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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.
31

Reprezentace historie v počítačových hrách / Representation of History in Videogames

Váňa, Martin January 2022 (has links)
In my thesis I focus on analysing the representations and images in historical digital games. I base my thesis upon methods and works from the game studies field. Those texts research games based on principles of mechanics and rules, narrative, aesthetics, and simulation. All those aspects of games come under my analysis of chosen set of digital games. I connect this methodology with theory of history, which focuses on means of historical representation and ways of construction of the historical image, just as it notes role of historians and history in nowadays society. Further I build upon work of Jean Beadrillard on simulation and simulacra, who takes on the topic of production of images in our culture. I confront my analysis with work of Adam Chapman Digital Games as History, which offers me not only a basic terminology but also serves me as an inspiration for comparison of the games' images with the historians' epistemology. My thesis results in comparison and attempted junction of the methods of game studies with those of historiography on the material of digital games. Apart from deeper analysis of selected games I come to more general conclusions, which could in my opinion, add to further analysis of the past and its digital representations, just as they could help to think through the role...
32

RULES AND BEYOND: THE RESURGENCE OF PROCEDURAL RHETORIC : A Literature Review in Game Studies

Hagvall, Martin January 2015 (has links)
How do games express meaning and participate in societal development? A significant contribution to the scholarly efforts that seek to answer such questions takes the rule-based properties of games as its starting point. Termed Procedural Rhetoric, the theory is tightly interwoven with major research questions in Game Studies, yet is under-researched and lacks clarity in several respects. This paper conducts an exploratory, qualitative literature review of the theory to address the lack of information about accumulated knowledge. It discovers new perspectives that may help chart a future for the theory and for Game Studies more broadly. Three possible paths forward are also outlined. A New Agenda is suggested in which game rules and procedures are (re)instated at the core of the analysis but new perspectives are embraced concerning the role of players and of developers, the societal context, and the contributions of the researchers and the educators who study them.
33

Reading Indie Video Games: A Study of Queer Players

Maksimova, Michel 08 1900 (has links)
Through a series of in-depth qualitative interviews and a discourse analysis of academic publications this study explores the definition of indie video games, relationships between queer players and indie video games that they play, and ways in which queer players relate to games in general. The comparison of definitions between academic publications and player interviews shows that “indie” is a vague term that is too broad to define, either relying upon modes of production or becoming impossibly narrow in attempts to describe indie game trends. Instead, a more productive point of discussion seems to be located around affect typical for genres and categories of games, with modes of production being an important but not defining part of the conversation. / Media Studies & Production
34

Simulated Social Justice? Paradoxical Discourse and Decision-Making Within Educational Video Games Designed For Social Change

Behrmann, Erika M. 17 April 2017 (has links)
No description available.
35

Les jeux de rôle participatifs en environnement virtuel : définition et enjeux théoriques

Duret, Christophe January 2013 (has links)
Ce mémoire porte sur les jeux de rôle participatifs en environnement virtuel (JRPEV), un phénomène qui, dans le champ des game studies, n’a jamais été défini jusqu’ici. Une définition est donc apportée afin d’établir leur spécificité au regard des environnements virtuels, des jeux vidéo, des MMOG et des jeux de rôle traditionnels (sur table et grandeur nature) tout en mettant en lumière les dimensions qui en font un hybride mi-jeu vidéo, mi-jeu de rôle. Pour ce faire, les JRPEV seront définis en tant que jeux, jeux de rôle, pratiques représentatives de la culture participative (Jenkins 2006) et environnements virtuels. À la suite de cette définition, un modèle théorique flexible sera décrit qui rendra compte de l’expérience vidéoludique des joueurs au sein des JRPEV. Pour ce faire, des alternatives aux notions polémiques et polysémiques de «cercle magique» et «d’immersion», très présentes dans la littérature scientifique portant sur les jeux de rôle et les jeux vidéo, sont d’abord apportées : le cadrage de l’expérience vidéoludique et l’allocation des ressources attentionnelles. De plus, le modèle intègre les styles de jeu et les postures interprétatives privilégiées par les joueurs sur les œuvres dont les JRPEV constituent une adaptation vidéoludique ou sur les textes appartenant à l’architexte (Genette 1982) de ces JRPEV. En effet, ces styles de jeu et ces postures interprétatives contribuent à structurer l’expérience vidéoludique. Enfin, ce modèle inclura la dynamique sociale dans laquelle est vécue l’expérience vidéoludique sur les JRPEV en mobilisant le concept de «communauté herméneutique conflictuelle». Cette entreprise conjoint les perspectives herméneutique et sociocritique dans l’étude de jeux perçus comme une médiation ludique (Genvo 2011) (Henriot 1989), soit comme la rencontre d’une attitude et d’une structure ludiques. Elle repose à la fois sur un travail métathéorique et sur l’observation des jeux de rôle goréens, des JRPEV organisés sur Second Life qui illustreront de manière concrète les spécificités de ce phénomène vidéoludique.
36

Historie a kontext produkce počítačových her žánru adventure v České republice / History of the Production and Context of Adventure Computer Games in the Czech Republic

