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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.
11

Närvarande Frånvaro -En kvalitativ studie av online-gaming i samborelationer

Brynhildsen, Niklas, Lundberg, Julian January 2019 (has links)
Online-gaming (OG) is a fast-growing phenomenon that could have a major impact in people's life. This study analyses the impact online-gaming has on cohabitational-love relationships and outsiders of the OG world. The study is based on six qualitative interviews with couples engaged in the world of internet-usage and OG. The interviews were performed both individually and together with their partner. There are many positive effects that comes with internet and OG, but there are also plenty of negative. Central questions for this study are therefore how OG are perceived within the relationships and how the potential consequences it leads to are dealt with. The study also discusses who the problem initiator is, and how the negotiation within the relationship looks like. Previous research shows conflict as a result of too much time spent with online-gaming. The result of this study therefore aspires to add a complementary layer to what may be the cause of these conflicts. The result shows that a lack of accountability and too much time spent involved with OG creates reasons for conflict. The presented solution included mutual agreement for what is to be seen as a fair amount of time spent with OG. If the time exceeds stated agreement, it seemed to be a reason for conflict. But if not, OG would mostly be seen as something positive for both parties when it comes to their individual well-being.
12

360 Gunner - A 2D platformer to evaluate network latency compensation

Vu, Thanh Long X 12 December 2019 (has links)
Online gaming is rapidly growing as an entertainment choice, as it provides players with a high variety in genres, affordability, ubiquity and also real-time online interactions. However, slow networks or congestion can cause perceivable network latency and make players suffer from a degraded gameplay experience. Latency compensation techniques have been developed to combat the negative effects of network latency, but more understanding of latencies affects and latency compensations benefits are still needed. Our project studied the degradation of different game actions with latency and how player prediction - a classic latency compensation technique - affects gameplay in a 2D platformer. We designed and implemented an original 2D platformer with player prediction implemented for player movement actions, then invited players to play our game under different network and latency compensation conditions. Based on the subjective and objective data collected, we found that 2D platformers are sensitive to even modest amounts of network latency. Player prediction helped players have fewer deaths below 200ms of latency, but at 400ms and above its benefits were outweighed by its disadvantages to visual consistency.
13

It's Not the Same As It Was: Analysis of Modern Coping in the Age of Virtual Media

Gajdzisz, Elizabeth M 01 January 2023 (has links) (PDF)
Among young adults, stress triggers social media use, especially as a coping strategy during the COVID-19 pandemic (Wolfers & Utz, 2022). Similarly, video games offer a way for players to engage in escapism to cope with stressors (Prinsen & Schofield, 2021). Increased use of virtual media continues despite social distancing orders being largely lifted; while the risks and potential negative impact of social media on mental health remain uncertain (Orben & Przybylski, 2019). The current study examined the use of virtual media and virtual gaming as coping mechanisms among traditional-age undergraduate students. Undergraduate participants (N=310) attending a large metropolitan university in the southeast completed a comprehensive online questionnaire that included perceptions of their mental health and the use of coping strategies during the pandemic. Overall, participants reported higher instances of stress throughout the duration of the pandemic and lower perceptions of their mental health. Participants reported much higher usage of social media in their everyday lives since the COVID-19 pandemic began. Further, participants overwhelmingly identified social media usage as a coping strategy. In fact, social media usage was the most prevalent coping strategy amongst undergraduate participants, and tendencies toward escapism and persona creation in response to stress were unveiled through participant responses. Far less reported use of virtual gaming as a copying strategy even when controlling for gender. Despite the negative effects of social media usage reported throughout psychological literature, current undergraduate students see it as an aid for their stressors rather than a source of stress.
14

Sociala relationer i spelvärlden : En kvalitativ intervjustudie om sociala relationer av Offline- och Online-gaming

