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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.
61

Challenges and Security Aspects of Blockchain Based Online Multiplayer Games​

Munir, Sundas, Baig, Mirza Sanam Iqbal January 2019 (has links)
Video gaming has always been a blooming industry. With the emergence of online multi- player video games , this industry’s worth have sky rocketed. Online multiplayer video games store data of player’s credentials, in-game progress, in-game virtual assets and payment details etc. Which mean security threats to these systems are nothing new and securing these games have always meant to protect player’s data from unauthorized breach. Integration of Blockchain technology in online multiplayer video games apart from other amazing features, provides a way to prove digital ownership of virtual assets with their verifiable scarcity. Trade of these in-game virtual assets have always been a goal for online multiplayer gaming companies, but there was none enough trust-able infrastructure available which can be relied on. Blockchain just solved that problem. It provided a platform for these asset’s secure and transparent transaction between players. Topic for our research not only consider the security challenges in online games but specifi- cally blockchain based online multiplayer games. This adaptation is still new and there is need of consideration of new security challenges. In this dissertation we try to bring out some important challenges related to security of blockchain based online multiplayer video games. There are currently no studies around security concerns and challenges of the integration of the online multiplayer video games in the emerging blockchain systems. In order to fill in the gap, this dissertation discusses and identifies two main security concerning questions related to this domain. Also this dissertation provides basic steps for expanding future research and application in this joint domain.
62

Datorspel = Lärande? : En kvalitativ studie angående gymnasieelevers attityder gällande datorspel som läromedel / Computer games = Learning?

Sabelström, Ellen January 2013 (has links)
The gaming market has become the fastest growing market for leisure and is one of the most popular forms of homeentertainment. This has generated a media debate about how people are affected by gaming and concernes how we are affected by the violence that may occur in games. Games proponents argues that gaming is the future of teaching and computer games are becoming a sustainable and popular instruction strategy. Some studies have long used computer games for educational purposes. By interviewing high school students in focus groups as qualitative research, I studied their attitudes towards computer games as a learning tool. Using the indie game Minecraft, the online game World of Warcraft and the simulation game Euro Truck as examples, I have asked high school students what skills they believe can be obtained by using computer games as a learning tool. Focusing on factual abstract learning, social learning and practical application of learning. The result shows that high school students believe that some learning can be achieved by most computer games, but the knowledge obtained is not necessarily the skills that can be applied in reality. The results also show that high school students lack practical application of learning, and they think that computer games are a great tool to visualize factually abstract knowledge. When it comes to social learning they believe that it gives the opposite effect and make players asocial.
63

線上遊戲廣告「童顏巨乳殺很大」之性別文化解讀 / The Gender Study for Online Game Advertisement of Baby Face-Big Breast-Big Kill

楊曼芬, Man-Feng Yang Unknown Date (has links)
本研究嘗試透過傅柯系譜學的架構,從台灣哈日迷思到數位傳播生態,由歷史、符號、語言等三面向檢視線上遊戲「殺Online」延燒之童顏巨乳現象蘊藏的性別文化與符號意義,從內隱到外顯、從他者到再現,跳出性別二元對立之窠臼,反覆辯證此一女體性象徵符號如何在父權巧妙操控下,孕育滋長壯大卻又悄然銷聲匿跡,以及其與國家機器、社會菁英「論述、權力、知識」間之微妙接合(articulation,闡述與扣連)關係。 / Genealogy as the framework to Foucault, from Taiwan Japanophile myth to digital television environment, using history, symbols, language, three for viewing online game "kill Online" big phenomenon spread of 「Baby Face -Big Breast」 hidden meaning of the gender culture of the times, from the implicit to explicit, from the other to representation, beyond gender dualism of mold, and repeated the dialectical nature of body of women in the patriarchal symbol how clever manipulation, breeding grow stronger but quietly disappeared, and its state apparatus, social elite "discourse, power, knowledge," the delicate bonding between articulation and buckle set relationships.
64

Reálná aplikace metod dobývání znalostí z databází na praktická data / The real application of methods knowledge discovery in databases on practical data

