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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.
121

Slovní zásoba videoher / Vocabulary of videogames

Hanzelková, Eva January 2021 (has links)
This thesis deals with the language of players of video games, especially computer games. The language sample was taken from written as well as spoken sources - magazines, web reviews and Let's Plays - and is limited to action, strategic and RPG games with some overlap with action-adventures. Researched words are mainly keywords of video game players' vocabulary. The goal of this thesis was to describe the language of video game players from several language viewpoints and briefly describe the slang of the players. The first part deals with introducing the researched material, video games as a whole and their history and also the subculture of video game players. The second part analyses the sample in terms of lexical semantics and word formation, describes the extent of adaptation of loanwords, also stabilization of words, neology and the words' affiliation to slang, terminology and common vocabulary. Then the thesis attempts to briefly describe the slang of video game players. Generally, the slang includes a large number of anglicisms and expressions from informatics (in a large part technical terms), while loanwords are adapted to a varying degree. Many expressions in the slang of video game players can also be considered professionalisms given the existence of professional players and...
122

La « Ludo-simulation » : étude de la simulation comme matière créative dans la construction d’un jeu de survie

Ravenelle, Christopher 08 1900 (has links)
Ce mémoire vise à étudier les jeux de survie par l’entremise du prisme de la simulation. La plupart des jeux vidéo publiés aujourd’hui présentent des structures « atypique » de jeu qui libère le joueur de toute contrainte prescriptive au profit d’un joué plus expressif. Minecraft (Mojang 2010) est un exemple notoire ne proposant pas formellement ses modalités de jeu au joueur, ce qui confronte les formes ludiques plus traditionnelles telles que le jeu ou le sport dont les objectifs sont d’ordinaire plus commodes à déterminer. Cette tendance des jeux d’aujourd’hui à imposer un pouvoir-faire complexe sans nécessairement prescrire un devoir-faire associé est à la base de plusieurs questionnements encore en suspens. S’imposer une perspective simulationnelle au profit des études du jeu permet de répondre à plusieurs de ces interrogations en focalisant l’attention de recherche autour des modalités du faire présentes dans la structure plutôt que sur les prescriptions d’usages qui tendent de plus en plus à s’effacer. Le motif de ce travail est de réfléchir aux apports de la simulation dans un corpus de six jeux de survie pour étudier l’hybridation faite entre le jeu et la simulation afin de comprendre comment une approche ludique augmente la créativité de la simulation qui, à son tour, multiplie la complexité praticable du jeu. Pour ce faire, nous construisons d’abord des bases théoriques pour aborder la question de la simulation. Ensuite, un exposé de la survie en jeu vidéo est offert au chapitre deux visant à bien saisir comment le sujet est modélisé dans le médium. Notre présentation méthodologique au chapitre trois explique comment nous avons recueilli nos données que nous analysons selon le paradigme interprétatif au chapitre quatre. L’objectif est de proposer deux nouveaux concepts pour les études du jeu : la Ludo-simulation en tant que posture de recherche et le Survivaliste vidéoludique comme posture de joueur. Ces deux concepts sont définis plus en détail au chapitre un et deux respectivement et discutés au chapitre quatre. / This master thesis aims to study the survival game genre through the prism of the simulation. Most of the computer games published today present atypical game structures with a tendency to liberate the player from any prescribed constraint for the benefit of a more expressive play. Minecraft (Mojang, 2010) is a prime example not explicitly offering “modalities of play” to the player, confronting most of the more traditional ludic forms, like game or sport, in which objectives are usually more convenient to determine. This tendency of games to develop complex agencies without necessarily prescribing an associated “must do” is the basis of several ongoing questions. Imposing a simulation perspective for the benefit of game studies makes possible to answer several of these questions by focusing research attention on the broader “modalities of doing” rather than on the prescriptions of uses which tend more and more to disappear. The objective of this work is to reflect on the contributions of simulation in a corpus of six survival games in order to study the crossing between game and simulation to understand how a game perspective increases the creativity of a simulation which, in turn, increases the practicable complexity of the game. In order to achieve this, we first develop the necessary theoretical foundation to tackle the question of simulation. Then, an exposition of survival in games is offered in chapter 2 in order to fully understand how the subject is modelled inside the medium. Our methodological presentation in chapter 3 aims to develop a descriptive introduction of the results and an interpretative analysis of the survival of the corpus in chapter 4. The objective of this work is to advance two new concepts for video game studies: Ludic-simulation as a research posture and the Videogame survivalist as a player posture. These two concepts are further defined in chapters 1 and 2 and questioned in chapter 4.
123

Ett skräckfyllt brobyggande från tv-spel till litteraturens domäner : En narratologisk och didaktisk läsning av transmediala genrekonventioner / A horror-tense overlap from videogame to the domains of literature : A narratological and didactical reading of transmedial genre conventions

