution to this problem is proposed. Conclusions on the first chapter are the results of the study of theoretical material. The second chapter is devoted to the empirical part of the study. It provides a description of the organization and methods of the study and the results obtained using all the methods used: questionnaire of Tolerance of Uncertainty modified by T. V. Kornilova; a questionnaire on computer game passion authored by L. S. Glinkina and V. E. Vasilenko; methodology “Passion Scale” (“Échelle de passion”) by R. J. Vallerand. Also, the chapter presents a comparative, correlation and factor analysis of the results of the study. The findings of Chapter 2 are the main results of the empirical study. In conclusion, brief results of the theoretical and empirical parts of the work are presented, as well as conclusions on the hypotheses. The practical significance of the study is substantiated and possible prospects for further development of the problematics are described.
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Grafisk stil i Battle Royale-spel: Realistisk och stiliserad stil / Graphic style in Battle Royale games: Realistic and stylized styleStamenkovic, Andrija January 2021 (has links)
Denna undersökning utfördes för att ta reda på hur spelare upplever de grafiska stilarna i relation till Battle Royale-genren inom spel. De grafiska stilarna ifråga är realistisk och stiliserad stil. Två likadana 3D-modeller skapades med skillnaden att ena är realistisk medan den andra är stiliserad. Dessa användes i en intervju-undersökning 3D-modeller för att besvara frågan. Undersökningen visar att respondenterna upplever de grafiska stilarna annorlunda från varandra men att de ser på stiliserad stil som den mest genreanpassade stilen för Battle Royale-genren. Undersökningen visar även på en svag tendens bland yngre deltagare att se stiliserad stil som genreanpassad samt att manliga deltagare prioriterade att den grafiska stil ska hjälpa dem prestera bättre i spelet. Denna undersökning utfördes på en liten testgrupp och den kvalitativa metoden kan ses som subjektiv. Vidare forskning kan generalisera området med en kvantitativ undersökning.
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What makes a cozy game? : A study of three games considered cozyWäppling, Alva, Walchshofer, Lovisa, Lewin, Rebecka January 2022 (has links)
In recent years the video game industry has seen a rise of the term “cozy games”. In an attempt to explore this new term, this thesis closely looks into three games commonly associated with the label – A Short Hike, Unpacking, and GRIS – to find the essence of what makes them be perceived as cozy. By performing a qualitative analysis, where we played through all of the games two times each, deconstructing and analyzing the different components through the lens of gameplay, visuals, and narrative, we aimed to reach a further understanding of this new term. Our hope is to aid both players as well as developers to gain a better grip of this term, potentially supporting in the process of establishing cozy as a genre of its own. Reaching a concrete result proved difficult. These games that are perceived as cozy are seldom only cozy, the aesthetic being achieved by a combination of several components. These components could be things such as a compelling narrative and visual style, or simple gameplay embracing mundanity and nonviolence. / På senare år har den digitala spelindustrin sett en ökning av termen “cozy games” (“mysiga spel”). I ett försök att utforska denna nya term, tittar denna avhandling noggrant på tre spel som vanligtvis associeras med stämpeln – A Short Hike, Unpacking, och GRIS – för att hitta essensen i vad som gör att de uppfattas som mysiga. Genom att utföra en kvalitativ analys där vi spelar igenom alla spelen två gånger var, dekonstruerar och analyserar de olika komponenterna genom linsen av kontroller/spelupplägg, det visuella och narrativ, var vårt mål att nå en ytterligare förståelse av termen. Vi hoppas att kunna underlätta för både spelare som utvecklare att få ett bättre grepp av denna term, för att vidare kunna komma att hjälpa till i processen att etablera mysigt som sin egen genre. Ett konkret resultat visade sig vara svårt att nå. Dessa spel som uppfattas mysiga är sällan bara mysiga, med flertalet komponenter bidragande till estetiken. Dessa komponenter kan vara sådant som fängslande narrativ och visuell stil, eller enkla kontroller som omfamnar vardaglighet och ickevåld.
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Defining a new Game Genre : Ontological approach to identify and define a new genre of gamesLarsson, Andreas January 2023 (has links)
This thesis investigates the genre classification of Vampire Survivors-like games, focusing on "Vampire Survivors" by Poncle (2021, poncle). The objective is to define their genre and explore the possibility of a new genre creation. The research comprehensively examines genre origins, classification approaches, and significance from design, marketing, and consumer perspectives. Vampire Survivors and similar games have gained prominence, but their genre remains uncertain. Elements align with Action Roguelike and Bullet Hell, yet definitive classification proves elusive. This study analyzes gameplay mechanics, design elements, and experiences to compare with established genres.The research provides insights for game developers seeking design patterns and helps players find suitable games. It contributes to the understanding of emerging game genres, promoting innovation in the gaming industry. Using a systematic methodology, this thesis establishes a coherent genre framework. Finding scontribute to genre discussions and inspire future research in this evolving field.
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