Mansfeldová, Kateřina January 2014 (has links)
This thesis deals with a complete analysis of real data in free to play multiplayer games. The analysis is based on the methodology CRISP-DM using GUHA method and system LISp-Miner. The goal is defining player churn in pool from Geewa ltd.. Practical part show the whole process of knowledge discovery in databases from theoretical knowledge concerning player churn, definition of player churn, across data understanding, data extraction, modeling and finally getting results of tasks. In thesis are founded hypothesis depending on various factors of the game.
65

Verträge über digitale Spiele unter der Richtlinie (EU) 2019/770 über digitale Inhalte und digitale Dienstleistungen

Waldemar Rembold 02 November 2021 (has links)
Der Markt für digitale Spiele, die auf einem PC, einem mobilen Endgerät oder einer Spielekonsole gespielt werden, ist in den letzten Jahren rasant gewachsen. Im Jahr 2019 betrug der Umsatz mit digitalen Spielen in Deutschland mehr als 6 Mrd. EUR. Die „Games Branche“ bildet inzwischen ein komplexes Ökosystem mit zahlreichen unterschiedlichen Marktakteuren und vielgestaltigen Geschäftsmodellen. Trotz der zunehmenden wirtschaftlichen und gesellschaftlichen Bedeutung digitaler Spiele, ist die Zahl rechtswissenschaftlicher Untersuchungen, die sich diesem Thema widmen, nach wie vor eher gering. Dies gilt insbesondere für die Frage, wie sich die Richtlinie (EU) 2019/770 über digitale Inhalte und Dienstleistungen auf Verträge über digitale Spiele auswirken wird. HIer setzt die vorliegende Arbeit an. Sie versucht die bislang bestehende Forschungslücke zu schließen und weitere Anstöße für die Forschung zum Recht der digitalen Spiele zu geben. Die Arbeit untersucht insbesondere, ob die Richtlinie für die komplexen Strukturen und die Vielzahl der Geschäftsmodelle der Spielindustrie mit ihren zahlreichen Vertragskonstellationen geeignete und zweckmäßige Lösungen bereithält. Die Untersuchung wird dabei von der zentralen Forschungsfrage angeleitet, ob und inwieweit die Richtlinie dem Verbraucher – konkret dem Spieler – im Vergleich zur bisherigen nationalen Rechtslage Vorteile oder Nachteile bringt. Hierzu wird der typische Verlauf eines Vertrages über digitale Spiele – angefangen vom Erwerb des digitalen Spiels über die ggf. erforderliche Installation und die ggf. erforderliche Erstellung von Spiele-Accounts bis hin zum Auftreten von Mängeln und anderen Vertragswidrigkeiten – einer rechtlichen Analyse unterzogen. Innerhalb der einzelnen Abschnitte des so nachgezeichneten Life-Cycle eines digitalen Spiels werden jeweils die bisher geltenden Regeln des deutschen Rechts und die Vorschriften der Richtlinie gegenübergestellt und verglichen. Stand des Werkes ist März 2021.
66

History Games

Damián Ortega, Eiderd Axcel, Gallardo Osorio, Ruth Stephany, García Amaya, Mara Alejandra, Lucar Diaz, Lucia Jimena, Yamunaqué Aguilar, Müller Iván 11 July 2021 (has links)
El presente proyecto de investigación consiste en el desarrollo del aplicativo History Games, el cual consiste en la creación del juego con temática de historia del Perú como una nueva metodología de aprendizaje. Este trabajo nos permite ver la viabilidad del proyecto a corto, mediano y largo plazo, a través de los distintos estudios ejecutados en Lima metropolitana, a niños y jóvenes de 8 a 17 años del sector socioeconómico A y B.  Por ello se pudo evidenciar que el público objetivo desea aprender un poco más de nuestro Perú a través de la experiencia de este aplicativo. Al desarrollar este proyecto se realizaron entrevistas online, encuestas y marketing digital en redes sociales. De manera que fue una investigación a fondo sobre el mercado de juegos educativos para poder llevar a cabo este proyecto, donde se ha podido ver interés por parte de las instituciones educativas que desean adoptar History Games como metodología de enseñanza. Analizamos a profundidad el proyecto ya que buscamos que sea sostenible en todos los aspectos a largo plazo y que pueda cumplir con los objetivos planteados desde el inicio. Todos los conocimientos adquiridos durante nuestra etapa universitaria fueron aplicados en cada parte del trabajo como es la parte de marketing, financiera, administrativa, entre otras. Al ser un equipo de diversas carreras, nos brindó un panorama más amplio de los puntos que debemos seguir mejorando e implementando conforme el proyecto siga creciendo. History Games es una idea que sin duda ayudará a muchas personas en su aprendizaje y en la nueva forma de ver la historia en cada una de sus clases. / This research project consists of the development of the History Games application, which consists of the creation of the game with the theme of Peruvian history as a new learning methodology. This work allows us to see the viability of the project in the short, medium and long term, through the different studies carried out in metropolitan Lima, to children and young people from 8 to 17 years of age from the socioeconomic sector A and B. Therefore, it was possible to show that The target audience wants to learn a little more about our Peru through the experience of this application. When developing this project, online interviews, surveys and digital marketing were carried out on social networks. So it was an in-depth investigation of the educational games market in order to carry out this project, where interest has been seen on the part of educational institutions that want to adopt History Games as a teaching methodology. We analyze the project in depth as we seek to make it sustainable in all aspects in the long term and that it can meet the objectives set from the beginning. All the knowledge acquired during our university stage was applied in each part of the work such as the marketing, financial, and administrative part, among others. Being a diverse racing team, it gave us a broader picture of the points that we must continue to improve and implement as the project continues to grow. History Games is an idea that will undoubtedly help many people in their learning and in the new way of seeing history in each of their classes. / Trabajo de investigación
67

