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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.
71

Music and imperfect information influence player behavior / Music and imperfect information influence player behavior

Kaltak, Muhamed, Gashi, Edmond January 2022 (has links)
The video game industry grows bigger and bigger with each year and this growth does not seem to slow down anytime soon. With that, it's important for society and video game developers to know how this media affects the players playing the game as it's already a very big industry, with large numbers of players playing video games every day. Game designers have, and are using information horizons to influence the players in different ways, an example of this is making the player play more cautiously. There have also been previous studies that have shown that music has an impact on a player's behavior and performance while playing a video game, making players more stressed and aggressive being a conclusion for some studies. With this in mind, this study delves deeper into how music in conjunction with information horizons affects a player, playing a video game. This was done by using a controlled experiment in conjunction with a first-person shooter game, the goal of the game being clearing out a linear level of turrets using an automatic rifle. One group of test subjects played a version of the game consisting of high-tension music and information horizon in play, with another group of test subjects playing the same game without these effects in play. Data was collected in the background from each test subject's playthrough and this data was then analyzed and compared between both groups. From the data gathered it seems that music made the players play faster and more aggressively, with the information horizons effect being diminished by the music's overpowering effect. This is in line with numerous previous studies that have gotten similar end results from the effects of music in video games, with an existing research gap with regards to information horizon making the effects of the information horizon unclear.  The end results showed that group 1, playing the version of the game with high tension music and information horizon in play, had fired their weapons more, been less accurate with their shots, destroyed turrets slower, had more deaths, and played faster. These results indicate increased stress levels and aggressiveness with group 1’s test subjects.
72

Investigating Flow, Presence, and Engagement in Independent Video Game Mechanics

Dunaj, Jon 01 May 2014 (has links)
Video games are being studied today more than ever before. The engagement that they generate with the user, if harnessed, is thought to have applications across numerous other fields. Educators especially wish to implement elements of gaming into supplemental activities to help further interest students in the learning process. Many claim that this is because classroom’s today are in direct contradiction with the real home life of students. Student’s today were born into the fast paced world of the digital realm, frequently multi-tasking between watching television, playing games, doing homework, and socializing. As educators begin to create game like experiences to drive student engagement they will seek to create interactions that foster the psychological phenomena of flow, presence, and engagement. Each of these three processes helps play a key role in what makes video games the attention-grabbing medium that they are. When creating games it would be beneficial to know which type of game mechanics reinforce these phenomena the most. The goal of this study is to investigate, Super Meat Boy and Limbo, two very similar games with very different mechanical representations and see which game is more engaging in these three areas. Twentynine participants played one of the two games for forty-five minutes, completed three separate measurements, and were observed throughout the process. The results were analyzed and found one game to indeed be more engaging than the other.
73

Last Castle

Elkins, Alan P. 30 July 2009 (has links)
No description available.
74

Examining Female Gamers’ Perceptions and Attitudes of Behaviors in the Gaming Community

Evanson, Michele Desiree 10 May 2017 (has links)
No description available.
75

The Effect of Action Video Game Play on the Distribution and Resolution of Visuospatial Attention

Fent, Andrew Thomas 30 August 2017 (has links)
No description available.
76

Using Video Game Development as a Stepping Stone into the World of Technology

Douglas, Brady D. January 2018 (has links)
No description available.
77

Gamers and Gorehounds: The Influence of Video Games on the Contemporary Horror Film

Alley, Timothy Dodd 24 July 2007 (has links)
No description available.
78

Libero

Mittra, Anirudh 27 March 2017 (has links)
Libero is a 2D video game that aims to explore the concepts of dealing with personal issues such as insomnia and anxiety. It is a 2D stealth puzzle game that takes influence from older dungeon-crawlers and rogue-likes from the 1990s as well as inspiration from modern games designed for mobile platforms such as iOS and Android phones. The game experiments with new 2D normal mapping technologies for a unique take on pixel art. / Master of Fine Arts
79

Postavení videoherního průmyslu mezi kreativními průmysly v České republice / The position of video game industry among the creative industries in the Czech Republic

Roubíčková, Anna January 2015 (has links)
The diploma thesis entitled "The position of video game industry among the creative industries in the Czech Republic" brings up a complex view on the Czech video game market. It has been created based on data acquired from numerous local and international scientific studies and also using interviews with selected representatives of the Czech video game market. It has turned out that the Czech video game industry builds up its economical position step by step. Its year-on-year turnover grows and thus gradually counts up to even larger portion of the return of cultural and creative industries. This happens spontaneously, without systematic support from the national or local governments. However, such a support is common in other European countries. Interested parties that play a part in the Czech video game market would be (according to conducted interviews) very interested in this kind of support, mainly in form of tax relief and the promotion of local developers abroad (which would also bring foreign investors into the country). Thus, the claim that the implementation of institutional support of Czech video game would solve its two most acute problems, is valid. All addressed representatives (coming from different segments of video game market) have confirmed that these two issues are the lack of financial and marketing support. In case these barriers of market development are removed, the process of growth of the Czech video game market as a strong member of the industry would speed up significantly. All abovementioned facts, along with other aspects of the problematics, are reflected in SOAR analysis that brings the thesis to an end.
80

Companion: Developing Relationships Between the Player and Follower NPCs to Encourage Prosocial Change

Shields, Faith 26 April 2022 (has links)
No description available.

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