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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

The Game Changer : MMO-spels inverkan på elevers färdigheter i engelska som andraspråk

Bergstrand, Isak, Fritzon Sund, Viktoria January 2016 (has links)
Läroplanen i engelska beskriver hur undervisningen ska anknyta till elevnära och vardagliga situationer. Studien utgår därför ifrån de vardagliga situationer där eleverna möter engelska. Flertalet av dagens elever är bekanta med och har deltagit i online-spel, det är därför intressant att undersöka användandet av online-spels inverkan på elevernas engelska språkutveckling. Målgruppen för undersökningen är elever som studerar engelska som andraspråk. Syftet med studien är att undersöka ‘Massive Multiplayer Online’-spels påverkan på elevers språkutveckling i engelska som andraspråk och är en litteraturöversikt på forskning inom området. Materialet består av vetenskapliga artiklar samt en forskningsrapport. Kommunikationsmiljöerna i spelen ses som mer autentiska än de i klassrummet, vilket i sin tur anses leda till ökad språkinlärning och ett stort intresse för att kommunicera hos eleverna. Elever som aktivt spelar ‘Massive Multiplayer Online’-spel på fritiden visar även enligt studierna en högre kommunikativ och vokabulär förmåga inom engelska som andraspråk. Användandet av spelen lämpar sig inte för elever med begränsade engelskkunskaper och används främst av pojkar. Slutsatsen av studien är att MMO-spel i sin nuvarande form inte bör föras in i klassrummet som en allmängiltig undervisningsmetod, utan att spelen ska ses som ett komplement till engelsk språkutveckling.
2

Počítačové hry a simulace (se zaměřením na MMOG) / Computer Games nad Simulation (oriented on MMOG)

Šach, Martin January 2009 (has links)
The goal of this Thesis is not only a plain description of common characteristics of Massive Multiplayer Online Games (their sorting and conditions on where they run are included), but also their integration to the wider phenomenon -- to cyberspace. Cyberspace reference is present in all recommendations and game specifics. Cyberspace is it`s base ingredient, the authority, to which all those parts are revoking to. And here it comes our second and main goal. The need of integration of players to that virtual world. To seek her desires, her true nature. That maybe done by describing various game devices and methods of connecting users of those devices to the cyberspace, let alone by expanding reader`s horizons to places, not known to her. All that is lead by one effort -- that the person, who will read that Thesis carefully, will be able to answer the question, if players get exactly what they need. And she`ll be able to do that before reading to the end.
3

Rules to Multiplayer : How players and designers optimize fun out of their game experiences

Rodin, Emelie January 2021 (has links)
This thesis examines the concept of different rules within large multiplayer games, how we play thegames and what leads to different rules within a game. It establishes that rules can be explicit andimplicit, as well as based on digital hard rules, softer rules, such as community or social rules and thatplayers will design and build their own games out of these rules.The thesis performs a case study on World of Warcraft: Classics game mechanic, “World Buffs”.Extremely strong buffs that players set-up logistics and organizational tools to have access to during playsessions. As the game progressed through its 6 phases, it became more and more apparent that to raid, orparticipate in “End-Game” content, players had to collect these world buffs, which was costly, either ingold or time.In this thesis, a set of semi-structured interviews were conducted on a couple of “end-game” raidingguilds, to determine why they used world buffs in this content, what drove them to spent the resources tocollect these world buffs, even with the fragility of them, as well as if they enjoyed this practice or not.Interviewed players were both allowed to answer in public and private forms, to examine if there was asocial pressure to oblige, either way.The thesis found that there were three large themes of players, players who enjoyed world buffs, but hadproblems with implementation, players who used world buffs to save in-game resources in some wayshape or form, and players who felt they had a social obligation to bring world buffs to be allowed toparticipate. There were no players who did not take world buffs that were interviewed and only playerswho felt that they did have a social obligation answered in private.The thesis then discusses these results and what implications this can have for multiplayer design andtries to identify further studies on how we can think when designing multiplayer games in the future. Thethesis concludes that yes, players are bound not only to game rules, but also to social rules while they play these games, sometimes even at the cost of their own enjoyment.
4

Imaginário e design: resignificação do jogo eletrônico por meio da linguagem expressiva