Исследование совладающего поведения молодежи, играющей в онлайн-игры : магистерская диссертация / Research on the coping behavior of young people playing online games

Махнева, Т. Б., Makhneva, T. B. January 2021 (has links)
Объектом исследования явилось совладающее поведение и его основные особенности. Предметом исследования стали особенности совладающего поведения у молодежи, склонных к зависимости от онлайн-игр. Магистерская диссертация состоит из введения, двух глав, заключения, списка литературы (61 источник) и приложения, включающего в себя бланки применявшихся методик и рисунки с результатами по заявленным методикам. Объем магистерской диссертации 96 страниц, на которых размещены 18 рисунков и 8 таблиц. Во введении раскрывается актуальность проблемы исследования, разработанность проблематики, ставятся цель и задачи исследования, определяются объект и предмет исследования, формулируется основная гипотеза, указываются методы и эмпирическая база, а также этапы проведения исследования, научная новизна, теоретическая и практическая значимость работы. Первая глава включает в себя обзор иностранной и отечественной литературы по теме совладающего поведения. Представлены разделы, посвященные исследованию социально-психологических особенностей периода молодости, социально психологических особенностей молодежи, склонной к зависимости от онлайн-игр. Выводы по первой главе представляют собой итоги по изучению теоретического материала. Вторая глава посвящена эмпирической части исследования. В ней представлено описание организации и методов проведенного исследования и результатов, полученных по всем использованным методикам: опросник «Способы совладающего поведения» Лазаруса, опросник Плутчика – Келлермана – Конте. Тест для диагностики механизмов психологической защиты, опросник социально-психологической адаптации, СПА (Test of Personal Adjustment), тест Кимберли Янг на интернет-зависимость, диагностика гейм-аддикции (Кочетков Н.В.). Также в главе представлен статистический анализ результатов исследования. Выводы по главе 2 включают в себя основные результаты эмпирического исследования. В заключении в обобщенном виде изложены результаты теоретической и эмпирической частей работы, а также выводы по выдвинутой гипотезе, обоснована практическая значимость исследования и описаны возможные перспективы дальнейшей разработки данной проблематики. / The object of the research was coping behavior and its main features. The subject of the research is the coping behavior of young people prone to addiction to online games. The Master's dissertation consists of an introduction, two chapters, a conclusion, a list of literature (61 sources) and an appendix, which includes the forms and pictures with the results according to the declared methods. The volume of the master's thesis is 96 pages, which contain 18 figures and 8 tables. The introduction reveals the relevance of the research problem, the elaboration of the problem, sets the goal and objectives of the research, determines the object and subject of the research, formulates the main hypothesis, indicates the methods and empirical base, as well as the stages of research, scientific novelty, theoretical and practical significance of the work. The sections devoted to the study of the indicators of the structural components of school adaptation and their interrelationships in fifth grade students are presented. The first chapter includes a review of foreign and domestic literature on coping behavior. The sections devoted to the study of the socio-psychological characteristics of the period of youth, the socio-psychological characteristics of young people prone to addiction to online games. Conclusions for the first chapter represent the results of the study of theoretical material. The second chapter is devoted to the empirical part of the study. It is a description of the organization and methods of the study and the results obtained by all the methods used: the questionnaire "Methods of coping behavior" by Lazarus, the questionnaire of Plutchik - Kellerman - Conte. Test for the diagnosis of psychological defense mechanisms, questionnaire of socio-psychological adaptation, SPA (Test of Personal Adjustment), Kimberly Young test for Internet addiction, diagnosis of game addiction (Kochetkov N.V.). The chapter also provides a statistical analysis of the research results. Conclusions from Chapter 2 include the main findings of the empirical study. The conclusion summarizes the results of the theoretical and empirical parts of the work, as well as conclusions on the hypothesis put forward, substantiates the practical significance of the study and describes possible prospects for the further development of this problem.
68

