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Mobile Multiplayer GamingWestermark, Christian January 2007 (has links)
The last ten years, online multiplayer games have become very popular. During the same time period mobile terminals and cellular networks have undergone a tremendous technical evolution. Therefore it is natural to wonder why we have not seen an online mobile multiplayer gaming revolution yet. The answer to this question is of great value for companies selling mobile systems. This answer is important in order to understand how to fill up today’s empty networks with traffic and what kind of traffic these games will generate. This thesis is a continuation of Mattias Åkervik’s thesis. It gives the reader an understanding of what kind of wireless technologies are on the market today and how they perform. Given this performance background, some suitable games were chosen to examine how they perform over a particular cellular network and to determine the perceived gaming quality that a user experience. The thesis also examines the particular packet traffic characteristics generated by these games to gain a better understanding of how to better adapt cellular networks towards gaming. Finally the market will be analyzed. Not only how large this potential market is, but to examine if there are some market issues preventing the revolution in network cellular on-line multiplayer games. / De senaste tio åren har multiplayer gaming blivit väldigt populärt. Under samma tidsperiod har cellulära terminaler och de mobile nätverken genomgått en stor teknisk evolution. Därför kan man undra varför inte mobile multiplayer gaming har slagit igenom än. Svaret på denna fåga är värdefullt för föreatag som säljer mobila system, men även mobiloperatörerna, dådet kan ge en hint hur man bättre kan fylla ut dagens tomma 3G system med trafik. Detta examensarbete är en fortsättning på Mattias Åkerviks arbete. Det ger läsaren en förståelse i dagens trådlösa teknologier och vad de kan prestera. Med detta i bagaget kommer ett antal spel undersökas och hur deras spelupplevelse influeras av begräsningarna som de mobila nätverken har. Arbetet kommer också att behandla vilken trafik dessa spel genererar, då detta kan ge en bättre förståelse i hur man kan anpassa nätverken i ett gamingsyfte. Slutligen kommer marknaden att analyseras. Inte bara det potentiella värdet av gamingmarknaden, men även om det finns några marknadsstrukturella orsaker som bromsar utvecklingen av mobila multiplayer spel.
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eSport im Kontext des SportsponsoringsDrews, Lucas 28 February 2012 (has links)
Die rasante Entwicklung von Computer- und Informationstechnologie in den letzten Jahrzehnten hat Gesellschaft und Wirtschaft entscheidend beeinflusst. Völlig neue Geschäftsfelder sind entstanden, wie z.B. das der Computerspiele. Computerspiele wiederum implizierten die Entstehung des eSports - eSport ist das Austragen von Wettkämpfen mittels Computerspielen.
Bisherige Beiträge oder Analysen zu dieser neuen Sportart sind kaum vorhanden.
Vorliegende Arbeit befasst sich mit einem Teilgebiet des eSports: dem Sponsoring. Ziel ist es, die Situation des eSport Marktes im Allgemeinen zu beschreiben sowie Schwierigkeiten und Entwicklungen für das Sponsoring herauszuarbeiten.:Abbildungsverzeichnis II
Abkürzungsverzeichnis III
1 Problemstellung und Zielsetzung 1
2 Sponsoring 3
2.1 Sponsoring - Begriff und Formen . . . . . . . . . . . . . . . . . . 3
2.2 Ziele . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.3 Vorteile und Nachteile . . . . . . . . . . . . . . . . . . . . . . . . 7
2.4 Sportsponsoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.5 Planungsprozess des Sportsponsorings . . . . . . . . . . . . . . . . 10
2.6 Erfolgskontrolle des Sportsponsorings . . . . . . . . . . . . . . . . 12
3 eSport 15
3.1 Definition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
3.2 Historische Entwicklung . . . . . . . . . . . . . . . . . . . . . . . 16
3.3 Aktuelle Analyse des eSports in Deutschland . . . . . . . . . . . . 23
3.3.1 Spielerzahlen und Spielerprofil . . . . . . . . . . . . . . . . 23
3.3.2 Clans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
3.3.3 Veranstaltungformen und deren mediale Verwertung . . . . 26
3.3.4 Sponsorebene und Sponsormaßnahmen . . . . . . . . . . . 28
3.3.5 Sponsorenpool . . . . . . . . . . . . . . . . . . . . . . . . . 29
3.3.6 Besondere Einflussfaktoren auf das Sponsoring . . . . . . . 30
4 Qualitative Untersuchung zum Sponsoring im eSport 32
4.1 Untersuchungsmethode Experteninterview . . . . . . . . . . . . . 32
4.2 Darstellung und Interpretation der Ergebnisse . . . . . . . . . . . 33
5 Schlussbetrachtung 36
Literaturverzeichnis IV
Anhang VIII
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The Most Boring Game in the World : A study of World of Warcraft as a means for social interactivity within an enclosed groupStone, Ludvig January 2023 (has links)
