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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

[en] AN ONLINE MULTIPLAYER GAME FOR IDENTIFYING EXECUTIVE FUNCTIONS IN OLDER ADULTS / [pt] UM JOGO MULTIJOGADOR ONLINE PARA IDENTIFICAÇÃO DE FUNÇÕES EXECUTIVAS EM IDOSOS

BRUNO PORTELLA TASSARA 14 September 2021 (has links)
[pt] O envelhecimento cada vez mais acentuado das populações no Brasil (1) e no mundo (2) tem tornado mais evidente o problema do declínio cognitivo em idosos. Com o passar dos anos, alguns indivíduos podem apresentar a perda da capacidade de resolver novos problemas, ou de se adaptar a imprevistos. Na Neuropsicologia, as chamadas Funções Executivas são responsáveis pelo desempenho do indivíduo neste tipo de situação. Para detectar este tipo de dificuldade, mesmo em suas fases iniciais, há diversas baterias de testes que o psicólogo pode aplicar. E, como suporte ao tratamento, várias atividades podem estimular estas funções e melhorar o desempenho cognitivo. No mundo dos jogos digitais, diversos são os aplicativos que prometem treinar o cérebro, mas em geral estes games consistem de uma série de pequenas atividades isoladas. Há um consenso na comunidade científica de que a interação social é benéfica para a saúde mental dos idosos. A diversidade de situações enfrentadas pelo indivíduo neste tipo de interação garante que, entre outros benefícios, as habilidades de Atualização, Alternância e Inibição sejam treinadas, melhorando as funções executivas do idoso. Este trabalho propõe a criação de um jogo sério (serious game), porém lúdico e divertido, para identificação da perda de eficiência no uso das Funções Executivas e, possivelmente, no treinamento das mesmas. O atrativo do jogo está na flexibilidade e intensidade das tarefas propostas, que se inserem em uma narrativa lúdica e contêm atividades usuais do dia a dia das pessoas. O tema de planejar e realizar uma festa virtual de 80 anos mostra-se particularmente adequado para a investigação em questão e permite a utilização de imprevistos nas tarefas propostas. Quanto ao planejamento da reatividade emocional dos idosos, o jogo permitirá que a dificuldade e o nível de imprevistos sejam ajustados de forma a evitar qualquer tipo de estresse ao idoso. O nível de dificuldade das tarefas e diversos outros ajustes podem ser feitos por um participante que age como controlador ou mediador do jogo, papel possivelmente exercido por um psicólogo. Outra novidade desta proposta é a implementação de um jogo em modo multiplayer, tornando-se possível observar o papel da interação social no diagnóstico e no tratamento do déficit cognitivo, ou mesmo, a relação entre a disposição do indivíduo em participar de atividades sociais e a perda de funções executivas. / [en] The increasingly accentuated aging of populations in Brazil (1) and the world (2) has made the cognitive decline in the elderly more evident. As the years go by, some individuals may lose the ability to solve new problems or adapt to unforeseen events. In Neuropsychology the Executive Functions of the Brain (EF) are responsible for the performance in this kind of tasks. The loss of efficiency in the Executive Functions is a natural result of the aging process. However, excessive loss of EF can lead to Mild Cognitive Impairment and, in more advanced stages, to neurodegenerative diseases, such as Alzheimer s disease. To detect this kind of impairment, even in its initial stages, there are several test bateries that the psychologist can apply. And, as support for treatment, several activities can stimulate these functions and improve cognitive performance. In the world of digital games, many applications promise to train the brain, but most of these games consist of small isolated tasks. There is a consensus in the scientific Community that social interaction is beneficial to the mental health of old individuals. The diversity of situations faced by the individual in this kind of interaction guarantees that, among other benefits, abilities such as Actualization, Alternance and Inibition are trained, helping improve the executive functions of the elderly. This work proposes creating a serious game, yet ludic and fun, to help identify the loss of efficiency in the use of Executive Functions and, possibly, in their training. The game s lure is in its flexibility and the intensity of the quests presented to the player. These quests are part of a ludic narrative about everyday activities, such as getting groceries at the market or finding candles for a birthday cake. The game s central theme is to collaborate to the realization of the 80-year birthday party of a friend. As for the emotional reactivity of the old adults that engage the game, it was built with the option to regulate de difficult level. The difficult level that each player faces and several other aspects of the game can be configured by a person that acts as controller or mediator of the game, probably a psychologist. Another innovation of this proposal is implementing the game as a multiplayer game, making it possible to observe the social interaction factor in diagnosing and treating cognitive deficit. Or even the relation between the individual s disposition to engage in social activities and the loss of executive functions.
2

Insamling och användning av data för vidareutveckling av spel : Med fokus på multiplayer datorspel / Data Collection and its Application in Further Development of Online Games