Raková, Michaela January 2013 (has links)
The thesis deals with the historical development of computer adventure games in the Czech Republic. It focuses on the period that started in 1994 with the production of the first commercial PC game Tajemství Oslího ostrova (The Secret of Donkey Island), and ended in 1998. It also touches an earlier period and factors that influenced the production of the adventure genre in the nineties. Researched titles belong to the genre of 2D point-and-click adventure. The paper brings the analysis of the games according to the theories of game studies, context of their production, information about their producers and analysis of the feedback in the press that focused on computer games. The thesis tries to identify the common features of the first commercial PC games thanks to which the games became very popular in the nineties and also describes the obstacles that the first producers had to overcome in the post socialistic country. At nearly twenty titles the paper tries to reveal the new elements that showed in the historical development of the adventure games and also to describe the differences among monitored titles. The sources of information for the thesis were both the literature, which dealt with computer games, and the interviews with the developers, game designers and distributors who focused on the...
37

Your Abjection is in Another Castle: Julia Kristeva, Gamer Theory, and Identities-in-Différance

Ramirez, Ricardo R 01 June 2017 (has links)
Typified rhetorical situations are often a result of normalized ideologies within cultures; however, they also have the capability to produce new ideology. Within these discursive sites, identities are constructed among these normalized social acts. More importantly, these identities are constructed across many layers, not limited to one social act, but many that overlap and influence each other. In this paper, I focus on the identities that are constructed in marginalized spaces within sites of interacting discourse. Focusing on the rhetoric of abjection posited by Julia Kristeva, along with McKenzie Wark’s exploration of gamespace, a liminal theoretical space that encompasses the sites of analysis and ideology formation from the perspective of gamers, I analyze disruptions of normalized social practices in the gaming genre in order to implement the use of abjection as a method of understanding how sites of difference produce meaning for minoritarian subjects.
38

The tribulations of adventure games: integrating story into simulation through performance

Fernandez Vara, Clara 13 November 2009 (has links)
This dissertation aims at positioning adventure games in game studies, by describing their formal aspects and how they have integrated game design with stories. The adventure game genre includes text adventures (also known as interactive fiction), graphical text adventures, and graphic adventures, also referred to as point-and-click adventure games. Adventure games have been the first videogames to evidence the difficulty of reconciling games and stories, an already controversial topic in game studies. An adventure game is a simulation, the intersection between the rule system of the game and its fictional world. The simulation becomes a performance space for the player. The simulation establishes how the player can interact with the world of the game. The simulated world integrates a series of concatenated puzzles, which structure the performance of the player. Solving the puzzles thus means advancing in the story of the game. The integration of the story with the simulation is done through the performance of the player. The game design establishes a specific set of actions necessary to complete both the game and the story, and this set of actions constitutes a behavior that must be restored through performance. The player can also explore the world and its workings, which is necessary to solve the puzzles. By solving the puzzles, the player restores this pre-set behavior. The simulation in adventure games may not be evident because of a historical shift in the level of abstraction, which determines how the world is implemented in the game mechanics. Adventure games have increasingly curbed the agency of the player in the world, in order to facilitate completing the story of the game. This move to a less fine-grained interaction has affected different aspects of game design, from reducing the number of possible actions to limiting the interactivity of non-player characters. The dissertation discusses how adventure games have integrated story with the performance in the simulated world of the game. This integration is further evidenced by how they apply to the four basic elements that bridge story and game design: space, player character, non-player character and time. The qualities of these elements help us understand how the player performs in the simulation, and how that performance is designed. Analyzing the properties of the simulation in adventure games helps draw comparisons with other videogame genres. The rich history of adventure games can inform the game design of other videogames, particularly in relation to the creation of fictional worlds, strategies to script the interactor, and design of non-player characters.
39

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.
40

Game Audio in Audio Games : Towards a Theory on the Roles and Functions of Sound in Audio Games

Åsén, Rickard January 2013 (has links)
For the past few decades, researchers have increased our understanding of how sound functions within various audio–visual media formats. With a different focus in mind, this study aims to identify the roles and functions of sound in relation to the game form Audio Games, in order to explore the potential of sound when acting as an autonomous narrative form. Because this is still a relatively unexplored research field, the main purpose of this study is to help establish a theoretical ground and stimulate further research within the field of audio games. By adopting an interdisciplinary approach to the topic, this research relies on theoretical studies, examinations of audio games and contact with the audio game community. In order to reveal the roles of sound, the gathered data is analyzed according to both a contextual and a functional perspective. The research shows that a distinction between the terms ‘function’ and ‘role’ is important when analyzing sound in digital games. The analysis therefore results in the identification of two analytical levels that help define the functions and roles of an entity within a social context, named the Functional and the Interfunctional levels. In addition to successfully identifying three main roles of sound within audio games—each describing the relationship between sound and the entities game system, player and virtual environment—many other issues are also addressed. Consequently, and in accordance with its purpose, this study provides a broad foundation for further research of sound in both audio games and video games.

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