Gaming as an activity possesses many different facets (Sköld 2018: 134). One important yet relatively underexplored is the social facet, how the act of gaming is impacted by social rules and codes. Previous research on the topic is relatively limited and mainly performed retroactively on older game communities. The thesis addresses this lack of research by studying a community formed around World of Warcraft, a game that currently has an active player base. By specifically studying a World of Warcraft guild whose members define the guild by its social nature (Interview 1,2,3,4), this thesis provides a perspective on how the desire to maintain relationships impact how gaming is practiced and what is considered to be desirable behaviour among players. The thesis is based on material gathered in four interviews and two observations of guild members playing together. The interviews were primarily focused on discovering how the members experienced the guild and the game itself, and what they believed to be positive or negative behaviour. The observations were intended to study how the members interact in practice, how the ideas and notions that they mentioned in the interviews were expressed while playing. The analysis uses Political Discourse Theory (PDT) to connect the ideas, practices and terms used in both interviews and observations into a cohesive discourse. This discourse is then divided into specific traits that are seen desirable within different contexts. The thesis finds that being respectful of other guild members time is seen as the most important trait among players. This respect is primarily expressed through understanding that other members have lives outside of the game and therefore cannot devote the majority of their time to the game. If another player or even the game itself demands more from a member than they are able to give, it is seen as problematic. Accomplishing in-game goals is seen as fun, yet unimportant in comparison to maintaining a respectful social environment within the guild.
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Interactions simultanées de plusieurs utilisateurs avec une table interactive / Multiple Users Simultaneous Interactions on an Interactive Multi-Touch Tabletop DisplayChaboissier, Jonathan 20 December 2011 (has links)
Les travaux de cette thèse en informatique s’inscrivent dans le domaine de l’interaction homme-machine (IHM). Le sujet de ce mémoire concerne l’utilisation d’une nouvelle forme d’ordinateur appelée table interactive. Il s’agit d’une table dont le plateau est à la fois un écran et une surface de détection multi-tactile. Les tables interactives ouvrent de nouveaux usages de l’informatique en permettant des applications multi-utilisateurs en coprésence. Les utilisateurs d’une même table interactive ont naturellement envie d’interagir simultanément sur la surface partagée. Cette simultanéité est toutefois difficile à observer dans un contexte collaboratif et non artificiel. Les études existantes n’ont pas suffisamment analysé les problèmes rencontrés ni cherché comment le système peut aider à gérer les accès simultanés.Notre approche a consisté à étudier les interactions simultanées en nous orientant vers des situations originales où la couche applicative du système exerce une forte pression sur le rythme d’utilisation. Nous justifions ainsi l’utilisation d’un jeu vidéo comme outil d’exploration et d’expérimentation. Ce mémoire retrace la conception et le développement de RealTimeChess, un jeu pour 2 à 4 joueurs, adapté aux caractéristiques des tables interactives, et inspiré des échecs dans une version s’affranchissant du tour par tour. Nous rapportons les résultats d’expériences menées sur des groupes de 2 à 4 participants en situations de coopération et de compétition, qui ont permis de mettre en évidence des problèmes de gênes physiques et d’accessibilité aux objets distants ; de perception des informations importantes en contexte dynamique ; et de contrôle du rythme de l’interaction.Ce mémoire expose en outre les leçons apprises au niveau de l’interaction simultanée de plusieurs utilisateurs, des aspects de territorialité, des comportements collaboratifs et enfin en proposant des recommandations de Game Design pour tables interactives. / This thesis presents our work in computer science in human-computer interaction (HCI). The subject concerns the use of a new kind of computer called the interactive tabletop display. It is a table whose top is both a screen and a multi-touch detection device. Interactive tabletops open up new uses of computer applications by allowing several co-located users to work or play together on the same system. Tabletop’s users naturally want to interact simultaneously on the shared surface. This simultaneity is difficult to observe in a collaborative and not artificial environment. Existing studies have not sufficiently analyzed the problems nor sought how the system can help manage concurrency.Our approach was to exploring simultaneous interactions by studying original situations where the system puts pressure on users. We explain how we used a video game as an exploration and experimentation tool. This thesis traces the design and development of RealTimeChess, a game for 2-4 players, a real-time version of Chess adapted to tabletops. We report the results of experiments on groups of 2 to 4 participants in situations of cooperation and competition, which helped to highlight problems and physical discomfort of access to remote objects, awareness in dynamic context, and control the pace of interaction.This thesis also presents lessons learned on simultaneous interactions of multiple users, territoriality aspects, collaborative behavior, and finally gives tabletop Game Design guidelines.
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