Sato, Adriana Kei Ohashi 14 September 2007 (has links)
Made available in DSpace on 2016-03-15T19:43:06Z (GMT). No. of bitstreams: 1 Adriana Kei Ohashi Sato.pdf: 1422574 bytes, checksum: 540e2341a2b34d4eca47c4af926c8a33 (MD5) Previous issue date: 2007-09-14 / This work intends to analyze design as the object that generates answers to the user's (gamer's) expectations based on the collective imaginarium. In turn, this imaginarium originates in a specific social-cultural context. Considering men as symbolic beings, they look for the reason of their existence by attribuing meaning to objects. Those meanings are interpreted by society, creating values, behaviors and cultural references. This work presents fundamental concepts about design and its presence in the social-cultural context, being design the language that interprets and re-signify the electronic game based on the collective imaginarium. / A presente pesquisa procura analisar o design como objeto gerador de respostas às expectativas do usuário (jogador) a partir do imaginário coletivo. Por sua vez, este imaginário, tem a sua origem em um determinado contexto sócio-cultural. Considerando o homem como um ser simbólico, este busca o sentido para sua existência por meio da atribuição de significados aos objetos. Tais significados são interpretados pela sociedade criando seus valores, comportamentos e referenciais culturais. Ao longo deste trabalho são apresentados conceitos fundamentais sobre o design e sua presença no contexto sócio-cultural, sendo o design, a linguagem que interpreta e resignifica, a partir do imaginário coletivo, um jogo eletrônico.
5

Análise de redes sociais em comunidades virtuais emergentes de jogos on-line por meio de coleta de dados automatizada

Rodrigues, Lia Carrari 11 February 2009 (has links)
Made available in DSpace on 2016-04-18T21:39:48Z (GMT). No. of bitstreams: 3 Lia Carrari Rodrigues1.pdf: 2007869 bytes, checksum: 5127705a8183cb3056356f8cba16af6a (MD5) Lia Carrari Rodrigues2.pdf: 1875473 bytes, checksum: 48cfbdbc52e6db38b63fd8d1622c69ed (MD5) Lia Carrari Rodrigues3.pdf: 2987315 bytes, checksum: 7dacd97c56a6b31303f12c62c9657e92 (MD5) Previous issue date: 2009-02-11 / Fundo Mackenzie de Pesquisa / The current worldwide popularity of on-line games has resulted in the formation of virtual communities with hundreds of people. This is due to the daily interaction of people in games called Massive Multiplayer Online Role-Playing Games (MMORPGs). These communities are culturally diverse and permeated by social ties estabilished through different ways in the game s virtual world. The present research held a study on the communities found in World of Warcraft through social network analysis. The goal of this approach was to define a typology of social ties and study the behavioural patterns related to the structure of these networks. This involved the construction of an efficient data collecting system, as well as analysis tools. That particular methodology verified that this kind of organization can be characterized as an emergent adaptive complex system. To that end, different theories were utilized, such as graph theory, Kohonen networks algebra and software engineering. / Atualmente a popularidade mundial de jogos on-line tem resultado na formação de comunidades virtuais com centenas de pessoas. Isso se deve à interação diária das pessoas em jogos chamados Massive Multiplayer Online Role-Playing Games (MMORPGs). Estas comunidades são culturalmente diversificadas e permeadas por laços sociais estabelecidos de diferentes maneiras no ambiente virtual do jogo. A presente pesquisa realizou um estudo de comunidades do jogo World of Warcraft por meio da abordagem da análise de redes sociais. O intuito desta abordagem foi definir uma tipologia de laços sociais e estudar padrões de comportamento vinculados à estrutura destas. Isso envolveu a construção de um sistema de coleta de dados eficiente desta rede, assim como ferramentas de análise. Com esta metodologia, verificou-se que este tipo de organização pode ser caracterizada como um sistema complexo adaptativo emergente. Para isso, foram utilizadas diferentes teorias, como a teoria dos grafos, redes de Kohonen, álgebra e engenharia de software.
6

Nastavení virtuální ekonomiky uvnitř MMOG / Setting of the virtual economy within the mmog

Husárik, Braňko January 2010 (has links)
The thesis is dedicated to the proper virtual economy setup of Massive Multiplayer Online Game to make the game competitive in this area to other products on the market. In addition to setting the economy on the example thesis includes a market analysis of computer and console games, comparison of virtual economy with real and comparison of the selected virtual economies based on defined criteria. The primary goal is to make a procedure for setting up the virtual economy and its verification. Another goals are the analysis of the games market, comparison of the games market economies and a demonstration of web game making. Game making is depended on its feasibility analysis, which is also included in the thesis. The work also verify the correctness of the settings according to the defined criteria.
7