Особенности идентификации младших- подростков с персонажами онлайн-игр : магистерская диссертация / Features of identification of younger teenagers with characters of online games

Шемякина, И. Н., Shemyakina, I. N. January 2022 (has links)
Объектом исследования явилась идентификация младших подростков». Предметом исследования стала идентификации подростков с игровыми персонажами онлайн игр. Магистерская диссертация состоит из введения, двух глав, заключения, списка литературы (85 источников) и приложений. Объем магистерской диссертации 82 страницы. Во введении раскрывается актуальность проблемы исследования, разработанность проблематики, ставятся цель и задачи исследования, определяются объект и предмет исследования, формулируются основная и дополнительные гипотезы, указываются методы и эмпирическая база, а также этапы проведения исследования, научная новизна, теоретическая и практическая значимость работы. Первая глава включает в себя обзор иностранной и отечественной литературы по теме исследования виртуальной идентичности, в том числе идентичности с героями онлайн-играми. Особое внимание уделено разработке классификации онлай-игр и исследованию увлеченности онлайн-играми в подростковом возрасте. Вторая глава посвящена эмпирической части исследования. В ней представлено описание организации и методов проведенного исследования, к которым относятся: Тест-опросник степени увлеченности младших подростков компьютерными играми (Гришина А.В)., Методика «Незаконченные предложения», адаптированная Жичкиной А.Е. и Щепилиной Е.А., Рисуночная методика «Я в жизни и Я в игре», Методика «Q-сортировка» В. Стефансона. Полученные результаты представлены корреляционными плеядами. В заключении в обобщенном виде изложены результаты теоретической и эмпирической частей работы, а также выводы по ним, обоснована практическая значимость исследования и описаны возможные перспективы дальнейшей разработки данной проблематики. / The object of the study was the identification of younger adolescents." The subject of the study was the identification of teenagers with game characters of online games. The Master's thesis consists of an introduction, two chapters, a conclusion, a list of references (85 sources) and appendices. The scope of the master's thesis 82 pages. The introduction reveals the relevance of the research problem, the elaboration of the problem, sets the purpose and objectives of the study, defines the object and subject of the study, formulates the main and additional hypotheses, specifies the methods and empirical base, as well as the stages of research, scientific novelty, theoretical and practical significance of the work. The first chapter includes a review of foreign and domestic literature on the topic of virtual identity research, including identity with the heroes of online games. Special attention is paid to the development of the classification of online games and the study of the passion for online games in adolescence. The second chapter is devoted to the empirical part of the study. It describes the organization and methods of the study, which include: A test questionnaire of the degree of enthusiasm of younger teenagers for computer games (Grishina A.V.), the technique "Unfinished sentences" adapted by Zhichkina A.E. and Shchepilina E.A., the drawing technique "I am in life and I am in the game". , V. Stefanson's "Q-sorting" technique. The obtained results are presented by correlation pleiades. In conclusion, the results of the theoretical and empirical parts of the work are summarized, as well as conclusions on them, the practical significance of the study is substantiated and possible prospects for further development of this problem are described.
69

Leveling the Playing Field: Gender Inclusive Design for Single and Multiplayer Computer Role-Playing Games

