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Investigating gameplay and gaming experience in an audio-only puzzle game using stressful versus calm ambienceCrépault Wibe, Catherine January 2021 (has links)
This study investigates if gameplay in an audio-only puzzle game differs when the player is feeling stressed or calm. This was done by conducting a test where 14 participants played an audio-only, puzzle game with two levels. One level containing stressful ambience and the other level containing calm ambience. The players were timed during the playtest and the results were analyzed. The results showed a significant decrease of played time in the level containing stressful ambience. The study has also investigated whether the participants preferred the level with the stressful ambience or the level with the calm ambience. This was done by asking the participants a series of questions. The participants' answers for these questions were analyzed by coding their answers and extracting keywords. The results showed no significant difference in player preference.
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Adaptation dynamique des jeux de visite pour les musées : contribution à l'équilibrage de l'expérience du visiteur joueur / Dynamic adaptation of games to visit museums : a contribution to balancing playing visitor's experienceAstic, Isabelle 10 December 2018 (has links)
Le jeu sérieux semble une piste pertinente pour ouvrir le musée à un jeune public et fournir une présentation originale des œuvres, tirant partie des possibilités des outils numériques. Des propositions existent déjà mais, à ma connaissance, sans réflexion globale sur la nature et les objectifs de ces jeux : quel type de jeu construire pour les musées ? Quelles expériences sont recherchées par les visiteurs joueurs ? Comment leur procurer à la fois une expérience satisfaisante de jeu et de visite ?L'étude que j'ai menée ici, à partir de l'analyse de travaux des projets de médiation numérique auxquels j'ai participé, d'études académiques sur les jeux sérieux et l'expérience des visiteurs et des joueurs et de mon expérience professionnelle dans le domaine de la médiation et du développement informatique, apporte des réponses à ces différentes questions. Elle propose la notion de "jeu de visite", adapté à un public plus différencié et en conçoit une modélisation autour de la notion de "mission adaptable". Elle permet une modification dynamique des constituants du jeu et de son contexte d'exécution, en fonction de l'expérience recherchée par et pour le visiteur joueur. / Serious games seem a relevant proposition for a more open offer for young audience and a more creative works' presentations taking advantages of the opportunities of digital technologies. Such proposition already exist but, as far as I know, what they should be exactly has never been studied. What kind of games are the more appropriate for museums ? Which experiences do gaming visitors expect ? How to manage their satisfaction about their visit and about playing a real game ? These are the questions this PhD thesis contribute to answer.I based my reflection and my proposals on the analyse of projects devoted to cultural mediation in which I participated, on the research studies about serious games, visitors and gamers experience and on my professional background in cultural mediation and software engineering. I propose the notion of "visit game", appropriate for a more differentiated public, and build a model of this type of game around the concept of "adaptable mission". It allows to dynamically modify its components and its context of execution, depending on the experience expected by and for the gaming visitor.
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Defining a new Game Genre : Ontological approach to identify and define a new genre of gamesLarsson, Andreas January 2023 (has links)
This thesis investigates the genre classification of Vampire Survivors-like games, focusing on "Vampire Survivors" by Poncle (2021, poncle). The objective is to define their genre and explore the possibility of a new genre creation. The research comprehensively examines genre origins, classification approaches, and significance from design, marketing, and consumer perspectives. Vampire Survivors and similar games have gained prominence, but their genre remains uncertain. Elements align with Action Roguelike and Bullet Hell, yet definitive classification proves elusive. This study analyzes gameplay mechanics, design elements, and experiences to compare with established genres.The research provides insights for game developers seeking design patterns and helps players find suitable games. It contributes to the understanding of emerging game genres, promoting innovation in the gaming industry. Using a systematic methodology, this thesis establishes a coherent genre framework. Finding scontribute to genre discussions and inspire future research in this evolving field.
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