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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.
41

"Go to the kitchen and make me a sandwich" : En kvalitativ studie om vad kvinnor får uppleva i onlinespel / "Go to the kitchen and make me a sandwich" : A qualitative study of what women experiences in online games

Schalin, Caroline, Scigala, Agata January 2024 (has links)
Studies have shown that women are the most rapidly growing group of consumers for games. A hobby, that for a long period of time has been known as male-dominated, causing controversy with oversexualized female characters as well as prominent negative culture filled with harassment. The times are changing, as target groups are more varied than previously and research is changing its course, instead of assigning certain traits to men and women to distinguishing the intersectional nature of gender. However, it appears that the online gaming culture has stagnated over time, failing to recognize the inclusion of women to its realm. The aim of this study was therefore to examine the female gamers experiences within online games as well as investigate the consequences of the negative game culture. Nine semi-structured interviews were conducted with female gamers. A thematic analysis was conducted, which resulted in the following themes: (1) Social dynamics in online games, (2) Strategies for managing negative experiences and (3) Consequences of gender-based discrimination. The results have shown that women very much enjoy playing online-games but are met with a lot of negativities in form of harassment. To be able to play in such environment, women have adapted by using different forms of managing strategies. This study contributes insights to the positive and negative factors of online games and their consequences from the perspective of female gamers. As it is discussed, the consequences of the negative game environment are vast but different, for all the players engaging in online games. Ultimately, we provide recommendations on future research.
42

Ready, Player Juan: Navigating Latinx Masculinities and Stereotypes in Video Games

Kelly, Carlos Gabriel 07 December 2022 (has links)
No description available.
43

Spelare som råkar vara kvinnor : Öppningar och begränsningar i genus, sexualitet och spelarnätverk i World of Warcraft

Szabo, Vio January 2009 (has links)
<p><!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:1; mso-generic-font-family:roman; mso-font-format:other; mso-font-pitch:variable; mso-font-signature:0 0 0 0 0 0;} @font-face {font-family:Garamond; panose-1:2 2 4 4 3 3 1 1 8 3; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:647 0 0 0 159 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0cm; margin-bottom:.0001pt; line-height:150%; mso-pagination:widow-orphan; font-size:12.0pt; mso-bidi-font-size:10.0pt; font-family:"Garamond","serif"; mso-fareast-font-family:"Times New Roman"; mso-bidi-font-family:"Times New Roman"; mso-fareast-language:SV;} p.Standard, li.Standard, div.Standard {mso-style-name:Standard; mso-style-unhide:no; mso-style-next:Normal; margin:0cm; margin-bottom:.0001pt; text-align:justify; line-height:150%; mso-pagination:widow-orphan; font-size:12.0pt; mso-bidi-font-size:10.0pt; font-family:"Garamond","serif"; mso-fareast-font-family:"Times New Roman"; mso-bidi-font-family:"Times New Roman"; mso-fareast-language:SV;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt;} @page Section1 {size:612.0pt 792.0pt; margin:72.0pt 72.0pt 72.0pt 72.0pt; mso-header-margin:36.0pt; mso-footer-margin:36.0pt; mso-paper-source:0;} div.Section1 {page:Section1;} --><!--[if gte mso 10]> <mce:style><! /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} > <! [endif] ></p><p>This paper focuses on the female gender position in World of Warcraft. The paper analyses the game, the gamer community and female gamers own experiences of play in a male-dominated arena. The subject is approached using semiotics, online ethnography and semi-structured interwiews. The results show that World of Warcraft is far from the worst example of stereotypical gender representations in games, although the game enforces stereotypical structures. The culture in the gaming community is extremely male dominated and heteronormative. The female respondents seem to thrive in the game via a negotiated reading of the gamer culture. Their goals and motivations in the game differ widely.</p><p> < ><--></p>
44

Spelare som råkar vara kvinnor : Öppningar och begränsningar i genus, sexualitet och spelarnätverk i World of Warcraft

