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Wii like to play too : computer gaming habits of older adultsMarston, Hannah January 2010 (has links)
This thesis introduces the innovative idea of the use of computer games and interactive entertainment by second-and third-age adults, specifically in the area of game content and interaction. This form of entertainment and technologies has become varied recently, with increased and widening participation of groups such as older adults of differing ages. The purposes of using technology involve well-being, intergenerational relationships and learning; these are some aspects primarily associated with the study of gerontology and game studies. This investigation encompassed two phases. Phase One examined the type of computer games older adults would like to play relating to hobbies, dreams and interests. Qualitative and quantitative data was collected in a step-by-step approach enabling participants to design their own game idea in an informal, jargon-free environment allowing for ease of understanding and coherence. Phase Two of the investigation involved older adults playing one of two consoles (Wii and PS-2). The games chosen were from the sports genre (golf, tennis and boxing) and were required to play for 15 minutes each. Results from Phase One indicated that participants were able to devise and design a number of game genres, and having prior knowledge of gaming did not necessarily aid when trying to design a game concept. Results from Phase Two indicated participants’ playing on the Wii was easier due to the nature of the console pad, rather than the traditional game pad used on the PS-2. Qualitative and quantitative data analysis interaction mechanism was far more influential on participants’ experience of flow than content. Extensive technological developments have enabled audiences in recent years to interact with gaming platforms easier than before, using motion sensor and natural body movement during game play. Preliminary design guidelines established from this investigation stipulate a multitude of aspects relating to interaction and content to enhance the experience of gaming for older adults.
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Procedural city generation using Perlin noiseFrank, Elias, Olsson, Niclas January 2017 (has links)
Context. Procedural content generation is to algorithmically generate content. This has been used in games and is an important tool to create games with large amounts of content using fewer resources. This may allow small developers to create big worlds, which makes the investigation into this area interesting. Objectives. The Procedural generation of cities using Perlin noise is explored. The goal is to nd out if a procedurally generated city using Perlin noise is viable to use in games. Method. An implementation generating cities using Perlin noise has been created and a user study along with data collection tests the cities' viability in games. Result. The implementation succeeds with all the technical requirements such as performance and determinism. The user study shows that the cities created are perceived as viable in games. Conclusion. The cities generated with the implementation seems to be viable in games. The results show that the generated content are percieved as more viable than random generated cities. Furthermore the generation speed is fast enough to be used in an online setting.
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Constrained procedural floor plan generation for game environmentsBengtsson, Daniel, Melin, Johan January 2016 (has links)
Background: Procedural content generation (PCG) has become an important subject as the demand for content in modern games has increased. Paradox Arctic is a game development studio that aims to be at the forefront of technological solutions and is therefore interested in furthering their knowledge in PCG. To this end, Paradox Arctic has expressed their interest in a collaborative effort to further explore the subject of procedural floor plan generation. Objective: The main goal of this work is to test whether a solution based on growth, subdivision or a combination thereof, can be used to procedurally generate believable and varied floor plans for game environments, while also conforming to predefined constraints. Method: A solution capable of generating floor plans with the use of growth, subdivision and a combination of both has been implemented and a survey testing the believability and variation of the generated layouts has been conducted. Results & Conclusions: While the results of the subdivision and combined solutions show that more work is necessary before the generated content can be considered believable, the growth based solution presents promising results in terms of believability when generating smaller to medium sized layouts. This believability does however come at the cost of variation. / Bakgrund: Procedural content generation (PCG) har blivit ett alltmer viktigt ämne allteftersom kravet på mängden innehåll i moderna spel har ökat. Paradox Arctic är en spelutvecklingsstudio vars målsättning är att ligga i teknologins framkant och de är därför intresserade av att vidareutveckla sin kompetens inom PCG. Av denna anledning har de uttryckt intresse för ett samarbete inom området “procedurell generering av planlösningar”. Syfte: Det huvudsakliga syftet med detta arbete är att undersöka huruvida lösningar baserade på att växa ytor, fördela ytor i mindre delar eller en kombination av dessa, kan användas för att skapa trovärdiga och varierade planlösningar för spelmiljöer, utan att bryta förutbestämda krav. Metod: En lösning som procedurellt genererar planlösningar genom att växa och/eller fördela dem har implementerats och en undersökning, med syftet att utvärdera trovärdigheten och variationen i de genererade planlösningarna, har utförts. Resultat & Slutsatser: Lösningen som baseras på fördelning av ytor och den kombinerade lösningen, visades av resultaten kräva ytterliggare arbete för att anses generera trovärdiga resultat. Lösningen som baseras på att växa ytor däremot, visade positiva trovärdighetsresultat när små och medelstora planlösningar genererades. Detta goda resultat uppstod dock på bekostnaden av variation mellan de genererade planlösningarna.