Bunea, Robert, Ivarsson, Kajsa January 2021 (has links)
Digitala spel har blivit ett allt vanligare sätt för underhållning, där industrin har sett en stor ökning av användare, vilket har stor sannolikhet att fortsätta även i framtiden. Dessa spel har ökat i komplexitet i takt med den teknologiska utvecklingen från 90-talet tills idag, där Internet har haft stor påverkan och introducerat nya möjligheter. En utav dessa möjligheter är insamlingen av olika datatyper med olika syften och olika användningsområden inom ett spelutvecklingsföretag. Industrin har lockat mycket forskning angående processer och metoder som berör skapandet av dessa komplexa produkter, där förarbetet och själva skapandet av digitala spel tar upp majoriteten av forskning i jämförelse med vidareutvecklingen av dessa digitala spel efter lansering. Syftet med denna rapport är därmed att bidra med kunskap till det mindre utforskade området kring utvecklingsprocessen efter lansering av online multiplayerspel, samt undersökning och insamling av data och dess integrering i vidareutvecklingsprocessen. Första viktiga delen av rapporten är ett teoriavsnitt, skapad genom en litteraturstudie där denna bestod av att identifiera och hitta vetenskapliga artiklar med kunskap kring ämnet, där dessa var viktiga för att skapa en teoretisk grund för denna studie. Detta gjordes huvudsakligen genom vetenskapliga databaser och söktjänster, med hjälp av nyckelord relaterade till viktiga teorier. Den andra viktiga delen är empiriska studier i form av semistrukturerade intervjuer utifrån en intervjuguide med respondenter från olika spelutvecklingsföretag. Företagen som respondenterna jobbade för var Ghost Ship Games, Jagex, samt Bohemia Interactive. Dessa intervjuer har sedan analyserats och viktiga teman har identifierats utifrån respondenternas svar. Respondenterna har nämnt olika datatyper som kan täcka olika delar av företaget, men när det gäller vidareutveckling av spel har tre typer nämnts att ha störst påverkan. Dessa typer var datapunkter över hur spelet används av individer, kvalitetsdata av spelets prestanda samt feedback från användare. Metoderna för att samla in de förenämnda datatyperna består framförallt av enkäter som alla respondenter har nämnt att respektive företag använder för att samla in feedback, rapportering av bugs eller förslag på förbättringsområden. Utöver detta samlas även mer övergripande information genom digitala verktyg eller spelklienten för respektive spel. Där dessa verktyg är skapade inom företaget eller hanteras genom ett separat företag. Ghost Ship Games har nämnt en egen idealbild över hur spelet ska vara balanserat som företaget strävar efter, vilket tas i åtanke vid beslut som tas av utvecklarna som täcker respektive problem. Inom Jagex är det hela team som bestämmer tillsammans angående förändringar eller tillägg i spelet. En intressant aspekt var att för Jagex så är användarna en del av beslutsfattandet genom opinionsundersökningar. Beslutsfattandet inom Bohemia Interactive nämndes att ske huvudsakligen genom avdelningen för kvalitetssäkring, där dessa filtrerar insamlad information och sedan delegerar identifierade problem till rätt utvecklare inom företaget. Vidareutvecklingen inom företagen gjordes framförallt genom balansering med hjälp av spelmotorn för respektive spel. Ghost Ship Games fokuserar även på vidareutveckling av befintliga funktioner, system och verktyg, genom att omarbeta några av föregående delar. Inom Bohemia Interactive angående Arma 3 användes till exempel hotfixes eller helt nytt spelinnehåll genom DLC, liknande sker även inom Jagex i form av hotpatches. Övergripande så är vidareutvecklingsprocessen lik mellan företagen, genom de olika steg som har identifierats i denna rapport. Dessa kan beskrivas som en iterativ process där företag identifierar problem eller förslag för vidareutveckling, samlar in eller undersöker befintlig data för att bekräfta problem eller stödja förslag, implementerar lösning eller förslag, samt samlar in feedback och agerar utifrån feedback. / Digital games have become an increasingly common means of entertainment where the industry has seen a huge increase in users, something that is likely to continue in the future. These games have increased in complexity in line with technological developments from the 1990s to the present day, where the Internet has had a major impact and introduced new possibilities. One of these opportunities is the collection of different types of data with different purposes and different uses within a game development company. The industry has thus attracted a lot of research regarding processes and methods involved in the creation of these complex products, where the pre-processing and actual creation of digital games is in the vast majority of studies compared to the further development of these digital games after launch. The aim of this paper is therefore to contribute knowledge to the less explored area of the post-launch development process of online multiplayer games, as well as the investigation of data collection and its integration into the further development process. The first important part of the report is a theory section, created through literature review where this consisted of identifying and finding scientific articles with knowledge on the topic, where these were important to create a theoretical basis for this study. This was mainly done through scientific databases and search services, using keywords related to important theories. The second important part is empirical studies in the form of semi-structured interviews based on an interview guide with respondents from different game development companies. The companies the respondents worked for were Ghost Ship Games, Jagex, and Bohemia Interactive. These interviews were then analysed and important themes were identified based on the respondents’ answers. Respondents mentioned different types of data that could cover different parts of the company, but when it comes to further game development, three types were mentioned to have the most impact. These types were data points on how the game is used by individuals, quality data of the game's performance, and feedback from users. The methods for collecting the aforementioned data types consist mainly of surveys, which all respondents mentioned that the respective companies use to collect feedback, report bugs or suggest areas for improvement. In addition, more general information is also collected through digital tools or the game client for the respective game. Where these tools are created within the company or managed by a separate company. Ghost Ship Games has an ideal image of how the game should be balanced that the company strives for, which is taken into account when decisions are made by the developers themselves that cover the respective issues. Within Jagex, the whole team decides together on changes or additions to the game. An interesting aspect is that within Jagex, users are a part of the decision making process through opinion polls. Decision-making within Bohemia Interactive is mainly done through the Quality Assurance department, where they filter collected information and then delegate identified problems to the appropriate developers within the company. Further development within the companies is mainly done through balancing using the game engine for each game. Ghost Ship Games may also focus on further development of existing features, systems and tools, by reworking some of the previously mentioned elements. In Bohemia Interactive regarding Arma 3, are hotfixes or completely new game content through DLC used for example. Similar is also done in Jagex in the form of hotpatches. Overall, the further development process is similar between the companies, through the different steps identified in this report. These can be described as an iterative process in which companies identify problems or proposals for further development, collect data or investigate existing data, implement the solution or proposal, collect feedback and act on the feedback.
3

Le processus de création de liens sociaux entre les joueurs de jeux vidéo multijoueurs en ligne

Thomas, Alban 08 1900 (has links)
No description available.
4

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.

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