Szabo, Vio January 2009 (has links)
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45

Gaming and gender home as a place of (non)conformity for women gamers /

Todd, Cherie. January 2009 (has links)
Thesis (M.Soc.Sc.)--University of Waikato, 2009. / Title from PDF cover (viewed October 2, 2009) Includes bibliographical references (p. 137-146)
46

"They're coming for our games" : A study of far-right social mobilization in the gaming community

Lindvall, Erik January 2018 (has links)
The aim of this is thesis is to study and understand the development within the gaming community in the latter half of 2014, where a harassment campaign against the female developer Zoe Quinn led to an industry-spanning controversy that divided large sections of the gaming community, and how this fed into a far-right radicalization of certain groups of young male gamers. This thesis focuses on the idea that the controversy in question helped mobilize these games into an online social movement that aimed to “take back our games” from the perceived outside threats of feminism and political correctness, and how they through that process became an easy target for assimilation within large far-right and white supremacist movements. To prove this, data have been collected from two points: from the comment section on YouTube of the pre-controversy 2013 trailer of the video game Wolfenstein: The New Order, and from the YouTube comment section of the post-controversy 2017 trailer of the sequel, Wolfenstein II: The New Colossus. These points have been chosen to interpret the difference in reaction between the two games, and whether or not the controversy had a mobilization and radicalizing influence. To study social movements, Sidney G. Tarrow’s definition of what a social movement is and contentious collective action will be the main theoretical thread of the thesis, but it will be supplemented with theories from W. Lance Bennet and Alexandra Segerberg’s study of online collective action, Cass R. Sunstein’s work on in-group radicalization, along with further theories.
47

Mikrotransaktioner : spelutvecklingsbranschens psykologiska spel / Microtransactions : the game development industry´s psychological game

Holst, Christoffer, Johansson, Viktor, Liljekvist, Steve January 2017 (has links)
I dagens spelindustri är det allt vanligare att spel innehåller affärsmodeller som innefattar mikrotransaktioner, det vill säga köp inom spelet. Framfarten av mikrotransaktioner har skapat många skilda åsikter. Denna studie är gjord för att skapa en inblick till hur spelare uppfattar och förhåller sig till fenomenet och dessutom fördjupa förståelsen av vad spelutvecklingsföretagen gör för att få sina spelare att genomföra köp inom sina spel. För att belysa problemet formades forskningsfrågan som följande: Hur förhåller sig spelare till mikrotransaktioner och på vilka sätt påverkar spelutvecklare spelare att genomföra köp genom mikrotransaktioner? Studien utfördes med en enkät som bestod av frågor utifrån en mixad metodansats. Frågornas karaktär formades med inslag av både kvantitativa och kvalitativa ansatser. 117 respondenter svarade på enkäten varpå enkätsvaren sedan analyserades och resultatet visar på att det finns både positiva och negativa åsikter om mikrotransaktioner och att det finns flera olika angreppssätt som spelutvecklarna använder sig av för att få sina spelare att genomföra köp. Utifrån tidigare forskning påvisar denna studie att synsättet på mikrotransaktioner förändrats positivt. Framför allt för att spelutvecklingsföretagen på senare tid fokuserat på att lyssna på sina spelare och genom det utvecklat mikrotransaktioner utifrån spelarnas behov men man måste också ta i beaktande att en positivare syn på mikrotransaktioner eventuellt kan leda till olika grader av beroende. Resultaten i denna studie kan påverka läsarens syn på fenomenet. Studien lyfter en ny syn på hur spelare förhåller sig till fenomenet som både motsäger och stärker tidigare forskning, vilket eventuellt kan gynna spelutvecklingsföretagen samt vidare forskning inom ämnet. / In today’s gaming industry it’s increasingly common to use business models that include microtransactions, in short in-game purchases. The recent rise of microtransactions has created many different opinions. This thesis was conducted to provide an insight of how the players perceive and relate to the phenomenon and further deepen the understanding of what game development companies do to get their players to make in-game purchases. To highlight the problem, the research question was formed as follows: How do players relate to microtransactions and how do game developers affect players to make purchases through microtransactions? The study was conducted with a questionnaire consisting of questions based on a mixed method. The nature of the questions was shaped with elements of both quantitative and qualitative approaches. 117 players responded on the questionnaire, which was analyzed and the result shows both positive and negative opinions about microtransactions and there were several different approaches that the game development companies use to convince their players to perform in-game purchases. Based on previous research, this study shows that the view on micro-transactions has changed to the positive. In particular, game development companies have recently focused on listening to their players leading to developed microtransactions based on player's needs but it need to be considered that a more positive view of microtransactions may potentially affect different degrees of addiction. The results in this study may affect the reader’s view of the phenomenon. The study highlights a new view of how players relate to the phenomenon that both contradicts and strengthens previous research, which may benefit game development companies as well as further research on the subject.
48

