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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.
101

Kill your darlings? Experiencing, maintaining, and changing psychological ownership in creative work

Rouse, Elizabeth January 2013 (has links)
Thesis advisor: Michael G. Pratt / The psychology of ownership literature suggests that creation is one of the most powerful processes through which people may come to feel a sense of possession over ideas. Yet, because the task of making a new product is often too large for one individual, ideas are often transferred between, as well as discussed and shaped by, many different people across a range of departments during creative work. Thus, in organizations, shifts in responsibility over ideas are inevitable and the ability for ideas to be shaped by multiple people and successfully move from person to person is critical for organizations. However, we know relatively little about how people, particularly creative workers, respond to changes in responsibility over their ideas. To understand this phenomenon, I conducted an inductive, qualitative study of two teams at a video game design studio, using interviews, weekly diaries, and observations as my data sources. Through grounded theory analysis, I developed theory around how creative workers experience psychological ownership and how this experience is impacted when ideas are handed off between creative workers. Specifically, I describe task characteristics and individuals differences that impact ownership scope (exclusive or shared ownership) and strength. I also delimit outcomes associated with adopting a particular ownership scope for individual creative workers and the collective product. Then, I describe the key psychological conditions that impact how handoffs occur by describing 4 handoff scenarios and the ownership outcomes for both creative workers involved in each scenario. Together these scenarios demonstrate how ownership can be formed, maintained, and changed through social interactions via handoffs. I build on these findings to develop a relational model of ownership which highlights how psychological ownership impacts and is impacted by social interactions and interpersonal relationships. Practically, this research provides insights on how creative workers can experience and manage ownership over ideas in ways that facilitates engagement in creative work, as well as an organization's ability to benefit from the results of creative workers' labor. / Thesis (PhD) — Boston College, 2013. / Submitted to: Boston College. Carroll School of Management. / Discipline: Management and Organization.
102

Sonho dentro de um sonho: estudo de estruturas narrativas oníricas para o desenvolvimento do roteiro de um videogame / -

Carvalho, Rogério Teixeira Cathalá de 28 November 2014 (has links)
Estudo de estruturas narrativas no cinema e nos games construídas a partir do elemento onírico. As obras analisadas são elaboradas como emulação/simulação de sonhos, memórias ou alucinações dos personagens. A análise servirá para o desenvolvimento do roteiro de um jogo eletrônico baseado no conceito de sonho lúcido, fenômeno em que o sujeito adquire consciência da realidade onírica. / The Master Thesis\'s objective is to study narrative structures in cinema and games that is constructed with oneiric elements. The films and games studied are representation or emulation/ simulation of the character\'s dreams, memories or hallucinations. The research will serve as basis to write a screenplay and a Game Design Document to a electronic game based on the concept of Lucid Dreaming. Lucid Dream is when one adquire conscious thought and lucidity in their dream state
103

An Online Investigation Into Internet Gaming Disorder (IGD), Comorbidity, and Psychosocial Issues: a Comparison of American and Chinese Gamers—and Predictors of Meeting Criteria for a Formal Diagnosis of IGD

Torez, Miguel January 2019 (has links)
The problem that this study addressed is the rise of internet gaming disorder (IGD) globally, including within the United States and countries such as China—and, the resultant need for more data on the prevalence of adult men and women meeting criteria for a diagnosis of IGD, as well as data on related comorbidities and psychosocial issues. A global sample (N=231) met the study inclusion criteria (i.e., play video games at least once a week at a minimum, consider themselves involved in Internet gaming, and have been gaming for the past six months—while of interest were findings with an English Speaking (ES) sample, and a Chinese Mandarin Speaking (CMS) sample. The study sample of convenience recruited via a social media campaign was 62.4% (n=63) male in the ES sample, and 55.4% (n=72) male in the CMS sample. The ES sample had a mean age of 29.34 (SD=8.396, Min=18, Max=52), and the CMS sample had mean age of 25.65 (SD=7.514, Min=18, Max=57). While the CMS sample indicated they were Asian (99.2%, n=129), the ES sample was diverse: 58% White (n=59), 17.8% (n=59) Asian, and 11.9% (n=12) Black. The main study findings reveal a prevalence of Internet Gaming Disorder (IGD of 0% (n=101) for the ES sample, and .8% (n=1) for the CMS sample. As another main study finding, for the CMS sample, participants met more DSM-5 criteria for IGD (out of the 9 total criteria), when they were male, experienced anxiety in the past year, and were engaged in more violence due to gaming. For the ES sample, study participants met more DSM-5 criteria for IGD (out of the 9 total criteria), when they did not have a partner, had a higher income, were engaged in more violence due to gaming, engaged in a higher level of help seeking for personal/emotional support, and had a lower level of perceived social support. In essence, this constitutes the provision of risk profiles and descriptions of those most vulnerable to IGD. This study contributes to those efforts to conduct research on the DSM-5 criteria for IGD (APA, 2013).
104