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Censorship in video games : a comparative case study of EarthBound and Mother 2Lehtinen, Santeri January 2023 (has links)
This study examines the censorship guidelines and translation techniques used in the localization of Mother 2 (1994) (English title: EarthBound), a video game developed originally by Nintendo of Japan and released in North America in 1995 by Nintendo of America. Having extracted 50 dialogue lines which are considered to include topics subject to censorship, the study analyses the prevalence of censorship and translation techniques, as well as the consistency of the localization with Nintendo of America's guidelines. The results show that adaptation and modulation were the most favoured translation techniques, used in 36% and 40% of the cases, respectively. Furthermore, censorship appeared to be more prevalent in categories related to graphic violence and religious themes. However, inconsistencies in the localization suggest that the guidelines were not always followed strictly. These findings align with some previous studies on censorship and localization in media and entertainment, although every product has a different distribution of themes, which in turn affects the type of censorship found. The study concludes that further research on censorship and translation techniques in video games, as well as other forms of media, could provide useful insights into the process of localization.
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Procedural Generation of Dungeon Maps, Missions and Rooms / Geração Procedural de Mapas de Calabouço, Missões e SalasPereira, Leonardo Tortoro 13 November 2018 (has links)
The present research proposes two procedural content generation approaches for missions and play space in a game with dungeons, and a game prototype developed as a proof of concept for the feasibility of the algorithm and as a test framework for user-based experiments. The first approach will define missions by generating dungeon maps together with locked doors and keys through the use of an evolutionary algorithm. The second approach will populate the generated dungeon space by filling the content of dungeon rooms using space-filling curves and cellular automata algorithms. The evolutionary algorithm evolves tree structures encoding information about the dungeon. The goal is to converge the generated dungeons as close as possible to satisfy the set of parameter inputs provided by a game designer. The dungeon holds information about the amount of rooms, the connections between them and their position in a 2D map. There are also relevant semantic information in the content for the generation of narrative, which presents itself by the placement of unique pairs of keys and locks throughout it. Thus, a feasible way to finish the dungeon can be procedurally generated. The content of rooms are generated using space-filling curves algorithms such as Hilbert and Moore curves as well as Conways Game of Life Cellular Automata. Computational results report that the evolutionary algorithm provides dungeons with up to a 100 rooms very close to the desired ones for a range of different parameter inputs. The early validation tests with humans show no statistical difference between levels procedurally generated and those made by humans. Further user-centred validation tests with the game prototype show the algorithm-generated levels are perceived as equally or even more human-made than their human-authored counterparts, as well as funnier and more difficult. Thus, the research aims to generate gameplay elements combining different algorithms for a single solution, which could be easily adapted to a range of different games. / O projeto propõe duas abordagens de geração de conteúdo para missões e mapas em um jogo com calabouços, e um protótipo de jogo desenvolvido como prova de conceito da factibilidade do algoritmo e também como plataforma de testes para experimentos com usuários. A primeira abordagem define missões ao gerar mapas de calabouço em conjunto com chaves e portas trancadas através do uso de um algoritmo evolutivo. Já a segunda abordagem irá popular o espaço do calabouço criado ao preencher o conteúdo de suas salas usando algoritmos de curvas de preenchimento de espaço e autômatos celulares. O algoritmo evolutivo evolui uma estrutura em árvore que codifica informações sobre o calabouço. O objetivo é convergir os calabouços gerados para se aproximar ao máximo da configuração de entrada fornecida por um designer de jogos. O calabouço possui informação sobre as salas, como a quantidade das mesmas, as conexões entre elas e suas posições em um mapa 2D. Também contam com informações semânticas relevantes para a geração de narrativa no calabouço, que