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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.
151

Pre-gaming: Alcohol Consumption of Underage and Of-age College Students

Smith, Hollie E. 27 January 2010 (has links)
No description available.
152

“BUT THAT’S NOT WRITING:” THE LITERACIES, COMMUNICATION AND COMPOSING PRACTICES OF CITY OF HEROES GAMERS

Phill, Alexander Michael 14 August 2007 (has links)
No description available.
153

CASINO LOYALTY PROGRAMS: DIFFERENCES BETWEEN MEMBERS AND NONMEMBERS BASED ON ATTITUDES AND BEHAVIORS

Harris, Rebecca Lee 20 August 2013 (has links)
No description available.
154

Freemium Profit Structure in the Development of the Chinese Market

Sirevaag, Kristofer John 31 August 2016 (has links)
No description available.
155

The Art of War: Fighting Games, Performativity, and Social Game Play

Harper, Todd L. January 2010 (has links)
No description available.
156

Exploring a Framework for Goal-Driven Collaboration through Serious Gaming

Loffing, Thomas Cheyney 02 September 2010 (has links)
No description available.
157

A stealth poker bot: Theories for avoiding the detection of a poker bot during online gaming

Persson, Hans January 2011 (has links)
Syftet med denna uppsats är att undersöka och utveckla teorier för att undvika detektering vid online pokerspelande med en pokerbot. En bot är ett program som utför en rad operationer inom ett givet regelverk utan att en användare behöver styra eller övervaka programmet. Teorierna skall vara generella nog för att kunna användas för spel på en rad populära online pokerspelsidor. Pokerspelet som uppsatsen avser är Texas Hold’em poker, ett hasardspel som fått stor uppmärksamhet i media på senare år tack vare stora vinstsummor och ett spritt spelande på internet. / The purpose of this essay is to investigate and develop theories to avoid detection during online gambling using a poker bot. A bot is a program that performs a set of operations within a given set of rules without the need of a user to control or monitor the program. The theories must be general enough to be used for a wide variety of popular online poker gaming sites. The poker game referred to in this essay is Texas Hold’em poker, a form of gambling that has gained much attention in the media over the last few years thanks to large payouts and a widespread use on the Internet.
158

The Subscription Payment Model In The Games Industry / Prenumerationsmodellen i Spelindustrin

Mikael, Svärd January 2021 (has links)
This thesis aims to examine the current state of business models among game developers and how subscription licensing between platforms and developers currently works. With this foundation the potential future impacts are discussed. The thesis accomplishes this by interviewing developers and using literature data from interviews, articles, and market research. The findings are that the business models of the gaming industry are diverse but that they are tied to the type of game they are implemented in, certain models work better on certain types of games and certain platforms. The agreements surrounding the subscription model between developers and platforms are currently about revenue guarantees or advance payments plus revenue inside games. There is much uncertainty about how the agreements will look in the future. How the agreements are designed will impact developers greatly and change how content is designed and made. / Det här examensarbetet ämnar undersöka hur affärsmodeller används bland utvecklare i spelindustrin och hur prenumerationsliscensering mellan plattformar och utvecklare fungerar idag. Med denna grund diskuteras i examensarbetet den möjliga framtida påverkan av detta. Detta görs med hjälp av intervjuer med utvecklare samt en litteraturstudie med data från intervjuer, artiklar och rapporter. Resultaten är att affärsmodeller inom spelindustrin är spridda i spelindustrin och att de är bundna till vilken slags spel de implementeras i, vissa modeller fungerar bättre i vissa spel och plattformar. Prenumerationsmodellen mellan plattformar och utvecklare kretsar idag kring vinstgarantier och förbetalning plus vinst inuti spel. Det finns en stor osäkerhetkring hur förhållandet kommer se ut i framtiden och hur det ser ut kommer påverka utvecklare och speldesign till hög grad.
159

<b>DESIGN, IMPLEMENTATION, AND ASSESSMENT OF A SOFTWARE TOOL KIT TO FACILITATE EXPERIMENTAL RESEARCH IN SOCIAL PSYCHOLOGY</b>

Rushali Shinde (18429597) 24 April 2024 (has links)
<p dir="ltr">This paper introduces a comprehensive Software Toolkit designed to facilitate the design, implementation, and assessment of experimental research within the field of social psychology. The toolkit includes a python tool integrated with Unreal Engine to run simulations using virtual reality. This tool allows Students and Psychologists to conduct experiments for learning purposes by helping them to create real-life like simulations in different environments. Following a series of experiments, we have determined that the tool performs effectively. With the potential for further updates and enhancements, we believe that the tool holds promise for utilization in social psychology experiments.</p>
160

Co-Located Many-Player Gaming on Large High-Resolution Displays

Machaj, David Andrew 04 June 2009 (has links)
Two primary types of multiplayer gaming have emerged over the years. The first type involves co-located players on a shared display, and typically caps at four players. The second type of gaming provides a single display for each player. This type scales well beyond four players, but places no requirement on co-location. This paper will attempt to combine the best of both worlds via high-resolution, highly-multiplayer gaming. Over the past few years, there has been a rise in the number of extremely high-resolution, tiled displays. These displays provide an enormous amount of screen space to work with. This space was used to allow twelve co-located players to play a game together. This study accomplishes three things: we designed and built PyBomber, a high-resolution and highly multiplayer game for up to twelve players; secondly, user trials were conducted to see whether this type of gaming is enjoyable as well as to learn what sorts of social interactions take place amongst so many players; lastly, the lessons learned were generalized into design criteria for future high-resolution games. Results show that with more people, much more of the time during a game was filled with vocal interactions between players. There were also more physical movements in the larger games. Over the course of this study, we learned that good high-resolution games will: decide between a singular gameplay area and split views, use the physical space in front of the display, provide feedback that is localized to each player, and utilize input devices appropriately. / Master of Science

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