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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.
51

Tutorialistic Gameplay : A comparison to restrictive explicit tutorials in a hard fun game of emergence

Ran, Andreas Ran January 2014 (has links)
This report investigates if tutorials are necessary in a hard fun game of emergence with tutorialistic gameplay. This is done by comparing the performances of players who have and have not played a tutorial. The study is based on research of the classification of different kinds of games as well as research regarding the effect of tutorials on player experience. The terms tutorialistic gameplay and restrictive tutorials are introduced and defined. The method used for data collection was a game that automatically recorded performance data at one minute intervals. This performance data was then compiled and analysed to answer the research question: How does learning through tutorialistic gameplay affect player performance innormal gameplay compared to learning through restrictive tutorials in a hard fun game of emergence? Not enough results were received to answer the question, but they show examples of learning through tutorialistic gameplay having both positive and negative effects.
52

Can sound be used to effectively direct players' attention in a visual gameplay oriented task?

Kristal-Ern, Alfred January 2017 (has links)
In this study, the understanding about multimodal perception from previous studies has been used to create a perceptually demanding visual search task inside a game. Also, a subtle multimodal cue was created to be in-directly informative about the visual search target’s location by attracting subjects’ attention. 20 subjects were divided equally among the experiments two conditions, one where the subjects had no access to the multimodal information and one where the subjects did have access to the multimodal information. The multimodal information conveyed to the subjects in this experiment was temporal synchrony between a visual light pulsating and a sound being modulated using level and low-pass filtering. Results showed that the subjects that were given the multimodal information improved more on the search task than the group without multimodal information, but the subjects in the multimodal group also perceived the pace of the task as higher. However, it is unclear exactly how the multimodal cue helped the subjects since the playing subjects did not seem to change their search movement pattern to favor the location of the search target, as was expected. Further, the difficulties and considerations of testing in a game environment is discussed and it is concluded that the gamer population is a very varied group which has big impacts on methodology of in-game experiments. To identify sub-groups, further research could study why different players use different search behaviors.
53

The Relationship Between Survival Mechanics and Emergent Narrative

Sidén, Maya, Cohen, Amanda January 2021 (has links)
The Survival games genre is infamous for its lack of narrative. In this paper we look at thepossibility of emerging narrative in open world survival sandbox games. The survival aspectof a game is heavily tied to specific survival-centric mechanics that are frequently occurringin the genre. These mechanics and systems can in and of themselves give way to an unwrittennarrative for each individual player. By working with the concept of Narrative gamemechanics, we interviewed a pool of people about their stories and narrative experiences insurvival games. After analysing the results we found recurring patterns to indicate how certaintypes of survival-mechanics can lead to certain types of narrative situations.
54

Using Biofeedback to Enhance Player Experience in a First-Person Shooter

Molin, Martin, Kristiansson, Nicolina January 2018 (has links)
This paper investigates if real-time biofeedback can be used to enhance individual player experience by increasing the sense of flow and immersion with the player and to what extent this can be achieved. We used an oximeter, the Contec CMS50D+ to capture live biometric data which was in turn interpreted and implemented in the game Half-Life 2. The data was used to alter the damage taken and inflicted by the player, the timescale and the field of view, all to enhance the players sense of flow and immersion.An experiment group playing the modification and a control group playing the original game were evaluated, whose test results were compared to one another to analyze the alterations. The test subjects filled out a game experience questionnaire customized to this game and research, and were lastly interviewed. While the results indicate that it is possible to enhance gameplay experience by using biometric data, further research is needed in order to conclude to what extent this is possible.
55

An Exploration of Conceptual Blends in Gamespace and Gameplay

Zickel, Lee 21 June 2021 (has links)
No description available.
56

How do linear and nonlinear levels inspire game flow in cooperative gameplay? : comparative analysis of collaborative mechanics design in ItTakes Two

Gao, Ruihan, Wang, Olivia January 2023 (has links)
This study investigates how linear and nonlinear level designs inspire game flow in cooperative gameplay through a close reading analysis. The research focuses on It Takes Two, a highly successful cooperative game with compelling and unusual combination of game elements that enhance the cooperative experience. Employing a close reading methodology, the study examines the reciprocal relationship between game mechanics and game flow, considering elements such as cooperation mechanics, task structures, and guidance within levels. The analysis utilizes Sweetser and Wyeth's (2005) eight elements of flow to evaluate the game flow in cooperative scenes. By exploring the interaction patterns, mechanics design, and player experiences, the study offers insights into the impact of level design on cooperative gameplay in relationship with flow for designing engaging cooperative experiences. The findings contribute to the understanding of how different level designs shape game flow in cooperative games.
57

How character gameplay identities are preserved across genres : A case study of Pokémon Trainer in Super Smash Bros.