Hollström, Hampus January 2021 (has links)
Denna studie utgör en didaktisk läsning av tre tv-spel inom skräckgenren, Among the Sleep (2016), Little Nightmares II (2021) samt Until Dawn (2015). Syftet är att undersöka hur dessa spel potentiellt kan länkas till litteraturen i svenskämnesundervisningen och fungera som en bro mellan medierna tv-spel och litteratur i undervisningen i gymnasieskolan. Analyserna bygger på en narratologisk läsning av materialet i ljuset av karakteristiska drag för skräckgenren som diskuteras i relation till teorier om undervisning. Analyserna visar att de analyserade tv-spelen besitter likheter med de karakteristiska drag som förekommer inom andra medieformat inom skräckgenren, däribland litteraturen. En slutsats som kan dras utifrån analyserna är att det tycks finnas potential i att nyttja tv-spelen som fiktion i litteraturundervisningen i svenskämnet för att använda de som en bro över till litteraturen, i form av gemensamma nämnare mellan medieformaten. / This study constitutes a didactical reading of three videogames within the horror genre, Among the Sleep (2016), Little Nightmares II (2021) and Until Dawn (2015). The aim is to investigate how these games potentially can be utilized to create a connection between videogames and literature within the context of education, more specific the Swedish subject in upper secondary school. The analyses are based upon a narratological reading of the videogames, through the lens of traits usually found within the horror genre, to be discussed in relation to didactical aspects. The analyses address that the videogames, within this study, occupy similarly traits as presented in other formats of media, including literature. A conclusion that can be drawn based upon the analyses is that there ought to be a potential in using the videogames as fiction to create a bridge over to the literature, more specific to use the similarities that exists between the two types of media, this within the Swedish subject at upper secondary school.
124

Percepción étnica, sentido de identidad y su influencia en la conceptualización de videojuegos peruanos / Ethnic perception, sense of identity and its influence in the conceptualization of peruvian videogames

Fernandez Flores, Joyce Jazmin 27 November 2019 (has links)
En esta investigación se evaluaron las estrategias de representación gráfica utilizadas para construir la identidad étnica en la conceptualización de videojuegos peruanos, a lo cual se postuló la hipótesis de que esta representación identitaria logra el objetivo de generar un interés e influencia sobre los jugadores peruanos. Para llegar a esta conclusión, se analizaron documentalmente seis videojuegos locales y de concepto peruano producidos del 2009 al 2019. Asimismo, se encuestó a sesenta usuarios peruanos, a quienes se les presentaron tráilers de estas entregas seleccionadas para que evalúen la percepción identitaria en su gráfica, y respondan si es que consideran importante la representación peruana y si esta influye en su intención adquisitiva. Los resultados del análisis documental sugieren una tendencia al tema de la cosmovisión y cultura andina, con casos excepcionales en donde las locaciones son la selva peruana o Lima Metropolitana. En los resultados de las encuestas se encontró que los usuarios consideraban la jugabilidad mucho más importante que la representación peruana en los videojuegos, además que el 50% de los usuarios consideró que este concepto peruano afectaba su interés. Podemos concluir entonces que existe un estereotipo no discriminante que coincide con la percepción internacional que se tiene del peruano exclusivamente andino. Las opiniones de los usuarios presentaron un indicio respecto a que, aunque la representación peruana fuese importante hasta cierto punto, no es indispensable y no es competencia junto a la importancia de la jugabilidad o trama de una entrega. / In this paper we evaluated the graphic representation strategies that were used in the construction of ethnic identities in the conceptualization of peruvian video games, in which we offered the hypothesis about how this ethnic representation successfully accomplishes at developing interest and influencing over peruvian gamers. To achieve this conclusion, six local video games with a peruvian concept that were produced between 2009 and 2019 were evaluated. Likewise, sixty peruvian gamers tested and were shown the trailers of the previously chosen games so they could evaluate their self-identity perception in the graphic and answer if they consider such peruvian representation as important or influential over their purchase intention. The results of this analysis suggest a tendency towards andean worldview and culture, with exceptional cases where games were in the peruvian rainforest or the city of Lima. The user tests found that most users considered playability, as much more important than peruvian representation and, 50% of the users considered that this representation influenced their interest in the releases. Therefore, we can conclude that there’s a non-discriminative stereotype that matches the international perception that the world has of the exclusively andean peruvian. The general user opinions showed an indication that, even if peruvian representation is important to a degree, it isn’t essential and doesn’t compete against the importance of the playability and story of a videogame release. / Trabajo de investigación
125

Slovní zásoba videoher / Vocabulary of videogames

Hanzelková, Eva January 2021 (has links)
This thesis deals with the language of players of video games, especially computer games. The language sample was taken from written as well as spoken sources - magazines, web reviews and Let's Plays - and is limited to action, strategic and RPG games with some overlap with action-adventures. Researched words are mainly keywords of video game players' vocabulary. The goal of this thesis was to describe the language of video game players from several language viewpoints and briefly describe the slang of the players. The first part deals with introducing the researched material, video games as a whole and their history and also the subculture of video game players. The second part analyses the sample in terms of lexical semantics and word formation, describes the extent of adaptation of loanwords, also stabilization of words, neology and the words' affiliation to slang, terminology and common vocabulary. Then the thesis attempts to briefly describe the slang of video game players. Generally, the slang includes a large number of anglicisms and expressions from informatics (in a large part technical terms), while loanwords are adapted to a varying degree. Many expressions in the slang of video game players can also be considered professionalisms given the existence of professional players and...
126