são o posicionamento de pares únicos de chaves e fechaduras através do calabouço. Portanto, uma maneira factível para o término do mesmo pode ser gerada proceduralmente. O conteúdo das salas é gerado usando curvas de preenchiment de espaço como as de Hilbert e Moore, além do autômato celular do Jogo da Vida de Conway. Resultados computacionais demonstram que o algoritmo evolutivo é capaz de criar calabouços com propriedades muito próximas às desejadas para uma grande variedade de entradas para calabouços com até 100 salas. Resultados preliminares de validação com humanos mostraram não haver diferença estatística entre os níveis gerados proceduralmente daqueles feitos por humanos. Testes posteriores de validação centrados em humanos com o protótipo de jogo mostram que os níveis gerados pelo algoritmo são percebidos como feitos por humanos de maneira semelhante ou até em maior grau do que suas contrapartidas geradas de fato por humanos, assim como são percebidos como mais divertidos e difíceis do que estas. Portanto, esta pesquisa objetiva gerar elementos de jogabilidade combinando diferentes algoritmos em uma única solução, que pode ser facilmente adaptada para uma variedade de jogos diferentes.
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Procedural Generation of Dungeon Maps, Missions and Rooms / Geração Procedural de Mapas de Calabouço, Missões e SalasLeonardo Tortoro Pereira 13 November 2018 (has links)
The present research proposes two procedural content generation approaches for missions and play space in a game with dungeons, and a game prototype developed as a proof of concept for the feasibility of the algorithm and as a test framework for user-based experiments. The first approach will define missions by generating dungeon maps together with locked doors and keys through the use of an evolutionary algorithm. The second approach will populate the generated dungeon space by filling the content of dungeon rooms using space-filling curves and cellular automata algorithms. The evolutionary algorithm evolves tree structures encoding information about the dungeon. The goal is to converge the generated dungeons as close as possible to satisfy the set of parameter inputs provided by a game designer. The dungeon holds information about the amount of rooms, the connections between them and their position in a 2D map. There are also relevant semantic information in the content for the generation of narrative, which presents itself by the placement of unique pairs of keys and locks throughout it. Thus, a feasible way to finish the dungeon can be procedurally generated. The content of rooms are generated using space-filling curves algorithms such as Hilbert and Moore curves as well as Conways Game of Life Cellular Automata. Computational results report that the evolutionary algorithm provides dungeons with up to a 100 rooms very close to the desired ones for a range of different parameter inputs. The early validation tests with humans show no statistical difference between levels procedurally generated and those made by humans. Further user-centred validation tests with the game prototype show the algorithm-generated levels are perceived as equally or even more human-made than their human-authored counterparts, as well as funnier and more difficult. Thus, the research aims to generate gameplay elements combining different algorithms for a single solution, which could be easily adapted to a range of different games. / O projeto propõe duas abordagens de geração de conteúdo para missões e mapas em um jogo com calabouços, e um protótipo de jogo desenvolvido como prova de conceito da factibilidade do algoritmo e também como plataforma de testes para experimentos com usuários. A primeira abordagem define missões ao gerar mapas de calabouço em conjunto com chaves e portas trancadas através do uso de um algoritmo evolutivo. Já a segunda abordagem irá popular o espaço do calabouço criado ao preencher o conteúdo de suas salas usando algoritmos de curvas de preenchimento de espaço e autômatos celulares. O algoritmo evolutivo evolui uma estrutura em árvore que codifica informações sobre o calabouço. O objetivo é convergir os calabouços gerados para se aproximar ao máximo da configuração de entrada fornecida por um designer de jogos. O calabouço possui informação sobre as salas, como a quantidade das mesmas, as conexões entre elas e suas posições em um mapa 2D. Também contam com informações semânticas relevantes para a geração de narrativa no calabouço, que são o posicionamento de pares únicos de chaves e fechaduras através do calabouço. Portanto, uma maneira factível para o término do mesmo pode ser gerada proceduralmente. O conteúdo das salas é gerado usando curvas de preenchiment de espaço como as de Hilbert e Moore, além