Man blir lite taggad men också frustrerad : En explorativ studie av checkpoints i spelet A Story About My Uncle

Eriksson, Sebastian, Zethraeus, Sebastian January 2013 (has links)
In this study we pose the question if you through finding patterns in implementation of checkpoints can find ways to tailor the experience of the game A Story About My Uncle to hardcore gamers. To find out the answer we had hardcore players playing a modified level from the game A Story About My Uncle that was used as stimulus material for the following focus group interview. The analysis of the gathered material resulted in four patterns that can be used when implementing checkpoints to tailor the experience of the game A Story About My Uncle to hardcore gamers. Elements of checkpoints that our study showed to be important when it comes to how the game is experienced are density, placement and clearness. / I den här studien ställde vi oss frågan om man genom att hitta mönster inom implementation av checkpoints kunde finna sätt att anpassa spelupplevelsen i spelet A Story About My Uncle till hardcore spelare. För att ta reda på det lät vi hardcorespelare spela en modifierad bana ur spelet A Story About My Uncle som användes som stimulusmaterial för en följande fokusgruppsintervju. Analysen av det insamlade materialet resulterade i fyra mönster som kan användas vid implementering av checkpoints för att anpassa spelupplevelsen i spelet A Story About My Uncle till hardcorespelare. Faktorer för checkpoints som i vår studie visat sig ha stor betydelse i hur spelet upplevs är densitet, placering och tydlighet.
49

"Old-School" is now too cool! : Exploring motivations for attending a LAN from a U&amp;G perspective

Bankova, Kamelia, Nablsi, Amelia January 2022 (has links)
Background: LANs are popular due to the unique social features where gamers share the samepassion, meet, and compete with like-minded gamers. Further, a LAN forms new and unexploredfeelings and impressions for gamers; therefore, it should be further explored. Therefore,understanding the gamers' motivations will allow for a better understanding of the unexploredbenefits gained. Purpose: By studying the phenomenon of LANs, this research aims to explore the motivationsfor attending a LAN by discovering and understanding the connection between benefits andmotivations. Method: To fulfil the purpose of this thesis, being of exploratory nature, qualitative research wasused. The empirical data was accumulated through fifteen semi-structured interviews. The datahas been analysed and interpreted using an abductive approach incorporating a thematic analysis. Conclusion: This study explored the motivations and benefits of LAN attendance from a U&amp;Gperspective. The findings showed three motivations for attending a LAN competition, diversionand social interaction. Furthermore, the gained benefits are rewards, information, skills, escape,entertainment, relationships, socialisation and finding new teammates. The analysis resulted indeveloping a conceptual model illustrating the motivations and benefits.
50

Designing an Effective System to Reduce Adverse Behavior Towards Girl Gamers Within the Valorant Competitive Gaming Community

Huffman, Kimberly Ann 21 April 2023 (has links)
No description available.

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