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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.
61

Undersökning av hur en Head-Up Display kan förbättra spelupplevelsen för ett fantasyspel inom MOBA-genren / Examining how a Head-Up Display could improve the gameplay experience for a fantasy game within the MOBA-genre

Kämpe, Alexander January 2017 (has links)
Denna kandidatuppsats syftade till att undersöka hur en Head-Up Display kan utformas för att förbättra spelupplevelsen för ett fantasyspel inom MOBA-genren.
62

Sociala spel på arbetsplatsen : En kvalitativ studie om sociala spels påverkan på arbetsplatsrelationer / Social games at the workplace : A qualitative study of the influence of social games on workplace relationships

Ledenvik, Elin January 2013 (has links)
Social games have become a digital phenomenon over the last few years, affecting a lot of peoples everyday life. This paper focuses on how social games can affect workplace relationships. Through qualitative interviews I investigate how people who play with their colleagues experience the social games and their influence on the social interaction in the workplace. 10 interviews were carried out with people from four different organizations. The findings from these interviews were then put in relation to previous research and existing theories concerning workplace relationships and social games. The findings suggests that social games help to maintain and enhance existing relationships between colleagues. The research also show that although only a few of the interviewed believe that their relationships has been affected noticeably, the games become a common interest between the colleagues, resulting in increased conversation and more non-workrelated topics.
63

Mediální prezentace videohry Kingdom Come: Deliverance ve vybraných médiích / Media presentation of Kingdom Come: Deliverance videogame in selected media

Pražák, Ondřej January 2020 (has links)
This diploma theses focuses on the issue of game studies and examines its connection with the news media. The relationship between these areas is analysed on the case study of the computer game Kingdom Come: Deliverance that reached international success. This study uses content analysis to identify the presence and way of presentation of this game project in the Czech Television news since 2014 to 2019. Regarding the international success of the game, I presume that not only the game itself but also the gaming industry as such might been more captured in the news. In addition to the analysis of media mentions of the game, the work also focuses on their contextual framework and context in which the Czech project was discussed. In addition to quantitative research on Czech Television news, the work is supplemented by a comparison of Czech and foreign reviews, which provides a broader view not only of a different approach to the game in the Czech Republic and the world, but also outlines the importance and relevance of the game itself. Key Words Kingdom Come: Deliverance, Game studies, Czech PC Games, media analysis, quantitative research
64

What do queer gamers think of Monster prom

Röjarsvärd, Pixie January 2022 (has links)
This thesis aim was to find the answer the following research question: What do queer gamers think of the game Monster Prom. The material gathered for this thesis was through a participant observation with four people from the LGBTQIA+ community playing the game Monster Prom and a subsequent focus group interview with these people. The material was analysed using Queer Game Studies research. In this paper I came to the conclusion that representation does matter to queer gamers. According to my interviewees, there is a need for representation in games and that it needs to be diverse and made undramatic. The interviewees brought forward how and why this design of an avatar system gives the player freedom, queer possibilities, and being positively received by queer players. The interviewees also brought forward how and when one should/shouldn't write a story surrounding the representation of queer oppression from a queer player´s point of view.
65

Dungeons & Dragons & Figurations: A D&D Player's Place within a Sea of Media Objects

Patalita, Jules Marcel 18 May 2022 (has links)
No description available.
66

Esthétique de la violence vidéoludique : la danse sanglante de DOOM

Noël, Christopher 08 1900 (has links)
La présente recherche propose d’établir un cadre théorique approprié pour décrire l’expérience du ressenti subjectif de la violence naissant dans un jeu vidéo violent, soit l’esthétique de la violence vidéoludique. Pour ce faire, nous adapterons une définition de la violence et étudierons le concept dans ses implications diverses soutenant la pensée occidentale qui s’immisce dans les mythes, récits, cultures et sociétés, formant la lentille cognitive qui en dicte l’expérience et qui guide sa représentation et son esthétisation dans l’art. Ensuite, nous examinerons la notion d’esthétique vidéoludique, qui n’est pas encore tout à fait bien établie en études du jeu vidéo. Ce qui nous portera, au troisième chapitre, à pouvoir établir l’esthétique de la violence vidéoludique à proprement parler, d’observer comment elle se déploie en l’exemplifiant et l’analysant dans des jeux violents. Cet appareillage théorique sera alors redéployé pour analyser la série DOOM (1993-2021) dans son ensemble, en s’attardant spécifiquement sur les deux derniers opus de DOOM (id Software, 2016) et DOOM Eternal (id Software, 2020), que nous présentons comme incarnant particulièrement bien l’esthétique de la violence vidéoludique. / This master’s thesis proposes to establish a theoretical framework in order to understand the subjective experience arising in a violent videogame, namely the aesthetic of videoludic violence. To do so, we will adapt a definition of violence and study the implication of the concept as a whole in the Western mindset, its influence on myths, narratives, cultures, and societies, forming the cognitive lens which dictates its experience and guides its representation and its aestheticizing in the arts. After that, we will address the notion of videoludic aesthetic, or video game aesthetic, which has yet to be properly defined and used in video game studies. This will enable us, in the third chapter, to establish the aesthetic of videoludic violence properly speaking and to observe how it comes to be by exemplifying and analyzing it in different violent video games. Our framework will then serve to analyse the DOOM (1993-2021) franchise as a whole, with a specific attention to its two latest titles DOOM (id Software, 2016) and DOOM Eternal (id Software, 2020) as an apt embodiment of the aesthetic of videoludic violence.
67

Replaying history : Accuracy and authenticity in historical video game narratives

Răzman, Diana Cristina January 2020 (has links)
In this research paper, I develop a conceptual framework through which I identify two ways in which historical practices, events, and spaces are represented and engaged with in video games. The concepts I propose are historical accuracy to reflect well-established narratives and a high fidelity to factual data, and historical authenticity to reflect lesser known narratives and a more complex and sometimes abstract interpretation of history. The research concentrates on the modalities in which history is represented in mainstream video games, what similarities or dissimilarities can be drawn from the analysis of various historical digital games, and how can these games be designed to foster diversity and fair representation.
68

Bridging the Gap: Transfer Theory and Video Games in the Writing Classroom

Whelan, Sean B. January 2020 (has links)
No description available.
69

Dungeons without Dragons : Using Tabletop Roleplaying Games for Public Archaeology / “Dungeons without Dragons” : Spel som hjälpmedel för förmedlinginom publik arkeologi

Thompson Spence, Jess January 2024 (has links)
Among the many shifts within public archaeology and heritage during recent years is an endeavour to find new methods of engagement which has been broadly undertaken within the field. This thesis suggests one such method could be found in the use of Tabletop Roleplaying Games (TTRPGs). It does so by examining the current issues in public archaeology and how an intersection between archaeology and game studies could be applied. This includes the importance of empathy and roleplaying in understanding of the past and how this could be applied to the field of public archaeology. / Under de senaste åren har det funnits en strävan av att hitta nya metoder för att presentera och engagera människor för arkeologi och kulturarv. I den här uppsatsen har en sådan metod i form av brädspel som inkluderar rollspel (TTRPGs) presenterats och analyserats. I uppsatsen tas aktuella frågor inom publik arkeologi upp och hur interaktionen mellan arkeologi och spelstudier skulle kunna tillämpas och bidra till att engagera människor i arkeologi och kulturarv.  Studien inkluderar betydelsen av empati och rollspel och hur detta skulle kunna appliceras inom området publik arkeologi.
70

Flirting with Danger: Negotiating Fear and Romance with Horror Dating Simulators

Jones, Stacey 28 October 2022 (has links)
No description available.

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