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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.
31

E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends

Santos, Alberto da Silva 05 March 2018 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-08-22T12:15:59Z No. of bitstreams: 1 Alberto da Silva Santos.pdf: 1590368 bytes, checksum: 1dba0bcd5372902a89aed38ea4eca27c (MD5) / Made available in DSpace on 2018-08-22T12:15:59Z (GMT). No. of bitstreams: 1 Alberto da Silva Santos.pdf: 1590368 bytes, checksum: 1dba0bcd5372902a89aed38ea4eca27c (MD5) Previous issue date: 2018-03-05 / Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The objective of this study was to extend and apply classic procedures of Behavioral Sport Psychology to new sports contexts, the electronic sports. The so-called e-sports are sporting modalities that have had their growth propitiated by the technological development of computers and internet networks. Among these new electronic modalities are the League of Legends, a game of the MOBA category whose championships have been frequently cited in media and sports channels, which used to be devoted only to the broadcasting of news about traditional sports. Teams that compete at national and international level rely on technical support professionals specialized in sports performance; among these professionals there is also the Sport Psychologist. In an expanding field the variables previously present in the traditional sports environment are also found in the competitive electronic sports environment. Topics such as anxiety, concentration and other psychological aspects are seen as relevant to the good performance of cyber athletes. From the classic behavioral psychology procedures of the sport the self talk was the independent variable used in the procedure of this study. The research problem was to identify the effects of the isolated, self-chosen, selfchosen, participant-chosen use of the last hit of an electronic and complex MOBA game, represented by the League of Legends, by participants with beginner level of experience. Four amateur practitioners participated in the study, two submitted to the experimental variable (self talk) and two as control. In a variable interval reinforcement (VI) + Limited Hold scheme, the establishment of self-talk as a discriminative stimulus for the click-on-target response at the correct time produced some changes in the response of the participants who underwent the experimental condition, which merited an analysis more detailed. The results obtained contribute to the literature of an expanding area and can serve as a starting point for the development of interventions in the applied field; still allow to identify adjustments so that the use of self talk may be pertinent to the target behavior chosen. Verification of the correlation between verbal response and non-verbal response has shown that in complex situations with a given class of responses required at a very high frequency per minute, the use of continuous self-talk may not be helpful. However, its use in a more comprehensive and timely way can contribute to the planning of actions and the chaining of complex responses / O objetivo deste estudo foi estender e aplicar procedimentos clássicos da Psicologia Comportamental do Esporte a novos contextos esportivos, os esportes eletrônicos. Os chamados e-sports são modalidades esportivas que tiveram seu crescimento propiciado pelo desenvolvimento tecnológico de computadores e redes de internet. Dentre estas novas modalidades eletrônicas destaca-se o League of Legends, jogo da categoria MOBA cujo campeonatos têm sido frequentemente citados em mídia e canais esportivos, que antes se dedicavam somente à veiculação de notícias sobre esportes tradicionais. Os times que competem em nível nacional e internacional contam com profissionais de suporte técnico especializado no desempenho esportivo; dentre estes profissionais há também o Psicólogo do Esporte. Em um campo em expansão as variáveis antes presentes no ambiente dos esportes tradicionais também passam a ser encontrados no ambiente do esporte eletrônico competitivo. Temas como ansiedade, concentração e outros aspectos psicológicos são vistos como relevantes para o bom desempenho dos cyber atletas. Dos procedimentos clássicos da psicologia comportamental do esporte a autofala foi a variável independente utilizada no procedimento deste estudo. O problema de pesquisa foi identificar os efeitos do uso isolado de autofala instruída, escolhida pelo participante e aberta, na melhora de desempenho em abater personagens (last hit) de um jogo eletrônico e complexo do tipo MOBA, representado pelo League of Legends, por participantes com nível iniciante de experiência. Participaram do estudo quatro praticantes amadores, dois submetidos à variável experimental (autofala) e dois como controle. Em um esquema de reforçamento de intervalo variável (VI) + Limited Hold, o estabelecimento da autofala como estimulo discriminativo para a resposta de clicar no alvo no momento correto produziu algumas mudanças no responder dos participantes que foram submetidos à condição experimental, que mereceram uma análise mais detalhada. Os resultados obtidos contribuem para a literatura de uma área em expansão e podem servir como ponto de partida para o desenvolvimento de intervenções no campo aplicado; ainda permitem identificar ajustes para que a utilização da autofala possa ser pertinente ao comportamento alvo eleito. A verificação da correlação entre emissão da resposta verbal e da resposta não verbal demonstrou que em situações complexas, com determinada classe de respostas exigida numa frequência muita alta por minuto, o uso da autofala de modo contínuo pode não ser proveitoso. Porém, sua utilização de modo pontual e mais abrangente pode contribuir para o planejamento de ações e encadeamento de respostas complexas
32

Competitive video gaming, the sport of the future

Salinas, Efren Julian 13 December 2013 (has links)
Competitive video gaming is experiencing exponential growth. Advances in technology and global Internet penetration has created highly dedicated fan bases for games played at a competitive level. Game developing companies are beginning to focus their attention on making games for the new eSports market. How avid eSports fans view competitive gaming is disrupting traditional consumption models. Twitch.TV a site that streams live gaming content is seeing massive growth. Now, more than ever, dedicated gamers can live off of playing games – whether by competing in tournaments as sponsored players or running ads on their Twitch.TV live stream while they play. The communities that have developed around different genres of competitive games are as varied as traditional sports such as Major League Baseball or the National Football League. A new industry with a complex infrastructure is developing in this new market. / text
33

Caracterização de perfis de comportamento de equipes em League of Legends.