Wesser, Niklas, Andersson, Douglas January 2024 (has links)
Denna studie använder sig av en kvalitativ intervjumetod där åtta intervjuer analyserades för att undersöka sociala relationer av offline- och online-gaming. Syftet är att studera vilka behov människor som har erfarenhet eller har haft tidigare erfarenhet inom offline- och online-gaming uttrycker uppfyllas genom användningen av offline- och online-gaming, samt söka en bättre förståelse för hur sociala relationer skapas genom offline- och online-gaming och vilken inverkan den kan ha socialt på människor i den fysiska världen enligt intervjupersonerna. Resultatet visar att intervjupersonerna uttrycker att offline- och online-gaming uppfyller ett eller flera behov, exempelvis som en tillflyktsort från jobbiga eller påfrestande situationer i den fysiska världen, samt att de uttrycks uppfylla ett behov av att socialt umgås med andra och till sist att specifikt online-gaming uttrycks uppfylla ett behov av att tävla mot andra. Det framkommer i resultatet att offline- och online-gaming fungerar som en faktor för att hitta gemenskap även i den fysiska världen, samt att det blir ett verktyg för att bibehålla sina redan existerande relationer oberoende av plats. Det visar sig också ha både positiva och negativa implikationer i den fysiska världen, som att språkkunskaper utvecklas och att offline- och online-gaming blir en fördomsfri plats, men att det även kan bidra till en känsla av isolering och bortprioritering av andra saker i den fysiska världen.
15

A stealth poker bot: Theories for avoiding the detection of a poker bot during online gaming

Persson, Hans January 2011 (has links)
Syftet med denna uppsats är att undersöka och utveckla teorier för att undvika detektering vid online pokerspelande med en pokerbot. En bot är ett program som utför en rad operationer inom ett givet regelverk utan att en användare behöver styra eller övervaka programmet. Teorierna skall vara generella nog för att kunna användas för spel på en rad populära online pokerspelsidor. Pokerspelet som uppsatsen avser är Texas Hold’em poker, ett hasardspel som fått stor uppmärksamhet i media på senare år tack vare stora vinstsummor och ett spritt spelande på internet. / The purpose of this essay is to investigate and develop theories to avoid detection during online gambling using a poker bot. A bot is a program that performs a set of operations within a given set of rules without the need of a user to control or monitor the program. The theories must be general enough to be used for a wide variety of popular online poker gaming sites. The poker game referred to in this essay is Texas Hold’em poker, a form of gambling that has gained much attention in the media over the last few years thanks to large payouts and a widespread use on the Internet.
16

The Relationship of Online Gaming Addiction with Motivations to Play and Craving

Cross, Nicole Alexandra 10 August 2016 (has links)
No description available.
17

SPELVANOR I RELATION TILL TRIVSEL I SKOLAN, SKOLK OCH HÄLSA : En populationsbaserad studie bland ungdomar i Västmanland

Lennvall, Jessica January 2016 (has links)
Background; It is important from a public health perspective to gain a greater understanding of young people's daily lives, their living conditions and lifestyles to promote for a healthy future.  Today is online gaming a large part of young people's daily lives, however, online games especially MMORPGs (Massively multiplayer online role-playing game) are more prominent in the case of a problematic gaming. Previous research has shown negative health consequences and implications such as truancy and poorer school performance among some of the players. Aim; The study aimed to investigate gaming among young people and the relationship between gaming, well-being in the school, truancy and health.  Method; The study has a deductive quantitative approach with a cross-sectional design and populationbased data from the Liv och hälsa ung 2012 was used.  Results and Conclusion; The study showed that the majority of young people never to rarely play, however when it comes to boys it is more common as 1149 out of a total of 2080 played two to seven days per week. Further investigations revealed links between truancy and gaming, among those who truant has increased odds to play in comparison than those who do not truant. No significant correlation was found regarding health and games where the game was the dependent variable in the logistic regression / Bakgrund; Det är viktigt ur ett folkhälsoperspektiv att få en ökad förståelse kring ungdomars vardag, deras livsvillkor och levnadsvanor för att främja för en hälsosam framtid.  Idag är dataspelandet online en stor del av ungdomars vardag, dock är online spel framförallt datarollspel såsom Massively multiplayer online role-playing game (MMORPG) mer framträdande när det gäller ett problematiskt spelande. Tidigare forskning har påvisat negativa hälsokonsekvenser och följder så som skolk och sämre skolprestation hos vissa av spelarna. Syfte; Studien syftade till att undersöka spelande bland ungdomar i Västmanland och sambandet mellan spelande, trivsel i skolan, skolk samt hälsa.  Metod; Studien har en deduktiv kvantitativ ansats med en tvärsnittsdesign och populationsbaserad data från Liv och hälsa ung studien 2012 användes.  Resultat och Slutsats; Studien påvisade att majoriteten av ungdomarna aldrig till sällan spelar, dock är killarna mer utmärkande då det kommer till spelande och 1149 av totalt 2080 uppger att de spelar cirka två till sju dagar per vecka. Vidare framkom samband mellan skolk och spel, då de som skolkar har ökade odds för att spela i jämförelse än de som inte skolkar. Inga signifikanta samband framkom gällande hälsa och spel där spel utgjorde den beroende variabeln i logistisk regression.
18