Armstrong, Sandra N. 01 January 2016 (has links)
Women represent 45% of the entire workforce in the United States, but only comprise 26% of the high-tech industry. Early introduction and interest in video games, contributes to computer literacy and self-confidence in terms of computing skills. Socially pervasive gender stereotypes, found in ubiquitous software, specifically games, factor in the alienation of young girls from active participation in computing. Currently marketed gaming software perpetuate this societal bias in the guise of overly-sexualized game avatars, and fail to adequately address documented female gaming preferences. Gender inclusive design is more a pragmatic approach to ameliorating gender bias, than creating a pink box “girl’s game.” Such games cater solely to stereotypical “female” interests, and are uncomfortably close to the concept of “separate but equal.” In the scope of this research a gender inclusive computer role playing game (CRPG) interface was designed and evaluated. The advantage of a CRPG is that it may be played individually or single player mode, as in the prototypic interface, or allow collaborative game play within a smaller group (2-12) when migrated to a multiplayer online environment. Small groups, involved in CRPG collaborative play, may reduce the incidence of online harassment or intimidation by male players, often encountered by experienced female gamers when engaged in Massively Online Multiplayer games. The Xanthia: A Fae’s Battle CRPG, was designed with the intent of studying key female preferences outlined in this research. The design utilized a stylized “cute” but strong female protagonist, featured a compelling storyline, and a backstory narrative. The game broached real world environmental issues with an underpinning of moral dilemma in the guise of good versus evil. Competitive but not combat-centric play was utilized in the game design, which enabled leveling up without the demise of the central protagonist. Fantasy-themed conflict resulted in transformations of both protagonist and antagonists when a change of state occurred during battle, thus eliminating the violence of gory death scenarios. This formative study endeavored to examine the underlying reasons for female underrepresentation in the high-tech and computing fields. The CRPG used in the study, incorporated key gender inclusive game elements found in current literature, in order to acquire insight into female gaming preferences. Two survey instruments were utilized to gather data from 35 female Barry University students, who had disparate gaming experience, comfort with computers, and academic majors. A pre-game questionnaire pertained to motivations for play, level of gaming expertise, and self-perceived comfort with computing. Additional data were gathered regarding access in early childhood to a gaming console or computer in the participants’ childhood homes and the incidence of tinkering. The female sample pool provided CRPG feedback post-game engagement. Examination of survey responses indicated that identification with the central female protagonist was a key element in positive game engagement for the majority of the study’s participants. In general, experienced gamers were more apt to tinker with the hidden features of the game. Experienced gamers also enjoyed competiveness and challenge more than their inexperienced or non-gamer counterparts. The primary component of positive engagement for this female sample group was “fun.” Social interaction was a key motivator for engagement in video game play for the majority of the participants. Empirical data collected from survey instrumentation suggested that individuals who had the easiest access to video game consoles and computing equipment, participated at greater rate in tinkering in childhood. The participants who tinkered, had a higher self-perception of comfort with computing.
70

El inglés y el español - ¿asignaturas en igualdad de condiciones? : Diferencias en cuanto a la actitud, la percepción de habilidad y el input en el tiempo libre de los alumnos. / English and Spanish - Subjects on equal terms? : Differences in students´ perceived abilities, attitudes and input outside the classroom

Billqvist, Anna January 2015 (has links)
The objective of this study is to examine various aspects of the difference between the acquisition of English and Spanish by Swedish learners in compulsory education and its causes. The two subjects have the same syllabus, with the difference that English studies start 3 years earlier, but studies of the competences of the Swedish students in these two languages (see f.ex. First European Survey of Language Competences, 2012)suggest that the gap between the languages is bigger than what could be expected and that there is an existing difference in attitude towards the two languages. The conclusion is that the predominance of English in the immediate environment of the surveyed students is considerable. The study has shown large differences between the input in English and Spanish. Students receive input in Spanish, communicate in Spanish and acquire knowledge of Spanish / Latin American cultures almost exclusively at school. On the other hand, they acquire knowledge, receive input and interact in English both in school and in their spare time. We also found considerable differences in attitudes towards the two languages and the perceived ability of the students. The Spanish is perceived as more difficult, less necessary, less fun and less useful in their future lives. New technologies create new platforms for communication that allow students to participate in interaction in the target language. This study shows that these situations occur mostly in English but also in Spanish, which in our opinion could be more used in teaching.

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