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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.
1

Looking past the action : a study of the effects of structure on video game communities

Fecher, Daniel L. 21 July 2012 (has links)
This thesis explores the effects of ludic structure—defined as the elements of game play not considered content—on video game communities. Counter to the focus on video game content and its effects by other scholars, this study argues the importance of the study of game structure and its influences on player interactions. Two games, League of Legends and Puzzle Pirates were examined. I played both games for 20 hours, as well as interviewing four players from each game. Using Laura Ellingson’s (2009) crystallization as a guiding approach, I analyzed the games using both a traditional thematic analysis and personal narratives in an attempt to create a richer dataset from which to draw conclusions. I discovered that one game was more competitively structured (League of Legends), which resulted in more aggressive and negative interactions among players in the community. Puzzle Pirates, on the other hand was more cooperatively structured, which resulted in an open and friendly community of people who were wanting to help each other. I argue that ludic structure does have a significant impact on player interactions, and that game companies should strive for more cooperatively structured games to encourage a positive community of gamers. / Literature review -- Methodology -- Close analysis of League of legends -- Close analysis of Puzzle pirates -- Conclusions, flaws and future research. / Department of Communication Studies
2

A usability analysis of video games : the development of assessment standards

Young, Takeisha T. 09 July 2011 (has links)
Video games, as the fastest growing media, need set usability design standards. In this context, this study was motivated by the following kinds of questions: What makes a standard console game good? What makes it too frustrating to play? Each company has developed its own standards which can vary greatly. Game producers learn from experience what to do and what not to do. However, smaller companies that may have only produced a few games are left to chance. Moreover, startup game companies may fail at a game that would have otherwise succeeded if they had only had a set of standards to follow. Companies like Microsoft, Capcom and Electronic Arts rule the gaming industry mainly due to the fact that they have discovered what works. This study employs usability analysis to identify standards for assessing video game effectiveness, efficiency and player satisfaction. Experienced video game players participated in an online questionnaire. Conclusions about effective, efficient, and satisfying video games are derived from questionnaire results. Of several major findings presented in this analysis, this study reveals that the beginning of the game is an imperative experience that can determine if a player continues the game. / Department of Telecommunications
3

Supporting learning about games

Zagal, José Pablo. January 2008 (has links)
Thesis (Ph.D.)--Computing, Georgia Institute of Technology, 2008. / Committee Chair: Bruckman, Amy; Committee Member: Guzdial, Mark; Committee Member: Juul, Jesper; Committee Member: Kolodner, Janet; Committee Member: Mateas, Michael.
4

Video game development with 3D Studio Max and the XNA framework

Koffi, Cole Mahoukau 01 January 2007 (has links)
The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
5

The Procedural Generation of Interesting Sokoban Levels

Taylor, Joshua 05 1900 (has links)
As video games continue to become larger, more complex, and more costly to produce, research into methods to make game creation easier and faster becomes more valuable. One such research topic is procedural generation, which allows the computer to assist in the creation of content. This dissertation presents a new algorithm for the generation of Sokoban levels. Sokoban is a grid-based transport puzzle which is computational interesting due to being PSPACE-complete. Beyond just generating levels, the question of whether or not the levels created by this algorithm are interesting to human players is explored. A study was carried out comparing player attention while playing hand made levels versus their attention during procedurally generated levels. An auditory Stroop test was used to measure attention without disrupting play.
6

Advocating environmental issues through mobile gaming

Unknown Date (has links)
Recently, many researchers have been interested in how videogames can influence the attitude and behavior of children. It has also been questioned if videogames can be a useful teaching tool in the classroom. There are many games that have been created to teach traditional school subjects such as Math and English. But what about creating games to teach about current environmental issues? The goal of my thesis project is to create an educational advocacy game for smartphone devices that will educate children about the effects of overfishing on marine life and how it can negatively affect coastal communities in the Caribbean. / Includes bibliography. / Thesis (M.F.A.)--Florida Atlantic University, 2014.. / FAU Electronic Theses and Dissertations Collection
7

A grounded theory for active video game design to promote gamer engagement and immersion