Paycheck.exe: Optimizing the Video Game Live Stream

Holmes, Alexander 19 April 2019 (has links)
Multiple resources currently exist that provide tips, tricks, and hints on gaining greater success, or increasing one’s chances for success, in the field of live content creation. However, these resources often lack depth, detail, large sample size, or significant research on the topic. The purpose of this thesis is twofold: to aggregate and optimize the very best methods for live content creators to employ as they begin a streaming career, and how best to implement these methodologies for maximum success in the current streaming market. Through analysis of a set of semi-structured interviews, popular literature, and existing, ancillary research, repeating patterns will be identified to be used as the basis for a structured plan that achieves the stated objectives. Further research will serve to reinforce as well as optimize the common methodologies identified within the interview corpus.
105

Understanding the business model in the video game industry : A case study on an independent video game developer

Eriksson, Gustav, Almér, Erik January 2019 (has links)
Background: Tough competition, time- and resource constraints, and changing consumer demands in the video game industry requires business models that can cope with the pressure.    Purpose: The purpose of this thesis is to use business model framework in order to better understand how independent video game developers develop their business models. We aim to contribute to the development of business model literature within the context of independent video game development by further the understanding of how a business model framework can be utilized in this new context.   Method: A case study method was used, focusing on a single-case and interviews with participants from the case company.   Conclusion: We further develop the BMC by proposing to divide the BMC for independent video game developers into a pre-release and post-release BMC to better describe the business model for an independent video game developer and the business model evolution from pre-release to post-release.
106

Videogame é droga? Controvérsias em torno da dependência de jogos eletrônicos / Is videogame a drug? Controversies surrounding the electronic games addiction

Meneses, Guilherme Pinho 15 December 2014 (has links)
O objetivo geral deste trabalho é cartografar as práticas e experiências que ancoram os discursos dos diversos actantes em torno da questão da dependência de videogames. O intuito é simular, ainda que de forma provisória, um parlamento das coisas (LATOUR, 1994) acerca dos debates sobre o assunto. Por meio de uma investigação das práticas e discursos de atores humanos e não-humanos, desfazendo as fronteiras entre os chamados mundos reais e virtuais, pretende-se, então, descrever as suas relações em rede. Neste sentido, aqui há uma inversão em relação à maioria dos estudos sobre o tema: o vício não é entendido como uma explicação, mas exatamente o que precisa ser explicado. / The effort to be undertaken in this research will be mapping the practices of the various agents around the issue of video game addiction by investigating the manner in which the rhetoric of drug addiction works in the social regulation of the use of electronic games. In this sense, well map the varied semantics of notions, categories or concepts of dependence and addiction, such as enunciated and practiced by the various individuals involved in the controversy: the players themselves (in its multiple gaming environments such as home, school or work), parents or people close to these players, the games industry professionals, scientists from different fields (psychiatry, psychotherapy, education, game studies), politicians, laws and news. Through the analysis of practices and discourses of the actors, articulating the dimensions of the so-called \"real\" world and the virtual worlds, without, however, falling into an asymmetrical dichotomy between true and false, we intend to understand the meanings of their relationships with videogames.
107

