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Gender-oriented vs. gender-neutral computer games in educationMubireek, Khalid Al 15 October 2003 (has links)
No description available.
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Gaming in art: A case study of two examples of the artistic appropriation of computer games and the mapping of historical trajectories of "Art Games" versus mainstream computer gamesStalker, Phillipa Jane 15 November 2006 (has links)
Student Number : 9903601A -
MAFA research report -
School of Arts -
Faculty of Humanities / This essay will explore the existing definitions of art games that are currently being
used in the art game/art mod genre. It will identify the leading theorists within the
field, and take into account their definitions whilst at the same time establishing a
set of categories within which can be defined the dominant trends in the
development of the field. It will also situate art games within an historical context,
both within the commercial computer game field as well as the digital art field and
attempt to establish some sort of timeline within which we can see the development
and emergence of art games in relation to these two disciplines. Two examples of
art games, both from different categories will be examined and critiqued in the
context of Artistic Computer Game Modification – A 3D game called Escape From
Woomera and an art mod or patch called SOD. The art game as an entity will be
examined in relation to ideas of the ‘interactive’ and ‘play’, and the implications and
potential for fine art practice will be investigated.
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Representing the hero: a comparative study between the animated and gameplay cinematic trailers for OverwatchKerr, Stella January 2017 (has links)
A research report submitted to the Faculty of Humanities, University of the Witwatersrand, Johannesburg, in partial fulfilment of the requirements for the degree of Master Arts in Digital Animation, March 2017 / XL2018
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The playthrough evaluation framework : reliable usability evaluation for video gamesWhite, Gareth R. January 2014 (has links)
This thesis presents the playthrough evaluation framework, a novel framework for the reliable usability evaluation of first-person shooter console video games. The framework includes playthrough evaluation, a structured usability evaluation method adapted from heuristic evaluation. Usability evaluation can help guide developers by pointing out design issues that cause users problems. However, usability evaluation methods suffer from the evaluator effect, where separate evaluations of the same data do not produce reliably consistent results. This can result in a number of undesirable consequences affecting issues such as: • Unreliable evaluation: Without reliable results, evaluation reports risk giving incorrect or misleading advice. • Weak methodological validation: Typically new methods (e.g., new heuristics) are validated against user tests. However, without a reliable means to describe observations, attempts to validate novel methods against user test data will also be affected by weak reliability. The playthrough evaluation framework addresses these points through a series of studies presenting the need for, and showing the development of the framework, including the following stages, 1. Explication of poor reliability in heuristic evaluation. 2. Development and validation of a reliable user test coding scheme. 3. Derivation of a novel usability evaluation method, playthrough evaluation. 4. Testing the method, quantifying results. Evaluations were conducted with 22 participants, on 3 first-person shooter action console video games, using two methodologies, heuristic evaluation and the novel playthrough evaluation developed in this thesis. Both methods proved effective, with playthrough evaluation providing more detailed analysis but requiring more time to conduct.
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Audio-visions : domestic videogame playDenham, Geoffrey Walter, University of Western Sydney, School of Communication and Media January 1999 (has links)
The domestic playing of videogames is examined through a series of extended dialogues with male adolescents. The research process was grounded in a theorisation of audience activity in communication studies which sees meanings emerging from the boys’ engagements with kinetic texts in terms of refigurative activity. This encapsulates reading, interpretation, and a cultural productivity whereby the kinetic text is returned to the everyday world, primarily through a relation of mimicry. The cultural fertility of videogames is traced through this mimicry to reveal a series of themes: a de-stabilising of the distinction between work and play spaces; the fragmentation of audiences of the small screen in the home through the establishment of gendered playspaces; the instilling of competitive relations within male community; and the melding of fantasy and discipline. An investigation of the significance of soundtrack to videogame play leads to the conclusion that in videogame playing a new cultural competency is taking shape in the form of a postmodern literacy, which lays stress on a continuous circumlocution, a destabilizing of narrative time, and middles rather than beginnings or endings. The findings contradict many ideas regarding videogame playing: that players are addicts; that videogame play is mindless; or that players are fickle. Videogame playing is implicated as an identity-making discursive project considered central to the business of being a male adolescent. / Doctor of Philosophy (PhD)
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A methodology for the design of educational computer adventure gamesMoser, Robert B., Computer Science & Engineering, Faculty of Engineering, UNSW January 2000 (has links)
This work undertakes a systematic study of various elements from differing fields which apply to the construction of computer-aided instructional systems. Drawing upon these works, the potential for instruction in computer adventure games is recognised, and previous work in the area analysed with respect to the theoretical findings. Based both on this theory and the germane advice of practicing game designers, a methodology for the design of educational computer adventure games is laid out in detail. The method described is then used to construct a sample game with basic programming skills as the pedagogical content, and this sample game is tested and the results examined. An informed approach to the design of computer-assisted instruction must begin with an understanding of how people acquire and store new information or skills. Cognitive psychology provides a number of conflicting models of the human information processing system, but these differing theories have a common basis which can be exploited in an attempt to make material more accessible. Instructional design describes a methodology for the analysis of pedagogical goals and demonstrates methods of learning support which can and should be incorporated into the new setting. In this field also is a judgement of different media, including computers, and their ability to provide the necessary elements of learning. By understanding the strengths and weaknesses of the medium the limits of what is possible within it can be catered to, and its failings augmented with supplemental materials. Both educational psychology and instructional design indicate benefits to learning from a correctly motivated learner, and the theory of engagement is therefore also scrutinised for elements helpful to the educational designer. The convergence of the knowledge gleaned from these various fields leads to one possible match to the desired criteria for computer-mediated instruction; the computerised fantasy adventure game. This being the case, other work in the field is examined for relevance, and it is found that a detailed methodology for the construction of such games does not exist. Existing material is combined with the aforementioned theoretical work and a survey of what is known about practical game design to create such a framework. It is proposed that through its use the systematic inclusion of educational content in an engaging environment will be facilitated. The hypothesis is examined, and an action research approach found to be called for. As such, the proposed methodology is used to create a sample game, and the process of its design used to inform the proposed methodology. The final form is described in detail, and the process of its application to the sample game elucidated. A prototype of the game is used with a number of test subjects to evaluate the game?s level of success at both engagement and the imparting of content material.