Psychopatologické charakteristiky hráčů MMORPG a jejich souvislost s výskytem závislostního chování: korelační studie / Psychopathological characteristics of MMORPG players and the occurrence of addictive behavior: a correlation study

Hetzerová, Lucie January 2014 (has links)
In clinical practice, sufficient attention is paid to the substance dependencies in many respects. Despite being similar to these dependencies, the issue of "activities, behavior, processes" is often left aside. This work deals with online computer games, mostly with the World of Warcraft (WoW), because there are players who may have a problem not only in relation to addictive behavior. The aim of the research was to describe the psychopathological characteristics of MMORPG players and describe the connection between their occurrence and the rate of reported addictive behavior. Participants were MMORPG active players recruited by self-selection based on addressing through online discussion forums, facebook pages and e-mail snowball. The minimum range of subjects was set at 100 players. Tool for gathering data was online questionnaire. The results were determined using descriptive- analytical and mathematical statistics with the help of SPSS software. The final group consists of 243 respondents, of which 216 are men (89%) and 27 women (11%). The age range of the respondents is between 10-56 years, the average age is 22 years. 185 respondents (76%) considered WoW as being their first choice game. Of 243 respondents 23 (it is about 10%) have shown addictive behavior (including 22 men and 1 woman)....
19

Onlinespel en upplevelse : en kvalitativ undersökning av ungdomars attityder om onlinespel

Moradi, Armin January 2010 (has links)
AbstractTitle: Onlinegaming – A qualitative study of young people's attitudes about online gaming(Onlinespel – En Kvalitativ undersökning av Ungdomars attityder om onlinespel)Number of pages: 34 (35 including enclosures)Author: Armin MoradiTutor: Else NygrenCourse: Media and Communication Studies CPeriod: Autumn 2009University: Division of Media and Communication, Department of Information Science,Uppsala UniversityPurpose/Aim: The purpose of my thesis is that from a social perspective to examine and discussyoung people aged 16-18 vision of online gaming. Why online games are so popular and to see ifthe stereotype is a reality among young people in their late teens ..I also have a secondary purpose where I want to explore the social function of online games have,and what or what needs it fills in young people's everyday lives.Material/Method: The main method used in this essay has been qualitative group interviewswith 17 high school students. The result from these interviews has then been analysed usingseveral theories, Uses and gratification theory, Socialinteraction theory, Interactivity theory andmedium theory.Main results: The compilation of collected my results have shown that young people makeextensive use of online gaming pastime and to socialize with each other both virtually andphysically. Online gambling has on young people an entirely different meaning than it does forolder generations.For young people online is as natural as watching TV is for the oldergenerations.There are gender differences in perception of online games but it is not at all in the same highdegree as can be expected, the differences were minimal. The participants in my interviews havealso made an association exercise in which I presented as the words of 15-20 seconds to describeother words. Most replied to the word "Homework" that it was "boring" and the word "computergames" was the most frequently used word "fun".Keywords: Uses and gratification theory, Socialinteraction theory, Interactivity theory , Mediumtheory, Online gaming,
20

The Standardized Contract for Online Game and the Business Risk Management-Case of the Game Operating Agents

Huang, Shih-hui 10 September 2012 (has links)
¡@¡@By applying ¡§Case Study¡¨ as a research method, this essay is to explore the risk types derived from ¡§The Standardized Contract for Online Game¡¨ for the game operator to analyze the level of risks, as well as to know the implementing way for dealing with the risk. By interpreting these processes which may caused the impact on stakeholders, the study eventually makes a conclusion and suggestions for reducing the risk and settling the disputes. ¡@¡@The research result in the study has shown that the customers are protected effectively along with the implementation of ¡§The Standardized Contract for Online Game ¡¨ through rebuilding format and functions of contract itself. Reduce the consumer complaints such as account hack successfully. Relatively, government takes advantage of it; instead, the risk to the corporation management is increasing. As a result, it takes methodology, negotiation capability, business process to prevent, shift or take the risk at one¡¦s own risk. In this study, the stakeholders like consumers, employees and government are impacted the most, following with suppliers and distributors. Because of ¡§The Standardized Contract for Online Game ¡¨, each party undertakes the circumstance of risk transfer with others.

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