Braaf, Adele January 2017 (has links)
Thesis (MTech (Information Technology)--Cape Peninsula University of Technology, 2017. / Active Video Games (AVGs) are a form of video games that rely on gamer motion as the main source of interaction between the AVG and the player. These AVGs serve a number of purposes, such as medical rehabilitation, education, social development, and motor skill development, among others. Prolonged play of AVGs is not sustainable as gamers lose interest in playing AVGs after the initial period of acquiring them. Therefore, the following research question was posed: “What design factors contribute to an engaged and immersed AVG experience?” The aim was to explore the inhibiting and enhancing factors influencing engagement and immersion among AVG gamers, as well as to develop a theory of AVG design. Constructivist Grounded Theory (CGT) was used as the methodology to carry out this study, which adopted an inductive approach towards the research to construct a theory firmly grounded in the data. Play Active Theory (PAT) is the outcome of this process, which explores the engagement and immersion factors related to AVG design as well as the abandonment and replayability of AVGs. PAT was compared to existing engagement and motivation theories as part of the CGT process, and further refined. In closing, the research question was answered and the aims of the study were met. A reflection account of the research journey concludes the thesis.
8

Supporting learning about games

Zagal, José Pablo 05 May 2008 (has links)
It seems like teaching about games should be easy. After all, students enjoy engaging with course content and have extensive experience with videogames. However, games education can be surprisingly complex. I explore the question of what it means to understand games by looking at the challenges and problems faced by students taking games-related classes. My findings include realizing that extensive prior videogame experience often interferes with students abilities to reason critically and analytically about games, and that students have difficulties articulating their experiences and observations about games. In response to these challenges, my research explores how we can use online learning environments to support learning about games by (1) helping students get more from their experiences with games, and (2) helping students use what they know to establish deeper understanding. I explore these strategies through the design and use of two online learning environments: GameLog and the Game Ontology Wiki. GameLog is an online blogging environment designed to help students reflect on their game playing experiences. The Game Ontology wiki provides a context for students to contribute and participate legitimately and authentically in the Game Ontology Project. The Game Ontology Project is a games studies research project that is creating a framework for describing, analyzing and studying games. GameLog and the Game Ontology Wiki were used in university level games-related classes. Results show that students found that participating in these online learning environments was a positive learning experience that helped them broaden and deepen their understanding of videogames. Students found that by reflecting on their experiences playing games they began to understand how game design elements helped shape that experience. Most importantly, they stepped back from their traditional role of gamers or fans and engaged in reasoning critically and analytically about the games they were studying. With GameLog, I show how blogging about experiences of gameplay can be a useful activity for supporting learning and understanding about games. For the Game Ontology Wiki, I show how it is possible to design learning environments that are approachable to learners and allow them to contribute legitimately to external communities of practice.
9

Making it difficult: modernist poetry as applied to game design analysis

Asad, 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.
10

Artistry, Aesthetic Experience, and Global Futures in Civilization Game Design: How the ESCAPe Framework as an Ontology Captures an Art Form of the Information Age

Corpuz, Andrew Bujian January 2023 (has links)
Civilization games can depict imaginative and sophisticated perspectives on the future. Yet some scholars have critiqued civilization games for their replication of dominant, limited ideologies. Game designers often learn about design directly or indirectly from frameworks, such as the Mechanics-Dynamics-Aesthetics (MDA) framework which contains a very idiosyncratic definition of aesthetics. Given that aesthetic thinking can unlock the sociological imagination, the aim of this dissertation was to discover opportunities to expand civilization game design by understanding the aesthetic experience of designers. A qualitative interview study was conducted of 13 game designers who created at least one civilization game based in the future. The interview and analysis had an ontological focus, to better understand how aesthetics fit into the existing puzzle of game design knowledge. The findings showed that designers employ their perspective in game design; this sense of self and perspective is not captured by current ontologies of game design. Furthermore, designers are limited in their ability to explore the boundaries of civilization games by task complexity, emotionality, and reliance on player experience. Resultantly, they may focus intensely on known aspects of game design in order to deliver a product. The dissertation proposes two primary solutions. Firstly, a game design framework that integrates the self into game design and more clearly delineates the game as an artifact. Secondly, cultivate truer senses of vision in game design for those who want to push civilization games and games as a whole, while understanding the practical realities of game design. These implications can be used by educators to reconsider game design program curricula, as well as affirm game designers’ pursuit of their own perspective.

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