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Pursuit and evasion games: semi-direct and cooperative control methodsParish III, Allen S. 15 May 2009 (has links)
Pursuit and evasion games have garnered much research attention since the
class of problems was first posed over a half century ago. With wide applicability to
both civilian and military problems, the study of pursuit and evasion games showed
much early promise. Early work generally focused on analytical solutions to games
involving a single pursuer and a single evader. These solutions generally assumed simple system dynamics to facilitate convergence to a solution. More recently, numerical
techniques have been utilized to solve more difficult problems. While many sophisticated numerical tools exist for standard optimization and optimal control problems,
developing a more complete set of numerical tools for pursuit and evasion games is
still a developing topic of research.
This thesis extends the current body of numeric solution tools in two ways.
First, an existing approach that modifies sophisticated optimization tools to solve
two player pursuer and evasion games is extended to incorporate a class of state
inequality constraints. Several classical problems are solved to illustrate the e±cacy
of the new approach. Second, a new cooperation metric is introduced into the system
objective function for multi-player pursuit and evasion games. This new cooperation
metric encourages multiple pursuers to surround and then proceed to capture an
evader. Several examples are provided to demonstrate this new cooperation metric.
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Educational video game effects upon mathematics achievement and motivation scores an experimental study examining differences between the sexes /Kappers, Wendi M. January 2009 (has links)
Thesis (Ph.D.)--University of Central Florida, 2009. / Advisers: Atsusi Hirumi, Lea Witta. Includes bibliographical references (p. 211-217).
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Games of Decentralized Inventory ManagementSummerfield, Nichalin Suakkaphong January 2010 (has links)
Any decentralized retail or wholesale system of competing entities requires a benefit sharing arrangement when competing entities collaborate after their demands are realized. For instance, consider a distribution system similar to the observed behavior of independent car dealerships. If a dealership does not have in stock the car requested by a customer, it might consider acquiring it from a competing dealer. Such behavior raises questions about competitive procurement strategies that achieve system optimal outcomes. This dissertation consists of three main bodies of work contained respectively in chapters 2, 3, and 4. In the first work -- chapter 2, we examine a decentralized system that adopts an ex-post agreed transfer payment approach proposed by Anupindi et al. (Manuf. Serv. Oper.Manag. 4(3):349-368, 2001). In particular, we state a set of conditions on cost parameters and distributions that guarantee uniqueness of pure strategy Nash equilibrium. In the second work -- chapter 3, we introduce a multilevel graph framework that links decentralized inventory distribution models as a network of stochastic programming with recourse problems. This framework depicts independent retailers who maximize their individual expected profits, with each retailer independently procuring inventory in the ex-ante stage in response to forecasted demand and anticipated cooperative recourse action of all retailers in the system. The graph framework clarifies the modeling connection between problems in a taxonomy of decentralized inventory distribution models. This unifying perspective links the past work and shades light on future research directions. In the last work -- chapter 4, we examine and recast the biform games modeling framework as two-stage stochastic programming with recourse. Biform games modeling framework addresses two-stage games with competitive first stage and cooperative second stage without ex-ante agreement on profit sharing scheme. The two-stage stochastic programming view of biform games is demonstrated on examples from all the known examples regarding operational decision problems of competing firms from the literature. It allows an “old” mathematical methodology to showcase its versatility in modeling combined competitive and cooperative game options. In short, this dissertation provides important insights, clarifications, and strategic limitations regarding collaborations in decentralized distribution system.
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Digitala spel och pojkars språkutveckling / Digital games and boy’s language developmentJönsson, Joakim, Simonsson, David January 2014 (has links)
Denna studie handlar om pojkars beskrivningar av att använda digitala spel och hur detta kan bidra till språklig kunskapsutveckling i skolans verksamhet. För att få studiens frågeställningar besvarade har intervjuer med fem pojkar i tio års ålder analyserats med utgångspunkt i socialsemiotiska teorier och begrepp. Pojkarnas beskrivningar visar tecken på att digitala spel kan användas som en resurs i utveckling av barns verbala och skriftligt språk. Pojkarna beskriver att utvecklingen av språklig och verbal kunskap kan äga rum dels individuellt och dels i grupp genom att använda digitala spel. Resultatet visar även att skolans verksamhet inte har erbjudit pojkarna möjlighet att använda digitala spel för att utveckla sina språkliga kunskaper.
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