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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

Värdeskapande i världen av Magic : Spelares och samlares erfarenheter av Magic: The Gatherings andrahandsmarknad / Creation of value in the world of Magic : Players’ and collectors’ experiences of the second-hand market of Magic: The Gathering

Sandén, Sebastian January 2017 (has links)
Syftet med denna uppsats är att beskriva fem personers erfarenheter av andrahandsmarknaden för spelkorten till Magic: The Gathering, för att sedan föreslå vad som är kortens symboliska värde. Utifrån ett kvalitativt material som har samlats in genom semistrukturerade intervjuer beskrivs olika sätt informanterna interagerar med denna marknad, vilka motiv de har för att jaga kort, och hur de ser på förfalskningar. Resultatet visar att informanterna lägger ner en hel del arbete på att leta efter korten de är ute efter, och att de ser på förfalskningar som någonting som bör undvikas. Analysen utgår ifrån olika teorier om värde, där det föreslås att korten fungerar som symboliska former för betydelsen av arbetet som lagts ner på att hitta dem. Utifrån detta föreslås det att informanterna inte vill använda förfalskningar eftersom de förminskar betydelsen av deras egna arbete som lagts ner på att hitta de äkta korten. / This essay aims to describe five people’s experiences with the second-hand market for the cards used in Magic: The Gathering, and to suggest the symbolic value of the cards. Based on qualitative material gathered through semi-structured interviews it is shown how the informants interact with the second-hand market, what motives they have when looking for cards, and how they perceive counterfeit cards. The result shows that searching for cards can require quite some work by the informants, and that they see counterfeits as something to avoid. The analysis is based on theories of value, where it is proposed that the cards function as the symbolic forms of the importance of the work that has been put into finding them, and that the informants are opposed to counterfeits because they diminish the importance of their own work that has been put into finding the authentic cards.
2

The Magic of Community: Gathering of Card Players and Subcultural Expression

Limbert, Travis James 18 July 2012 (has links)
No description available.
3

The “Magic Gathering” of Comprehension Devices : A diachronic systemic functional linguistics analysis of MTG game card texts

Schiller, Isabella January 2024 (has links)
This study investigates the diachronic shift of revised card texts in the tabletop collectible card game ‘Magic: The Gathering’.  The lexicogrammatical patterns found are compared to theories on comprehension and learning, and to the development of the game. To answer how the texts have changed, a sample of twenty cards with old and revised texts has been analysed according to systemic functional linguistics. The metafunctions used for the SFL analysis are interpersonal, ideational and textual. Additionally, a descriptive analysis has been conducted to answer how the changes in the linguistic metafunctions relate to comprehension and development. The analysis shows that there are general patterns within all the investigated metafunctions, which correspond to research on learning, language development and notions on text cohesion. Furthermore, the findings correlate to the game development and functions in the gameplay. While the sample size is limited in comparison to all available cards in the game, the diachronic shifts are distributed over a variety of card types matching the available cards overall, and with the initial interconnections found it is assumed that the patterns are generalisable. Further research could explore the findings in relation to general games development, games as a source of learning or genre and discourses.
4

From Structured Guidance to Self-Directed Play : Applying Self-Determination Theory in Game Design

Yuheng, Liang January 2024 (has links)
This thesis investigates the use of scaffolding techniques in video game design to increase player engagement and satisfy psychological needs as defined by self-determination theory (SDT). It focuses on how games use scaffolding mechanisms to improve player autonomy, competence, and relatedness—the three fundamental needs proposed by SDT as ways to promote intrinsic motivation. The study also examines self-scaffolding strategies employed by players, exploring how they independently leverage game features to meet their psychological needs. Through case studies on games including Hearthstone, Magic: the Gathering Arena, and Path of Exile, the research analyzes the application of scaffolding and self-scaffolding using formal analysis of game tutorials and systems, as well as discourse analysis of player and specialist discussions about these aspects. The findings indicate that Hearthstone's tutorial, which effectively uses scaffolding, is well received by players, while the scaffolding in Magic: the Gathering Arena is not as effective. Path of Exile's complex skill tree promotes self-scaffolding, highlighting the importance of self-directed learning in intricate game environments. The study concludes that effective scaffolding design is essential for onboarding players, but tutorials should be skippable to accommodate experienced players. At the same time, games should provide sufficient structure to guide player learning while allowing freedom for exploration, innovation, and self-directed learning.

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