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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.
1

Normbrott i spel : Effekterna av brutna färgnormer / Broken norms in games : Effects of broken color norms

Bachofner Gran, Emil, Palm, Daniel January 2014 (has links)
Under projektet togs två prototyper fram som innefattade tre korta pussel med målet att se hur spelare reagerade vid brutna färgnormer. Sedan sammlades åtta testspelare som ansåg sig ha flera års erfarenhet inom datorspel och iaktog dem under speltestning för att notera den tid det tog för dem att klara varje pussel. Efter detta utfördes också en intervju med resondenterna med målet att se om de identifierade normerna uppfattas existera samt ta reda på varför de agerade som de gjorde. Enligt de resultat som gavs från speltestningen och intervjun så kan vi se att majoriteten av testspelarna kunde identifiera de färgnormer som valts att testa. "Röd dryck återställer hälsa" och "Färgad nyckel öppnar dörrar med samma färg" är de färgnormer som nästan alla testspelare lyckades identifiera följt av färgnormen "Grön knapp leder till en positiv effekt medans röd knapp leder till en negativ effekt". Här var respondenterna kluvna och endast lite mer en hälften ansåg att den normen existerade. Övriga agerade efter en fjärde färgnorm, "Röd knapp är 'action-knapp'". Speltestningen visar också att förvirring vid normbrott kan orsaka längre speltid ifall spelaren anser att färgnormen existerar samt agerar efter färg. Anledningen till denna förvirring skulle kunna vara att spelarna tidigare sett ett mönster och till det mönstret en lösning. När den lösningen plötsligt inte fungerar så blir spelaren förvirrade och måste då tänka om. I intervuerna berättade de att de agerar på objektens färg när de avgör hur de ska lösa pusslet och att testspelarna anser sig bli förvirrade när färgnormen bryts. / During this project we created two prototypes comprised of three short puzzles with the goal to see how players react when they encounter broken color norms. We gathered eight test players who considered themselves to have several years of experience playing computer games and watched them as they played to record the amount of time they required to solve each puzzle. We then interviewed the test players with the goal to clarify if they recognized the color norms and why they made the choices they made in each puzzle. According to the results from the play sessions and interviews, we noticed that most of our play testers identified the color norms we chose to test. "Red potion restores health" and "A colored key opens a door of the same color" were the most recognized color norms while the color norm "Green button leads to a positive effect while a red button leads to a negative effect" was only identified by just over half of our players. The rest of the players told us they identified a fourth color norm, "Red button is an action button". The play sessions also show that confusion caused by color norms may increase the play time as long as the player can identify the norm and make decisions based on colors. The reason to this confusion may depend on a pattern the player recognized as the solution to the puzzle. When this solution does not work, the player gets confused and must rethink the situation. In the interviews the players told us that they act on the objects' color and they consider themselves to become confused when the color norm is broken.
2

Výuková počítačová hra, její tvorba a využití při opakováni chemie nekovů / Educational computer game, its creation and use for practise of chemistry of nonmetal schoolwork

KŘÍŽOVÁ, Šárka January 2018 (has links)
This diploma thesis is concerned on the creation and use of computer game (adventure). It´s purpose is usability in repeating the teaching of nonmetal chemistry. The game is designed especially for pupils of elementary schools. The adventure takes place in Prachatice. Pupils learn history of the renaissance town during the playing of didactic game. The game contributes to the activation of teaching and the development of interdisciplinary relations.
3

Výuková počítačová hra, její tvorba a využití při opakováni učiva chemie přírodních látek. / Educational computer game, its creation and use for practise of chemistry of natural compounds schoolwork

NERAD, Oldřich January 2019 (has links)
This diploma thesis is focused on the creation and usage of a computer game (adventure) for chemistry of natural compounds. The game was developed especially for students of the second grade of elementary and lower grades of grammar school. The aim of this adventure game is to motivate and activate during chemistry lessons. This adventure game is embedded to picturesque town Pelhřimov and its surroundings.
4

Exploring social play in a shared hybrid space enabled by handheld augmented reality

Xu, Yan 14 November 2012 (has links)
Reality-based interfaces bring new design opportunities to social games. These novel game interfaces, exemplified by Wii, Kinect, and Smart phones, leverage players' existing physics, bodily, environmental, and social skills. Moreover, they enable a shared hybrid physical-digital space in which the players' co-presence can be enhanced by their physical and digital co-location. However, many digital social games occupy players' attention with the digital display and content, reducing their attention spent on one another and limiting the synchronization of actions and emotions among players. How do we design technologies that do not interfere with social play but enhance and innovate it? In this thesis work, I focus on one particular kind of reality-based interfaces, Handheld Augmented Reality (HAR), to extend players' interaction from the small mobile devices to the shared hybrid space around a computationally trackable surface. This thesis explores how to encourage social play with HAR interfaces, which brings in challenges of designing with the affordances and constraints of the HAR interface, understanding the complicated phenomenon of social play, and integrating these understandings in multiplayer HAR game design. Adopting Research-through Design as the overarching research method, I collaborate with multiple teams, design and study three multiplayer HAR game prototypes. I present four main contributions. First, this work yields design artifacts and examples of social games with HAR interfaces. I communicate to the game design and Augmented Reality communities through these prototypes, including BragFish, ARt of Defense, and NerdHerder. Second, I provide empirical findings on social play in a shared hybrid space. Through lab-based user studies, observation, video analysis, interviews, and surveys, I collect and analyze interpersonal play behaviors and emotions in the shared hybrid space enabled by the HAR interface. Third, I adopt and adapt sociological theories to the domain of social games. I generate a list of theory-based design guidelines for co-located social games, especially HAR games. I prove its usefulness through the user study on an HAR game that embodies a subset of these design guidelines. Fourth, this thesis work is a case study that bridges Human Computer Interaction knowledge and methods with game design practices. It shows the outcome and benefits of multidisciplinary research, calling for more effort in integrating reality-based interfaces, as playful and experimental design materials, into different phases of game design process.

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