Le Therisien, Cédric, Young-Rogers, James January 2023 (has links)
Deeper understanding of character gameplay identity is crucial for designers in an industry where crossover content is more commonplace than ever. Despite its relevance, however, research in the field of game design has yet to be widely conducted on character gameplay identity. Consequently, this study explores how a character’s gameplay identity is preserved across genres through the use of gameplay mechanics. This was achieved by using Pokémon Trainer as a case study, examining how they were adapted from the Pokémon games into the Super Smash Bros. games. By analysing gameplay and select online sources, we conducted a close reading of the Pokémon Trainer, granting insight into the various mechanics that the game designers use to retain the character’s gameplay identity. We have broken these mechanics down into systems, which we then analysed and categorised according to systems theory, giving further insight into the nature of gameplay systems. The results from our analyses show that understanding a character’s gameplay identity can be adapted through multiple different types of gameplay mechanics, and that systems theory is a useful tool to categorise different types of gameplay mechanics.
58

Motivational Aspects of Gameplay: The Roles of Indirect Engagement and Social Presence in Play

Ljungberg, Christofer, Hansson, Torsten January 2012 (has links)
Our thesis revolves around how intrinsically motivational incentives can be created by using gameplay elements and features instead of creating motivation with extrinsically mediated rewards. We find problems with achievement systems being too focused on rewarding players extrinsically instead of adding to the increase in motivation along with the gameplay experience. Using theories from the psychology field on motivation we created a foundation from which we started to design a game that creates motivation through its features and mechanics. From the feedback we received on our user testing and interviews, all within an iterative design process, we found that users responded more positively to our suggested improvements concerning the high score list feature in particular, followed by general gameplay features like visual feedback.From the summarized data we have collected we have noticed that one of the main features people wanted in games was feedback on what and how they were doing, whether it was an action or where their competition was.
59

An Exploratory Study of Augmented Reality and Mobile Games Examining <i>Ingress</i> Player Motivation and Potential Educational Value

Straight, Ryan M. 25 August 2015 (has links)
No description available.
60

O videogame como representação histórica: narrativa, espaço e jogabilidade, em Assassin\'s Creed (2007-2015) / Videogames as Historical representation narrative, space and gameplay in Assassin\'s Creed (2007-2015).

Bello, Robson Scarassati 29 August 2016 (has links)
O objetivo deste trabalho é investigar as relações entre a representação da História e os jogos eletrônicos (Videogames) através da análise dos jogos da série, produzidos entre 2007 e 2015, Assassins Creed. A série representou múltiplos tempos históricos em narrativas, jogabilidades e espaços virtuais que reconstituíram cenários do passado para exploração e interação de um jogador que controla o avatar de um Assassino. Nossa investigação pretende compreender este produto, ainda pouco estudado nas ciências humanas, em sua especificidade, estabelecendo sua posição dentro da Indústria Cultural em seus suportes materiais e distintos gêneros e em relação a outros jogos. Utilizamos um dos episódios em específico, Assassins Creed III (2012), para nos aprofundarmos sobre o desenvolvimento da narrativa de acontecimentos, a elaboração do espaço, a interatividade proposta, para então compreender como as várias temporalidades são sistematizadas em uma estrutura narrativa e lúdica no conjunto da série, que expressa uma determinada visão sobre o multiculturalismo e a História. / The goal of this work is to investigate relations between the representation of History and electronic games (Videogames) by analyzing the game series Assassins Creed (between 2007 and 2015), which has representations of multiple historic times in narratives, gameplays and virtual spaces that reconstitute sceneries of the past for a player to explore and interact controlling the character of an Assassin. Our investigation intends to understand this product, which has been very little studied in the Humanities, within its specificity, and to pinpoint its position within the Culture Industry with its material supports and many genres as well as in relation to other games. One specific episode of the game, Assassins Creed III (2012), has been used for in-depth analysis of the narrative development of events, the creation of space and the proposed interactivity, so as to understand how the many temporalities are systemized in a ludic and narrative structure throughout the whole series, which expresses a specific view on multiculturalism and History itself.

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