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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.
261

Bodies, Bodies, and More Bodies: The Female Body in Horror Media

Sule, Jenna M. 15 May 2023 (has links)
No description available.
262

Prototype of an Educational Video Game for Knowledge Retention in Youth Health Education

Vogel, Jennifer 01 August 2014 (has links)
There is some debate about the most effective and least controversial means of sex education in schools. In several states, state law does not require education about Sexually Transmitted Diseases and Human Immunodeficiency Virus Infection/Acquired Immunodeficiency Syndrome (STDs and HIV/AIDS.) There is also debate about the effect and pervasiveness of sexual situations in video games and its effect on the healthy sexual development of adolescents. This research therefore aims to try to solve these two problems and answer the following question: Is it possible to represent sex in a more realistic and educational way through a video game while teaching more medically accurate and necessary information? The completion of this study will be able to provide some insights on the feasibility and benefits of widespread implementation of serious video games for health education in the United States and also point to the necessity of future research into this topic.
263

Player experiences in the game Coridden : A case study examining the intended and perceived player experiences in a co-op action RPG game

Nyblom, Oscar January 2023 (has links)
Video games can both be described as a form of art and as digital products. Video games therefore allow for rich interactions and are regarded as more emotional than software and more interactive than films. Due to the nature of video games, the term user experience (UX) which is commonly used for traditional digital products could be argued to be insufficient. Instead, player experience (PX) should be used when describing players’ rich experiences with video games. This case study aims to use the video game Coridden to examine what players experience when playing a co-op action RPG game. Also, this study aims to examine what the intended player experiences are for Coridden from the game developers’ point of view. Lastly, by examining both the perceived and intended player experiences, this study examines how the experiences can be aligned and how they can be used as guidelines during the design and development process. This was done by using a theoretical framework consisting of the difference between usability, user experience and player experience, the social aspect of playing, and how player experiences can be used as design guidelines. Players playtested Coridden and participated in focus groups using product reaction cards to express their experiences. A focus group with product reaction cards were also used for the developersof the game. Using a thematic and a document analysis, along with the results from the product reaction cards, the study highlighted that players and developers had several perceived and intended player experiences. Further discussion highlighted that some of the players’ and developers’ perceived and intended experiences align, which could be used as future guidelines in the design and development process of Coridden.
264

Dynamically Downloading Games to Minimise Start-up Time, Disk Space and Bandwidth Requirements

Ek Johansson, Filip January 2022 (has links)
Video games are increasing in size. A lot of computer and console games nowadays are well over a hundred gigabytes which can create significant delays between starting the download and being able to play the game. The game might also take up a great percentage of the user’s storage drive. This paper creates a subsystem for content for the Unreal Engine that allows packages of game content to be downloaded and mounted into the game at runtime. It also provides a method of building Unreal Engine games in such a way that they can be split into packages. Finally, the subsystem manages all the packages and their relations to each other, downloading dependent ones and removing ones that will not be used again. The solution is evaluated on how much it decreases the time it takes to download and start a game, how much disk space it saves and how it affects the environment in comparison to a conventionally downloaded game. Result show that such a system reduces a significant amount of start-up time and disk usage, as well as reduce the amount of greenhouse gases depending on how interconnected the game packages are. / Datorspel har blivit större och större och det är inte längre ovanligt att se spel som är över ett hundra gigabyte. Det kan därför ta väldigt långt tid mellan att starta en nedladdning och att kunna spela spelet. Spelet kan också ta upp en signifikant del av användarens lagringsutrymme. Den här uppsatsen skapar ett subsystem till Unreal Engine som gör att paket av spelinnehåll kan laddas ner och monteras in i spelet medan det kör. Den beskriver också hur Unreal Engine-spel kan byggas för att kunna delas upp i paket. Systemet hanterar paketen och deras relationer till varandra och laddar ner beroenden samt tar bort de som inte kommer användas igen. Lösningen utvärderas efter hur väl den minskar tiden det tar att ladda ner och starta ett spel, hur mycket lagringsutrymme som krävs och hur den minskar miljöpåverkan jämfört med vanlig spelnedladdning. Resultatet visar att systemet minskar starttiden och diskanvändningen men också att den minskar växthusgasutsläppen beroende på hur beroende paketen är av varandra.
265

Cross-disciplinary communication in game development : How does modifications to agile methodologies affect communication across disciplines?

Kaya, Selin January 2023 (has links)
Many software methodologies are being used for the development of video games. However, there are very few studies that cover how these methodologies are deployed and what they affect in the game development process. This study aims to explore the connection between agile development modifications applied in video game studios and their effect on cross-disciplinary communication. The research was conducted in three parts; talks of professional game developers were analysed, a field study in a studio was conducted, and a survey was designed to gain more insights from game developers around the world. After obtaining the results in three parts, a content analysis was carried out to find patterns in agile development that affect communication across disciplines. The found patterns were the overlapping work of developers, the amount of cross-disciplinary meetings, and doing experiments to find a methodology that best fits the development team. This research contributes to the field of game development with a focus on the impact on communication between different disciplines with the usage of agile development.
266

Emergent Verbs in Games

Warmke, Daniel A. January 2022 (has links)
No description available.
267

Making Mori: Emotional Depth and the Art of Video Games

Gartland, Connor 22 May 2014 (has links)
No description available.
268

Emotional Intelligence and its Link to Aggressive Cognition and Aggressive Affect Generated by Violent Video Game Use of Male Undergraduates

Suarez, Juan M. January 2015 (has links)
No description available.
269

Autoethnographic Research through Storytelling in Animation and Video Games

Chen, Renee Chia-Lei 22 September 2016 (has links)
No description available.
270

Механизмы речевой манипуляции в англоязычной игровой журналистике (на материале рецензий с сайта metacritic.com) : магистерская диссертация / Mechanisms of speech manipulation in English-language gaming journalism (based on reviews from metacritic.com)

Бондаренко, Н. Е., Bondarenko, N. E. January 2023 (has links)
Магистерская диссертация посвящена идентификации манипулятивных интенций в рецензиях на видеоигры. Выделены тактики и приемы, призванные воздействовать на геймеров (конечная цель – продажа видеоигры). В опоре на реакции потребителей осуществлена попытка выявить наиболее эффективные механизмы манипуляции. / This master’s thesis aims at identifying manipulative intentions in video game reviews. There are highlighted the reviewers’ tactics and techniques designed to influence gamers to buy this or that video game. Based on consumer reactions, the author makes an attempt to distinguish the most effective manipulation mechanisms.

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