do autômato celular do Jogo da Vida de Conway. Resultados computacionais demonstram que o algoritmo evolutivo é capaz de criar calabouços com propriedades muito próximas às desejadas para uma grande variedade de entradas para calabouços com até 100 salas. Resultados preliminares de validação com humanos mostraram não haver diferença estatística entre os níveis gerados proceduralmente daqueles feitos por humanos. Testes posteriores de validação centrados em humanos com o protótipo de jogo mostram que os níveis gerados pelo algoritmo são percebidos como feitos por humanos de maneira semelhante ou até em maior grau do que suas contrapartidas geradas de fato por humanos, assim como são percebidos como mais divertidos e difíceis do que estas. Portanto, esta pesquisa objetiva gerar elementos de jogabilidade combinando diferentes algoritmos em uma única solução, que pode ser facilmente adaptada para uma variedade de jogos diferentes.
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Does Video Game Content Matter? An Examination of Two Competing IdeasSmith, Nathan J. 01 June 2015 (has links)
The current paper addresses the associations between video game content (i.e., physically aggressive, relationally aggressive, and prosocial) and physical aggression, relational aggression, and prosocial behavior in two distinct developmental periods. The purpose of the paper is to test whether playing video games with a particular type of content influences behaviors over time, or whether individuals who have higher levels of physical aggression, relational aggression, or prosocial behavior prefer to play games with similar content. Two theories will be simultaneously examined and tested in order to determine the relative merit in using each in research examining the relationships between video game content and positive and negative behaviors. More specifically, this paper will address the General Aggression Model/General Learning Model (GAM/GLM) and the Uses and Gratification Theory. The GAM/GLM, at their core, predict that exposure to video game content will build a cognitive schema which will guide how an individual should behave when confronted with a later social encounter (Anderson & Bushman, 2002). Contrarily, Uses and Gratification would suggest that a person chooses to play video games with a particular type of content, and that video games should not influence behavior. Specifically, according to the theory, individuals should seek out video games in order to fulfill their inward feelings and motivations (e.g., an individual with aggressive tendencies would play games with more violent and aggressive content) (Katz, Blumler, & Gurevitch, 1973; Whiting & Williams, 2013). A careful analysis showed a significant relationship between each type of video game content and its' corresponding behavior among adolescents, which supports the assumptions of the GAM and GLM. There was no relationship between video game content and behavior among preschoolers. With the exception of relational aggression of physically aggressive content, there was no support for Uses and Gratification Theory, in that preschoolers' and adolescents' levels of physical aggression, relational aggression, and prosocial behavior were not related to the preference for video games with different types of content. The analysis adds significantly to the current literature by showing a relationship between video game content and behavior over a four year period.
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Reconstructing Dominant History : The Potential of Chinese Historical Digital GamesWang, Yuyan January 2023 (has links)
This thesis explores the role of Chinese historical digital games in reconstructing historical narratives and engaging players. By using narrative interviews and game analysis, the study examines how players interact with these games and how game communities react to them. The emotional attachment of players to historical elements in these games is identified, which can lead to harmful disputes, but also foster tolerance, empathy, and inspiration. The study reveals the potential of historical digital games to encourage civic responsibility and reflection on social issues, but also highlights the challenges posed by restricted artistic expression and game content censorship in China. The research concludes that historical digital games can serve as a unique form of historical narrative that not only ensures the survival of history in popular culture but also fosters a more ideal and attractive future. The study calls for further research on specific games to fully understand the potential of Chinese historical digital games in promoting critical thinking and civic responsibility.
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