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Headshot!: An Exploration of the Phenomenon of Violent Video GamesFranklin, Adam C. 20 June 2007 (has links)
No description available.
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An Examination of Specific Situation and Person Factors in Online Video Game Sexual HarassmentTang, Wai Yen 10 June 2016 (has links)
No description available.
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Alchemically, an Educational Role-Playing GameFreeman, Lucas Jerome 29 April 2019 (has links)
Alchemically is an educational role-playing game that functions as a classroom aid for boosting middle school and high school students' memorization of molecular formulas and molecule's attributes. The game implements several diverse teaching methodologies, including trial and error, practice and feedback, and the presentation of information from audio and visual cues. It also motivates students to continue learning through both intrinsic and extrinsic motivators. Student players craft molecules by choosing and placing atoms into a crafting table, then bonding them together. To help players build molecules, players can reference a journal that includes images, diagrams, and factual information on the molecules included in the game. / Master of Fine Arts / Alchemically is an educational role-playing game that functions as a classroom aid for boosting middle school and high school students’ memorization of molecular formulas and molecule’s attributes. The game implements several diverse teaching methodologies, including trial and error, practice and feedback, and the presentation of information from audio and visual cues. It also motivates students to continue learning through both intrinsic and extrinsic motivators. Student players craft molecules by choosing and placing atoms into a crafting table, then bonding them together. To help players build molecules, players can reference a journal that includes images, diagrams, and factual information on the molecules included in the game.
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Computer Mediated Communication: Enregisterment of Gamerspeak and Intertextual Borrowings by 4chan UsersRichoux, Natalie Regina Chambers 30 June 2016 (has links)
Digital spaces are opening the doors to developing types of registers within languages that rely on computer mediated communication. Participants in the video game community have enregistered language that is concise and efficient for the purposes of game play to make snap decisions. However, the register is being borrowed by 4chan users, adapted to their sociocultural needs, and employed by some to communicate threats of violence. The aim of this thesis is to understand the structure of gaming language both inside and outside of a gaming platform and to examine how some users of 4chan make use of this less commonly understood register for expressions of violent intent. I observe professional eSports athletes in game play, interviews, and news articles to establish a baseline of gaming terminology and examine the structure within this enregistered facet of language. I found that much of gaming terminology is derived through processes already common in the development of slang and other forms of language change, and I used the results of this analysis to generate a survey about understanding of these language forms. This survey was distributed to participants who had different amounts of experience with video games (mega gamers vs. non-mega gamers) to determine each groups' awareness of gaming terminology and their understanding of certain phrases as communication of a threat. The survey revealed that mega gamers more commonly define terms in relation to video games than non-mega gamers, but that they were not more likely to identify phrases with gaming terms as threats except in a few isolated cases. / Master of Arts
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It's in the Game: The effect of Competition and Cooperation on Anti-Social Behavior in Online Video GamesMcLean, David Parsons 29 June 2016 (has links)
Video games have been criticized for the amount of violence present in them and how this violence could affect aggression and anti-social behavior. Much of the literature on video games effects has focused primarily on the content of video games, but recent studies show that competition in video games could be a major influence on aggression. While competing against other players has been shown to increase aggression, there is less research on whether the mere presence of a competitive environment can influence aggression. The existing research has also primarily been performed using surveys and lab experiments. While these two approaches are very useful, they lack the ecological validity of methods like field experiments. This study examined how competitiveness, teamwork, and co-operation affect anti-social behavior in video games. A 2 (competition: high vs low) x 2 (cooperation: vs no cooperation) x 2 (team: teammates vs opponents) online field experiment on hostile speech was performed. In this study, it was found that players experience more hostile language from their teammates than they do opponents. However, neither the level of competition nor cooperation had an effect on hostile language. There was a significant interaction between player team and cooperation, with teammates being less hostile in the cooperation condition and enemies being more hostile in the cooperation condition. Implications for hostility in online video games and group dynamics within online games are discussed. / Master of Arts
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Nintendo revolution: what is happening in videogame industry and individualsLi, King-lun., 李景麟. January 2010 (has links)
published_or_final_version / Modern Languages and Cultures / Master / Master of Philosophy
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The games people play : a political economic analysis of video games and their production /Nichols, Randall James, January 2005 (has links)
Thesis (Ph. D.)--University of Oregon, 2005. / Typescript. Includes vita and abstract. Includes bibliographical references (leaves 225-252). Also available for download via the World Wide Web; free to University of Oregon users.