The use of massive multiplayer online games to evaluate C4I systems

Juve, Kambra R. 03 1900 (has links)
Approved for public release, distribution is unlimited / Human Systems Integration Report / In the past few years, Massive Multiplayer Online Games (MMOG) have gained in popularity in the gaming industry, the public and the Department of Defense. Improvements to computer technology and the increased data transfer rate over networks have caused the potential applications for networked environments to blossom. MMOGs are a product of these improvements, as technological advancements have made it possible for the masses to gain access to virtual environments and participate. The ability to communicate and interact within the virtual environment has the potential to make MMOG technology an ideal tool for evaluating C4I systems. The design and evaluation of C4I systems with MMOGs has the potential to allow for exploration in the areas of warfighter effectiveness, emergent behavior, collective decision making, human systems integration and effective information flow. This thesis strives to illustrate how a C4I system modeled in an MMOG can aid designers in gathering insights on the effectiveness of the system in various combat situations. The insights will be gathered through the interactions of players with the modeled system in the virtual environment. The human interaction with the modeled C4I system provides the ability to capture the effects of the C4I system on the warfighter. The resultant effects of the C4I system on the warfighter directly contribute to the overall combat effectiveness of the deployed military forces. The background of MMOGs and C4I systems, and attributes of MMOGs that are desirable in evaluating C4I systems are introduced and discussed. FORCEnet, a global C4I architecture still in the conceptual phase is then used as an example to illustrate the potential rewards to using MMOGs to evaluate C4I systems. / Lieutenant, United States Navy
8

Interações estratégicas em games massivos online: visibilidade de simulacros identitários e a axiologia do Transmog em World of Warcraft

Razera, Bruno Ayres 26 June 2018 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-08-17T13:20:08Z No. of bitstreams: 1 Bruno Ayres Razera.pdf: 1685514 bytes, checksum: 0f3c94e0ba6321b9ab0ecec435acdf70 (MD5) / Made available in DSpace on 2018-08-17T13:20:08Z (GMT). No. of bitstreams: 1 Bruno Ayres Razera.pdf: 1685514 bytes, checksum: 0f3c94e0ba6321b9ab0ecec435acdf70 (MD5) Previous issue date: 2018-06-26 / Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq / The research investigates how the game mode Massively Multiplayer Online Role Playing Game (MMORPG), by strategic concomitance, directs the player to operate by the visibility, to build the meaning of their simulacra identity. Concomitance, according to linguistics, is the designation of one or more actions, things or facts that occur simultaneously; coexistence or simultaneity. In this study the strategic concomitance has the coexistence as the relation of a strategist sender with the subject that provides his own tactic in simultaneity, working values in a same logical line. The most popular game of the genre, World of Warcraft (WOW), is taken as an object, as the immersion of its players is sanctioned by its great geographic reach and number of users who remain, year after year, faithful to the product, generating a movement large volume financial instrument, as well as employing new electronic technology tools and practices. The act of playing keeps the subject in interaction with other subjects and in the operation of this visibility that they construct identity simulations, shaped by the enunciative choices to make-see. In the analysis of the game, the use of the device called "transmog" was used to transform the appearance of the player's equipment. Syntagmatic operations call the device in its placement in discourse and thus build the axiology that makes the subject have to be, a simulacrum of socialized doing that establishes visibility as its main value. The theoretical-methodological support for the analysis is given by the discursive semiotic theory of Greimas (2014, 2007, 2002), which structures the generative path of meaning, the basis of the construction of meaning. It is also supported by Landowski's (1992, 1997, 2013, 2014a, 2014b) socio-demographic concept that, through the regimes of meaning and interaction, as well as through the regimes of visibility, allows to elucidate lived practices of the participants and their simulacrums built in the game. The theories of other semioticians are also bases for the elaboration of the axiological taxonomy of transmog. The bibliographical references also include a review of the history of the games and the survey of works with this theme. To carry out the study, there are analyzes of the transmog phenomenon, highlighting the dynamics of the interactions of the audience of World of Warcraft; in short, the study of the discursive practices of this device in the game, surrounded by the regimes of visibility, meaning and interaction. It was possible, with this, to verify the hypothesis that the visibility values in the game allow to maintain and extend the immersion of the players in a continuity, corresponding to the social practices: transmog, this device in game, does not determine the values in game, as facilitator and computer of an axiological exchange shared to the player. In addition, this work contributed to the theoretical basis for the area of communication that deals with the strategies of the gaming industry / A pesquisa investiga como a modalidade de game Massively Multiplayer Online Role Playing Game (MMORPG), por concomitância estratégica, direciona o jogador a operar pela visibilidade, para a construção do sentido de seus simulacros identitários. Concomitância, de acordo com a linguística, é a designação de uma ou mais ações, coisas ou fatos que ocorrem em simultâneo; coexistência ou simultaneidade. Neste estudo a concomitância estratégica tem como coexistência a relação de um destinador estrategista com o sujeito que provê própria tática em simultaneidade, trabalhando valores em uma mesma linha lógica. O game World of Warcraft (WOW), mais popular do gênero, é tomado como objeto, pois a imersão de seus jogadores é sancionada por seu grande alcance geográfico e número de usuários que permanecem, ano após ano, fiéis ao produto, gerando uma movimentação financeira de grande volume, além de empregar instrumentos e práticas novas de tecnologias eletrônicas. O ato de jogar coloca o sujeito em interação com outros sujeitos e é na operação dessa visibilidade que são construídos simulacros identitários, moldados pelas escolhas enunciativas para fazer-ver. Recortou-se, na análise do game, o uso do dispositivo denominado como “transmog”, que consiste em permitir transformar esteticamente a aparência dos equipamentos do jogador. As operações sintagmáticas convocam o dispositivo na sua colocação em discurso e assim constroem a axiologia que faz o sujeito ter para ser, simulacro do fazer socializado que instaura a visibilidade como seu principal valor. O suporte teórico-metodológico para a análise é dado pela teoria semiótica discursiva de Greimas (2014; 2007; 2002), que estrutura o percurso gerativo de sentido, a base da construção da significação. Apoia-se também na sociossemiótica de Landowski (1992; 1997; 2013; 2014a; 2014b) que, pelos regimes de sentido e de interação, assim como pelos regimes de visibilidade, permite elucidar práticas vividas dos partícipes e do seu fazer em sociedade, pelos simulacros construídos no game. As teorias de outros semioticistas são também bases para a elaboração da taxonomia axiológica do transmog. Os referenciais bibliográficos incluem ainda uma revisão da história dos games e do levantamento de trabalhos com esta temática. Para realizar o estudo, há análises do fenômeno do transmog, destacando a dinâmica das interações do público de World of Warcraft; em minudência, a do estudo das práticas discursivas desse dispositivo no game, nos envoltos dos regimes de visibilidade, de sentido e de interação. Foi possível, com isso, verificar a hipótese de que os valores de visibilidade no game possibilitam manter e ampliar a imersão dos jogadores em uma continuidade, correspondente às práticas sociais: o transmog, este dispositivo in game, não determina os valores em jogo, funcionando como facilitador e ordenador de um câmbio axiológico partilhado ao jogador. Além disso, este trabalho contribuiu para o embasamento teórico para a área da comunicação que trata das estratégias da indústria dos games
9