YOUTUBE E VIDEOGIOCHI. PROSPETTIVE DI RICERCA SU PRODUZIONE,DISTRIBUZIONE E IMMAGINARI

TONIOLO, FRANCESCO 12 April 2019 (has links)
La presente tesi propone una mappatura sui rapporti fra i creatori di contenuti su YouTube (definiti “youtubers”) e i videogiochi. L’impatto di queste nuove figure, collocate fra il profilo dell’influencer e della celebrity, è stato indagato osservandone le ricadute economiche, produttive e di immaginario. L’indagine è stata condotta sfruttando differenti fonti, metodologie (qualitative e quantitative) e prospettive teoriche, in una generale collocazione nel quadro delle industrie creative intrecciate con i game studies e i cosiddetti “YouTube studies”. La tesi, oltre a fotografare l’attuale situazione del gaming su YouTube, presenta un modello le cui buone pratiche possono essere applicate ad ulteriori casi, legati non solo ai videogiochi ma al settore delle industrie creative in generale. / The research project investigates the connections between YouTube content creators (“youtubers”) and video games. The impact of these youtubers, half influencers and half celebrities, is observed in its economic and productive dimension, and in its influence on the collective imagination. The analysis has been conducted with different sources, methodologies (both qualitative and quantitative) and theoretical prospectives, in a general framework related to creative industries, game studies and “YouTube Studies”. The research analyzes the current situation of gaming contents on the YouTube platform, and presents a model related to content creators in the creative industries.
108

Dor, lesões e síndromes músculo-esqueléticas em adolescentes obesos versus eutróficos e sua relação com o uso de computadores e videogames / Dor, lesões e síndromes músculo-esqueléticas em adolescentes obesos versus eutróficos e sua relação com o uso de computadores e videogames

Jannini, Suely Nobrega 13 May 2011 (has links)
Objetivo: Avaliar presença de dor, síndromes músculo-esqueléticas, alterações ortopédicas e uso de computador e videogame em adolescentes. Métodos: Um estudo transversal avaliou 100 adolescentes consecutivos com obesidade e 100 eutróficos a partir de um questionário confidencial, auto-aplicável, incluindo dados demográficos, prática esportiva, sintomas dolorosos do sistema músculo-esquelético e uso de computador e videogame. Pré-teste e re-teste do questionário foram realizados. O exame físico avaliou seis síndromes músculo-esqueléticas e sete alterações ortopédicas. Resultados: O índice de Kappa entre pré-teste e re-teste foi de 0,724. Dor e síndromes músculo-esqueléticas foram igualmente prevalentes nos dois grupos (44% vs. 56%, p=0,09; 12% vs. 16%, p=0,541; respectivamente). Entretanto, alterações ortopédicas (98% vs. 76%, p=0,0001), encurtamento de quadríceps (89% vs. 44%, p=0,0001) e geno valgo (87% vs. 24%, p=0,0001) foram significativamente mais evidenciados nos obesos versus controles. As medianas do tempo de uso do computador no dia anterior a pesquisa, nos sábados e domingos foram menores nos obesos (30 vs. 60minutos, p=0,0001; 1 vs. 60minutos, p=0,001; 0 vs. 30 minutos, p=0,02; respectivamente). Uso de minigame foi menor nos obesos (2% vs. 11%, p=0,003), não havendo diferença no uso de videogame nos dois grupos (p>0,05). Comparações entre obesos com e sem dor evidenciaram maior frequência no gênero feminino (59% vs. 39%, p=0,048) e maior mediana de tempo de uso nos domingos [0 (0-720) vs. 0 (0-240)minutos, p=0.028]. Conclusões: Obesidade pode causar danos ao sistema ósteo-articular no início da adolescência, principalmente nos membros inferiores. Programas específicos para adolescentes obesos do sexo feminino com dor músculo-esquelética precisam ser desenvolvidos / Objective: To evaluate the presence of pain, musculoskeletal syndromes and orthopedic abnormalities and the use of computers and videogames in adolescents. Methods: A cross-sectional study using a self-applicable questionnaire to assess 100 obese adolescents and 100 healthy controls included demographic data, sports, musculoskeletal painful symptoms and the use of computer and videogames. A pretest and its replication were performed. The physical examination evaluated six musculoskeletal syndromes and seven orthopedics alterations. Results: The Kappa index between the pretest and its replication was 0.724. Pain and musculoskeletal syndromes were similar in both groups (44% vs. 56%, p=0.09; 12% vs. 16%, p=0.541; respectively). However, orthopedics alterations (98% vs. 76%, p=0.0001), tight quadriceps (89% vs. 44%, p=0.0001) and genu valgum (87% vs. 24%, p=0.0001) were significantly observed in obese versus controls. The median time spent using computer on the prior to the research and on Saturdays and Sundays were lower in obese (30 vs. 60minutes, p=0.0001; 1 vs. 60minutes, p=0.001; 0 vs. 30minutes, p=0.02; respectively). Minigame use was lower in obese (2% vs. 11%, p=0.003), without any differences in the use of videogames in both groups (p>0.05). Comparisons between obese adolescents with and without musculoskeletal pain demonstrated higher frequency in females (59% vs. 39%, p=0.048). Conclusions: Obesity can induce damages to the osteoarticular system at the beginning of the adolescence, mainly in the inferior limbs. Specific programs for female obese adolescents with musculoskeletal pain should be established
109

