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Measuring and stimulatingphysical movement using interactive mediaSjödin Jonsson, Martin, Alderhally, Ammar January 2020 (has links)
This thesis looks into how to design a web-based motion game, with a camera as an input device in order to make a game enjoyable to play while keeping the player movement rate as high as possible. The study explores different game mechanics for motion games and their impact on the players’ movement rate and the different types of physical motions created. The game mechanics are built on top of a JavaScript game development framework "Phaser" and uses "Three.js" as a tool for motion detection. We have used a custom built performance measuring tool in this project, which has been designed to record players’ motions while playing this game. We have implemented different game mechanics to activate different types of movement and then tested their outcome by using the performance tool to later analyze which game mechanic was the most successful. In this report we will take a look at how different game mechanics can create different experiences for the players’ and how essential they are for game development. This project is one of several that has been done on the project called the bug game. With a phase of learning the game code structure and lots of time invested into improving it. We analyzed the gameper formance and what changes that had to implemented in order to make the gameplay experience feels more responsive. From our study we could draw a conclusion on the relationship between game mechanics, the amount of movement generated by the players and players’ enjoyment of the game. Where physical games are most enjoyed when the goal is competing with other players with an achievable goal.
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Gränssnittsdesign för användbara rörelsestyrda spelJohanna, Gripenstam January 2016 (has links)
Interfaces that achieve usability are an important part in digital games whether they are controlled with traditional controllers or if they are controlled by bodily movement. This study examines the user interface of a motion controlled game and also presents possibilities regarding how to design a usable interface. This is done by applying a user focused method where surveys and observations are used to collect data. At the end of the study a simplified heuristic evaluation is performed and the result shows that the games user interface achieves usability to some degree. The study also shows that previous studies with focus on usability in traditionally controlled games can also be applied to games controlled by motion in many cases. Although, not all important areas are being covered in the researched studies. / Användbara gränssnitt är en viktig del hos digitala spel oberoende av om de styrs med traditionella hjälpmedel som mus och tangentbord eller om de styrs med kroppens rörelser. I denna studie undersöks hur användargränssnittet hos ett rörelsestyrt spel kan designas för att uppnå användbarhet. Detta genom att applicera en användarfokuserad metod där enkätundersökningar och observationer av spelare genomförs. Även en förenklad version av en heuristisk utvärdering genomförs i slutet av arbetet vars resultat tyder på att spelet då uppnår användbarhet till en viss nivå. Tydligt framgår att studier som berör användbarhet i traditionella spel i många fall även går att applicera på rörelsestyrda spel men att inte alla viktiga punkter täcks.
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Procedural Content Generation for a Web-Based Motion Game to Increase the Variation and Progression of the GamePersson, Dennis January 2016 (has links)
Computer games have always become more and more advanced. One of the biggest reasons to its rapid evolution is the use of procedural content generation (PCG), which is used to generate game content automatically. However, there is one type of games that is more unexplored when it comes to PCG, namely motion games. Motion games are games where the player interacts with the game by moving his own body rather than using a gamepad, mouse or keyboard. Thanks to that, motion games are a healthier alternative to regular games, and this thesis therefore explores the possibilities to use PCG to develop more exciting motion games. The focus lies on achieving variation and progression since both of those are important concepts closely related to PCG. An exploratory case study is also conducted to examine how the derived guidelines work in a real game. The result concluded is that the guidelines seem to work well, but that all of them are not easily adapted to every game. Different game genres therefore call for different guidelines to be used.
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