Vilka faktorer bidrar till att spelare fastnar i MMORPG spel?

Martinsson, Christoffer, Nyström, Julia January 2007 (has links)
<p>Massiva onlinerollspel är idag mycket populära och försäljningen och spelandet utav dessa ökar markant. I och med detta väcks frågan om vad det är i dessa onlinespel som gör att människor spelar och fortsätter spela. Denna uppsats inriktas främst mot MMORPG:s, Massively Multiplayer Online Role-Playing Games, då författarna anser att det är i denna onlinespelsgenre den största möjligheten att finna och definiera de faktorer, som påverkar</p><p>spelares vilja att spela, finns. För att ta reda på dessa faktorer skapades en enkät vars frågor utformades med en gameflowmodell i baktanken. Denna enkät lades sedan ut på sex olika onlinespelsanknutna forum, där totalt 105 spelare anonymt deltog. Den bygger dock även på tidigare gjorda undersökningar och rapporter om onlinespelandets anledningar, analyserade artiklar inom ämnet MMORPG spel och sist men inte minst författarnas egna erfarenheter utav MMORPG spel.</p>
10

Vilka faktorer bidrar till att spelare fastnar i MMORPG spel?

Martinsson, Christoffer, Nyström, Julia January 2007 (has links)
Massiva onlinerollspel är idag mycket populära och försäljningen och spelandet utav dessa ökar markant. I och med detta väcks frågan om vad det är i dessa onlinespel som gör att människor spelar och fortsätter spela. Denna uppsats inriktas främst mot MMORPG:s, Massively Multiplayer Online Role-Playing Games, då författarna anser att det är i denna onlinespelsgenre den största möjligheten att finna och definiera de faktorer, som påverkar spelares vilja att spela, finns. För att ta reda på dessa faktorer skapades en enkät vars frågor utformades med en gameflowmodell i baktanken. Denna enkät lades sedan ut på sex olika onlinespelsanknutna forum, där totalt 105 spelare anonymt deltog. Den bygger dock även på tidigare gjorda undersökningar och rapporter om onlinespelandets anledningar, analyserade artiklar inom ämnet MMORPG spel och sist men inte minst författarnas egna erfarenheter utav MMORPG spel.

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