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Making it difficult: modernist poetry as applied to game design analysisAsad, Mariam 05 April 2011 (has links)
The process of reading a modernist poem is just as much a process of deconstructing it: the language is designed to make meaning through inefficient means, like the aforementioned fragmentation and assemblage. The reader must decode the text. This is what I want to extract as a point of entry to my videogame analysis. The process of reading is not unlike the process of playing. Instead of linguistic structures, a player must navigate a game‟s internal rule system. The pleasure for both the reader and player comes from decoding the poem and game, respectively. I am not making claims that relationships between modernist poetry and videogames are inherent or innate. Similarly, I am not providing a framework to apply one medium to the other. Instead I want to investigate how each medium uses its affordances to take advantage of its potential for creative expression. I do not consider poetry or literature to be superior to videogames, nor am I invoking the argument that videogames should imitate earlier media. My goal is to compare specific modernist poems and videogames to see how each medium makes meaning through its respective processes.
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Video game genres and their musicCrathorne, Pieter Jacobus 03 1900 (has links)
Thesis (MMus (Music)) --University of Stellenbosch, 2010. / ENGLISH ABSTRACT: This thesis’s main focus is the connection video game genres have to the music used within
them. The thesis starts by going back to the origins of music and its connection to movement.
This leads to a better understanding of why visual presentations through the ages have always
been accompanied by sound.
Next, different types of sound are studied, as well as how they are implemented in various
media today. This leads a discussion of genre, and care is taken to differentiate between
genres in video games and in music. This is then applied to the sphere of video game music,
which is then observed from the perspective of the video game genre. Analyses of music
excerpts from a specific video game are also included in this section.
The reverse is then applied by approaching the issue of video game music from the
perspective of the music genre. It is concluded that one needs to approach the matter of video
game music genre from a new perspective, relying on the source of the music and the means
of music integration, rather than on existing music norms. / AFRIKAANSE OPSOMMING: Hierdie tesis se hoofdoel is om die konneksie tussen videospeletjies, en die musiek wat daarin
gebruik word, te ondersoek. Die tesis begin deur terug te gaan na die wortels van vroeë
musiek, en hoe dit deur die jare ‘n noue verbintenis gehad het met beweging. Hierdie
konneksie maak dit duidelik hoekom visuele produksies gewoonlik deur klank ondersteun
word.
Volgende word verskillende verskynsels van klank bestudeer, asook die maniere waarop
klank vandag in verskeie media geïmplementeer word. Dit lei tot die kwessie van genre.
Daar word onderskei tussen die genres van musiek en die genres van videospeletjies.
Volgende word die area van videospeletjie-musiek bestudeer, uit die perspektief van die
videospeletjie-genre. In hierdie seksie kan analises van musiekuittreksels uit ‘n
videospeletjie gevind word. Die teenoorgestelde word dan toegepas, deur die kwessie van
videospeletjie-musiek uit die oogpunt van die musiek-genre te bestudeer.
Aan die einde word dit waargeneem dat videospeletjie-musiek nie deur die norme van
musiek-genre bestudeer kan word nie, maar dat nuwe perspektiewe ingeneem moet word,
naamlik die oorsprong van die videospeletjie-musiek, asook die manier waarop dit in die
speletjie geïntegreer word.
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Våld- och kvinnoskildringar i TV-spelBodling, Karolin January 2006 (has links)
<p>ABSTRACT</p><p>Title: Violence and women representation in video games (Vålds‐ och kvinnoskildringar i TV‐spel)</p><p>Number of pages: 42</p><p>Author: Karolin Bodling</p><p>Tutor: Göran Svensson</p><p>Course: Media and Communication Studies D</p><p>Period: Autumn 2005</p><p>University: Division of Media and Communication, Department of Information Science, Uppsala University.</p><p>Purpose/Aim: The aim is to investigate how violence and women are presented in video games and in game reviews.</p><p>Material/Method: The study includes theories that consider violence and gender in media and video games. The material of the essay exists of two games and five reviews. The method that is being used is a content analysis. The games that are being analysed are Jade Empire and Grand Theft Auto – San Andreas.</p><p>Main results: The video games are often connected to brutal violence but the analysis of the game Jade Empire shows that it is possible to hve control of the violence in the games and that the player has a possibility to choose the outcome of violence. In comparence to Jade Empire, Grand Theft Auto – San Andreas shows brutal violence as entertainment. The games that have been analysed shows women as stereotyped objects. The development of women in games has been going forward but the question is wheter it´s going forward in the right way; from an innocent princess to a sex object. There is a big difference between how the violence and women are being showed in the games and how they are described in the rviews, the reviewer is often neutral in his or hers judgement of the violence and the female characters in the games.</p><p>Keywords: video games, gender, violence, media, gender roles</p>
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