Dor, lesões e síndromes músculo-esqueléticas em adolescentes obesos versus eutróficos e sua relação com o uso de computadores e videogames / Dor, lesões e síndromes músculo-esqueléticas em adolescentes obesos versus eutróficos e sua relação com o uso de computadores e videogames

Suely Nobrega Jannini 13 May 2011 (has links)
Objetivo: Avaliar presença de dor, síndromes músculo-esqueléticas, alterações ortopédicas e uso de computador e videogame em adolescentes. Métodos: Um estudo transversal avaliou 100 adolescentes consecutivos com obesidade e 100 eutróficos a partir de um questionário confidencial, auto-aplicável, incluindo dados demográficos, prática esportiva, sintomas dolorosos do sistema músculo-esquelético e uso de computador e videogame. Pré-teste e re-teste do questionário foram realizados. O exame físico avaliou seis síndromes músculo-esqueléticas e sete alterações ortopédicas. Resultados: O índice de Kappa entre pré-teste e re-teste foi de 0,724. Dor e síndromes músculo-esqueléticas foram igualmente prevalentes nos dois grupos (44% vs. 56%, p=0,09; 12% vs. 16%, p=0,541; respectivamente). Entretanto, alterações ortopédicas (98% vs. 76%, p=0,0001), encurtamento de quadríceps (89% vs. 44%, p=0,0001) e geno valgo (87% vs. 24%, p=0,0001) foram significativamente mais evidenciados nos obesos versus controles. As medianas do tempo de uso do computador no dia anterior a pesquisa, nos sábados e domingos foram menores nos obesos (30 vs. 60minutos, p=0,0001; 1 vs. 60minutos, p=0,001; 0 vs. 30 minutos, p=0,02; respectivamente). Uso de minigame foi menor nos obesos (2% vs. 11%, p=0,003), não havendo diferença no uso de videogame nos dois grupos (p>0,05). Comparações entre obesos com e sem dor evidenciaram maior frequência no gênero feminino (59% vs. 39%, p=0,048) e maior mediana de tempo de uso nos domingos [0 (0-720) vs. 0 (0-240)minutos, p=0.028]. Conclusões: Obesidade pode causar danos ao sistema ósteo-articular no início da adolescência, principalmente nos membros inferiores. Programas específicos para adolescentes obesos do sexo feminino com dor músculo-esquelética precisam ser desenvolvidos / Objective: To evaluate the presence of pain, musculoskeletal syndromes and orthopedic abnormalities and the use of computers and videogames in adolescents. Methods: A cross-sectional study using a self-applicable questionnaire to assess 100 obese adolescents and 100 healthy controls included demographic data, sports, musculoskeletal painful symptoms and the use of computer and videogames. A pretest and its replication were performed. The physical examination evaluated six musculoskeletal syndromes and seven orthopedics alterations. Results: The Kappa index between the pretest and its replication was 0.724. Pain and musculoskeletal syndromes were similar in both groups (44% vs. 56%, p=0.09; 12% vs. 16%, p=0.541; respectively). However, orthopedics alterations (98% vs. 76%, p=0.0001), tight quadriceps (89% vs. 44%, p=0.0001) and genu valgum (87% vs. 24%, p=0.0001) were significantly observed in obese versus controls. The median time spent using computer on the prior to the research and on Saturdays and Sundays were lower in obese (30 vs. 60minutes, p=0.0001; 1 vs. 60minutes, p=0.001; 0 vs. 30minutes, p=0.02; respectively). Minigame use was lower in obese (2% vs. 11%, p=0.003), without any differences in the use of videogames in both groups (p>0.05). Comparisons between obese adolescents with and without musculoskeletal pain demonstrated higher frequency in females (59% vs. 39%, p=0.048). Conclusions: Obesity can induce damages to the osteoarticular system at the beginning of the adolescence, mainly in the inferior limbs. Specific programs for female obese adolescents with musculoskeletal pain should be established
110