NASCIMENTO JUNIOR, Fernando Felix do. 31 August 2018 (has links)
Submitted by Emanuel Varela Cardoso (emanuel.varela@ufcg.edu.br) on 2018-08-31T19:40:20Z No. of bitstreams: 1 FERNANDO FELIX DO NASCIMENTO JUNIOR – DISSERTAÇÃO (PPGCC).pdf: 3433404 bytes, checksum: b5c42ff5d239a6628e636523baabae45 (MD5) / Made available in DSpace on 2018-08-31T19:40:20Z (GMT). No. of bitstreams: 1 FERNANDO FELIX DO NASCIMENTO JUNIOR – DISSERTAÇÃO (PPGCC).pdf: 3433404 bytes, checksum: b5c42ff5d239a6628e636523baabae45 (MD5) Previous issue date: 2017-12-15 / Capes / Apesar da crescente popularidade dos esportes eletrônicos (eSports), ainda há uma escassez de trabalhos acadêmicos que exploram o comportamento de jogo das equipes. Compreender as características que ajudam discriminar entre equipes bem-sucedidas e malsucedidas poderia ajudar as equipes a melhorar suas estratégias, como determinar métricas de desempenho a serem alcançadas. Nesta dissertação, identificamos e caracterizamos padrões de comportamento de equipes com base nos dados de histórico de partidas de League of Legends, um eSport muito popular. Ao aplicar métodos de mineração de dados, como aprendizado da máquina e análise estatística, agrupamos o desempenho das equipes e investigamos para cada grupo como e em que medida essas características influenciam o sucesso e fracasso das equipes. Alguns grupos são mais propensos a terem equipes mais vencedoras do que outros, os resultados do nosso estudo ajudaram a descobrir as características que estão associadas a essa propensão e permitiram modelar métricas de desempenho de perfis de equipe bem sucedidas e malsucedidas. Encontramos ao todo 7 perfis, que foram categorizados em quatro grandes níveis em termos de proporção de equipes vencedoras: Fraco, Mais ou Menos, Bom e Top. / Despite the increasing popularity of electronic sports (eSports), there is still a scarcity of academic works exploring the playing behavior of teams. Understanding the features that help to discriminate between successful and unsuccessful teams would help teams improving their strategies, such as determine performance metrics to reach. In this dissertation, we identify and characterize team behavior patterns based on historical matches data from League of Legends, a very popular eSport. By applying methods from data mining, such as machine learning and statistical analysis, we clustered teams’ performance and investigate for each cluster how and to what extent these features have an influence on teams’ success and failure. Some clusters are more likely to have winning teams than others, the results of our study helped to discover the characteristics that are associated with this predisposition and allowed us to define performance metrics of successful and unsuccessful team profiles. At all, we found 7 profiles in which were categorized into four big levels in terms of winning team proportion: Weak, So-So, Good and Top.
34

Who is Really in Charge Here: An Exploration of the Formation and Empowerment of Opinion Leaders in a Reddit Gaming Community

Carter, Clinton Chase 12 1900 (has links)
In an attempt to shed light on the further sophistication of opinion leadership in online communities, this study examined the forces and structures that affect their formation in the League of Legends subreddit. By investigating what users thought about the various types of individuals with which the communicate, the researcher hoped to begin to understand and record how those forces work bother on this particular subreddit and in mass media beyond. Opinion leadership continues to be an integral force in deciding what information is consumed by a public and under what frames and agendas it is contextualized. If researchers can operationalize formal definitions for the influences and structures that occur online, they can better navigate the deep waters that are global communication on the internet.
35

The Effects of Hype on the Free-to-Play Pricing Strategy in the Online Video Game Industry

Mullee, Sean 30 April 2020 (has links)
No description available.
36

Gaming in Conversation: The Impact of Video Games in Second Language Communication

Laws, Dannielle Kaye January 2016 (has links)
No description available.
37

Att vara eller inte vara en drömtjej : En kvalitativ analys av filmtropen Manic Pixie Dream Girls egenskaper i en spelkontext. / To be or not to be a Dream Girl : A qualitative analysis of the film trope Manic Pixie Dream Girl’s attributes in a video game context.

Tufvesson, Alexandra January 2024 (has links)
This paper is a qualitative study of signs and associations that seemingly communicate the influence of film tropes on female character design in video games. It analyzes and correlates the visual attributes and characteristics of the League of Legends character Zeri with the traditional attributes and trends of the Manic Pixie Dream Girl (MPDG) film trope, and applies theories within women’s representation and gender to examine the results. The findings suggest that Zeris design and description communicates the traditional characteristics of the MPDG such as quirky, energetic, nostalgic, retro, cute and “twee” and that several of these attributes may reflect an idealized portrayal of the female character rooted in fictive stereotypes. Furthermore the paper highlights the complex interaction between design elements and their ability to communicate (possibly unintended) concepts, and the concepts ability to transcend media formats.  This paper includes a design documentation after page 25 called "Kalasklister i Djurparken", which is the second part of the final exam project(s) at the Visual Communication program at Malmö University. "Kalasklister i Djurparken" is an image bank that aims to update the marketing of Helsingborg's djur- och lekpark (zoo and playground) in order to appeal more to children.
38

Vliv herních mechanismů na uživatelskou zkušenost / Influence of games mechanisms on user experience

Kracík, Radim January 2011 (has links)
The work deals with the relationship between game mechanics and user experience. Identifies the basic gameplay mechanics and elements that have the most important influence on the quality of user experience. Research is realized on the example of a specific game using the concept of game design patterns. Part of the work deals with the introduction of this concept. Furthermore, the work deals with the general theories of games, models of classification and history of computer games. Part of the work is a description of the author's practical experience in creating games as a school project.

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