Локализация и перевод видеоигр в языковой паре английский-русский : магистерская диссертация / Localization and translation of videogames in the English-Russian language pair

Некрасов, А. В., Nekrasov, A. V. January 2019 (has links)
В магистерской диссертации предложена классификация основных сфер и трудностей локализации и перевода видеоигр с английского на русский язык. Актуальность темы заключается в необходимости выработки теоретических и практических стандартов по локализации и переводу видеоигр в России ввиду повышения интереса к ним среди российского населения. Объектом исследования является видеоигра как аудиовизуальное произведение. Предметом исследования является процесс локализации видеоигр в языковой паре английский-русский. Методологической основой исследования являются работы А.Эссер и Х. Готтлиеба, а также материалы действующего американского и европейского стандарта по локализации видеоигр, разработанные Международной ассоциацией разработчиков игр (International Game Developers Association). Теоретическая значимость данной работы заключается в том, что в ней была проведена систематизация теоретических знаний по вопросу особенностей видеоигр, видеоигровой локализации и перевода видеоигр, было уточнено соотношение между терминами «перевод» и «локализация» в отношении российской игровой индустрии. Кроме того, была дана расширенная классификация основных областей перевода видеоигры и трудностей, которые может встретить переводчик при осуществлении локализации видеоигры. Данная работа представляет собой практическую значимость для переводчиков, работающих или планирующих начало карьеры в сфере перевода видеоигр и видеоигрового контента, так как в данной работе приводятся основные сложности локализации видеоигры, а также даются советы по их разрешению, поэтому данная работа может использоваться в качестве пособия для осуществления локализации и перевода видеоигр. Основное содержание диссертации раскрывается в главах: «Видеоигры: дихотомия видеоигровой продукции, видеоигра как продукт и как произведение», «Локализация видеоигр, ее разновидности и стандартный процесс», «Стандартные области локализации видеоигр, определение основных трудностей при их переводе и советы по предотвращению переводческих ошибок». В заключение даются выводы, полученные в ходе исследования. Приложение включает в себя глоссарий использованных в работе терминов. / This thesis proposes classification of main spheres and issues of localization and translation of videogames from English into Russian. This topic is relevant due to the fact that videogames grow more popular with Russian audiences, which prompts the need for the development of theoretical and practical standards of localization and translation of videogames. The object of this research is the notion of a videogame as an audiovisual product. The subject of the research is the process of localizing and translating a videogame in the English-Russian language pair. Methodological basis for this research were mainly works of A. Esser and H. Gottlieb and articles from the current European and American videogame localization standard proposed by the International Game Developers Association. This research has theoretical significance due to the fact of it containing systematization of theoretical data on the topic of videogames and videogame localization, as well as clarifying the discrepancies between the terms of “localization” and “translation” in the general Russian theory of translation and in Russian videogame industry. Moreover, this research has practical value for those translators who work or plan to start their careers in the field of videogame localization, as this thesis can be used as a manual for translating videogames. The main content of the thesis is disclosed in the chapters: “Videogames: dichotomy of videogame products, videogames as a product and as an artifact”, “Videogame localization, its types and standard process”, “Standard areas of videogame localization, classification of main issues during translation of a videogame and the ways to solve them”. In conclusion, the research findings are presented. The appendix includes a glossary of frequently used terms in the thesis.
127

Video Game Play and Apparatus

Champlin, Alexander Doran 11 July 2012 (has links)
No description available.
128

A NATION OF GAMERS

Poland, Kristofer P. 28 August 2007 (has links)
No description available.
129

Don't Let the Girls Play: Gender Representation in Videogame Journalism and the Influence of Hegemonic Masculinity, Media Filters, and Message Mediation

Fisher, Howard D. 25 July 2012 (has links)
No description available.
130

Översättning av arkaismer från engelska till tyska i kontexten av TV-spel : En studie om svårigheter och tillvägagångssätt vid översättning av TV-spel som applicerar ett pseudo-arkaiskt språkregister

Myhr Eriksson, Max January 2024 (has links)
Translating archaic properties, used to convey a certain literal style within a language, in such a manner where the effect of feeling temporally distanced is kept intact, is no easy feat. Methods that have been used to achieve such results include, among others, finding cultural equivalents in the target language, paraphrasing, relying on less frequent vocabulary and using more neutral counterparts. The aim of this study is to examine how archaic lexemes, morphology, and syntax, along with stylistic aspects were dealt with in the English-to-German translation of the videogame Dark Souls – an action roleplaying game developed in Japan. To conduct such an analysis, the written dialogue files from the game’s directory were extracted and processed both manually and using R Markdown. The findings of this study have revealed that the archaic properties in the English version of the game are not true archaisms to begin with and are riddled with grammatical errors – so called pseudo-archaisms. Meanwhile, the German translation – due to how the German language developed in contrast to English – does not allow for the same frequency of errors and pseudo-archaisms. In addition, the German version applies archaisms far more than the English version.

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