A produção de subjetividade nos jogos eletrônicos

Lima, Leonardo Souza de 06 June 2011 (has links)
Made available in DSpace on 2016-04-29T14:22:53Z (GMT). No. of bitstreams: 1 Leonardo Souza de Lima.pdf: 3313631 bytes, checksum: bb9138db474f442407b28ede66324063 (MD5) Previous issue date: 2011-06-06 / The present investigation explores the question of meaning production in video games, taking as foundation the subjectives conditions envolved in the relationship/interaction between player and game, within the scientific and academic literature environment. Part of the current discussion about the theoretical foundation of video games in general, which are postulated as a special category of objects in a transdisciplinary culture of constant transformation. It features electronic games (games) within a particular category of sensitive and reagents objects that participate in the constitution of a subjectivity in the context of the digital universe, which necessarily involves the relationship between human and non-human intelligence. Addresses this relationship from a multiple look, inter and transdisciplinary taking in count the socio-cultural, technological and semiotic aspects, which are formed in the context of discussing the status of the subject, object and world considered in the realm of the world and digital life. Incorporates elements of the discussion of post-structuralist philosophy, articulating an understanding of the concept of machinic subjectivity with the thematic aspects of the critique of representation, proposing to think video games in a structure coupled with the cognitive and sensitive faculties of human subject, that from his constitution as a system of signs of a-significant potential. From the nature of the particular object of study, this research develops the initial proposal for a qualitative and theoretical strategy, situating it in an exploratory examination of secondary data, direct observation via formal analysis of works and the production and documentation of a digital prototype game that explores the modes of relationship between the subject of the game, their avatars and the terms of playability, located from the conception of a academic and exploratory game. It culminates with the production and experimentation of a model that is heading toward a clearer idea of language devices operating in the construction of meaning in gaming, providing a contribution to increasing capacity for analysis and production of electronic games / presente pesquisa explora a questão da produção de sentido nos jogos eletrônicos tomando como base as condições subjetivas envolvidas na relação/interação entre jogador e jogo, dentro da literatura científico e acadêmica do meio. Parte da discussão atual acerca do fundamento teórico dos videogames em geral, os quais são postulados como uma categoria especial de objetos transdisciplinares em uma cultura em constante transformação. Apresenta os jogos eletrônicos (games) dentro de uma categoria especial de objetos sensíveis e reagentes que participam da constituição de uma subjetividade no contexto do universo digital, a qual, necessariamente passa pela relação entre a inteligência humana e não-humana. Aborda esta relação a partir de um olhar múltiplo, inter e transdisciplinar, considerando as abordagens sócio-culturais, tecnológicas, semióticas, as quais se plasmam no contexto da discussão do estatuto entre o sujeito, o objeto e o mundo considerados na esfera do mundo e da vida digital. Retoma elementos da discussão da filosofia pós-estruturalista, articulando a compreensão maquínica do conceito de subjetividade com os aspectos temáticos da crítica da representação, propondo pensar os videogames em uma estrutura conjugada com as faculdades cognitivas e sensíveis do sujeito humano, isto a partir de sua constituição enquanto sistemas de signos de potencial a-significante. A partir da natureza especial do objeto de estudo, a pesquisa desenvolve a proposta inicial de uma estratégia qualitativa e teórica, situando-a em uma abordagem exploratória no exame de dados secundários, na observação direta via análise formal de obras e da produção e documentação de um protótipo digital de um game que explore os modos de relação entre o sujeito do jogo, seus avatares e as condições de jogabilidade do mesmo, situadas a partir da concepção de um game acadêmico e exploratório. Ela culmina com a experimentação e produção de um modelo que se encaminha na direção de uma noção mais clara dos dispositivos de linguagem atuantes na construção de sentido nos videogames, propiciando uma contribuição para o incremento da capacidade de análise e produção de jogos eletrônicos

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