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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

Lines of thought : Exploring hybrids in the design of game components

Xavier, Margarida January 2021 (has links)
From the creation of traditional board-games to their translation into digital interfaces, a new era seems to be starting, where the need for physical sensory interactions battles the benefits brought on by technology. This is where hybrids are born as a middle ground that blends the benefits of these two forms of play. And while new hybrid game designs should cater these benefits equally, it seems that these post digital board-games, have still been focused in proposing new technologies, rather than new interactions. A shift in focus is now necessary, placing hybrids as a bridge between physical and digital domains, towards innovative interactions in gameplaying experiences. As games are set in a context that blends imaginary narratives with real contexts and players, exploring new forms of interaction is only made possible by looking beyond what games are, and into the experiences they provide. In that sense, this design process will explore deduction game components, such as the communication of clues that lead players to discover the solution and win the game. The final concept, Lines of Thoughts, contributes to the discussion by looking at materiality in interactions as something not only seen literally defined in physical form, but also metaphorical. Elements that would otherwise be intangible, such as thoughts, can be made tangible through technologically enhanced lines that can be created, seen, touched, heard, and, ultimately, interacted with.
2

Designmönster i hybridiserade brädspel: En studie om hur dessa påverkar spelar-upplevelsen i Mansions of Madness: Second Edition

Hassler, Greta, Kingsepp, Vilma January 2023 (has links)
Denna studie undersöker hybrida brädspel, en relativt ny genre av spel som blivit alltmer populär under senare år. En utmaning med att designa engagerande hybridspel är att kombinera analoga och digitala element på ett sätt som förbättrar spelupplevelsen. Studien syfte har varit att undersöka vilka designmönster som återfinns i hybrida brädspel och hur dessa påverkar spelarnas upplevelse av spelet. Med en fallstudie som forskningsstrategi genomfördes tre olika spelsessioner där observation användes för att ta fram data om spelupplevelse i relation till designmönster. Efter varje avslutad spelsession genomfördes semistrukturerade gruppintervjuer med deltagarna där data från observationerna använts som underlag. Data som erhållits användes sedan i en tematisk analys för att ta fram teman och mönster gällande designmönster samt spelarnas upplevelser av dessa. Mönstren som återfanns var test-wizard, förenklande misslyckanden, automatiserad fas-hantering, periodic events, tidsreglerad progression, monster-generering, save and quit, onboarding-wizard, pussel och curiosity priming. Funna mönstren påverkade deltagarnas upplevelse gällande spelelement såsom spelarnas engagemang i spelet, svårighetsgrad, slumpmässighet med dess oförutsägbarhet, inlärningsförmåga, stimulans till nyfikenhet, progression och interaktion mellan spelare. Studien har gett ytterligare data och information om hur designers i framtiden kan förhålla sig till designmönster inom genren hybrida brädspel under utvecklingen av kommande spel. / This study investigates hybrid board games, a relatively new genre of games that has become increasingly popular in recent years. One challenge in designing engaging hybrid games is to successfully combine analogue and digital elements in a way that enhances the gaming experience. The study aims to examine the design patterns found in hybrid board games and how they affect players' experience of the game. Using a case study as a research strategy, three different game sessions were conducted where observation was used to collect data on player experience in relation to design patterns. After each completed game session, semi-structured group interviews were conducted with the players where the observation data was used as a basis. The data obtained was then used in a thematic analysis to identify themes and patterns related to design patterns and players' experiences of them. Patterns found were test wizard, simplifying failures, automatised phase management, periodic events, time regulated progression, monster generation, save and quit, onboarding wizard, puzzle and curiosity priming. Patterns found influenced participant experience regarding difficulty, ability to learn, player engagement, randomness with its unpredictability, stimulation of curiosity, progression and interaction between players. The study has provided additional data and information about how designers in the future can relate to design patterns within the hybrid board game genre during the development of future games.

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