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A methodology for the design of educational computer adventure games /Moser, Robert B. January 2000 (has links)
Thesis (Ph. D.)--University of New South Wales, 2000. / Also available online.
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Analysis of training protocols for challenge course instructorsNovak, Jeremy D. January 1999 (has links) (PDF)
Thesis (M.S.)--University of Wisconsin -- La Crosse, 1999. / Digitized and made available by the University of Wisconsin--La Crosse, Murphy Library. Includes bibliographical references. Online version of print edition.
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A methodology for the design of educational computer adventure gamesMoser, Robert B., Computer Science & Engineering, Faculty of Engineering, UNSW January 2000 (has links)
This work undertakes a systematic study of various elements from differing fields which apply to the construction of computer-aided instructional systems. Drawing upon these works, the potential for instruction in computer adventure games is recognised, and previous work in the area analysed with respect to the theoretical findings. Based both on this theory and the germane advice of practicing game designers, a methodology for the design of educational computer adventure games is laid out in detail. The method described is then used to construct a sample game with basic programming skills as the pedagogical content, and this sample game is tested and the results examined. An informed approach to the design of computer-assisted instruction must begin with an understanding of how people acquire and store new information or skills. Cognitive psychology provides a number of conflicting models of the human information processing system, but these differing theories have a common basis which can be exploited in an attempt to make material more accessible. Instructional design describes a methodology for the analysis of pedagogical goals and demonstrates methods of learning support which can and should be incorporated into the new setting. In this field also is a judgement of different media, including computers, and their ability to provide the necessary elements of learning. By understanding the strengths and weaknesses of the medium the limits of what is possible within it can be catered to, and its failings augmented with supplemental materials. Both educational psychology and instructional design indicate benefits to learning from a correctly motivated learner, and the theory of engagement is therefore also scrutinised for elements helpful to the educational designer. The convergence of the knowledge gleaned from these various fields leads to one possible match to the desired criteria for computer-mediated instruction; the computerised fantasy adventure game. This being the case, other work in the field is examined for relevance, and it is found that a detailed methodology for the construction of such games does not exist. Existing material is combined with the aforementioned theoretical work and a survey of what is known about practical game design to create such a framework. It is proposed that through its use the systematic inclusion of educational content in an engaging environment will be facilitated. The hypothesis is examined, and an action research approach found to be called for. As such, the proposed methodology is used to create a sample game, and the process of its design used to inform the proposed methodology. The final form is described in detail, and the process of its application to the sample game elucidated. A prototype of the game is used with a number of test subjects to evaluate the game?s level of success at both engagement and the imparting of content material.
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Ανάπτυξη και αξιολόγηση ενός διαδραστικού ηλεκτρονικού παιχνιδιού με αφηγηματικό περιεχόμενοΚούτρας, Θεόδωρος 18 June 2014 (has links)
Στόχος της εργασίας ήταν η ανάπτυξη και αξιολόγηση ενός διαδραστικού
ηλεκτρονικού παιχνιδιού με αφηγηματικό περιεχόμενο. Για την μελέτη αυτή, αναπτύχθηκε ένα ηλεκτρονικό παιχνίδι περιπέτειας Point And Click
τρίτου προσώπου σε γραφικό περιβάλλον (Third Person Point And Click Graphic Adventure
Game), το οποίο υποστηρίζει την χρήση του από έναν παίκτη. Το παιχνίδι αυτό ανήκει σε ένα
κλασσικό είδος παιχνιδιών που γνώρισαν μεγάλη άνθιση σε μία περίοδο από τα τέλη της δεκαετίας
του 1980, μέχρι και τις αρχές της δεκαετίας του 2000, στα οποία ο παίκτης καλείται να λύσει
γρίφους διαφόρων ειδών με στόχο την εξέλιξη της ιστορίας του παιχνιδιού. Το παιχνίδι που
αναπτύχθηκε χρησιμοποιεί σαν βασικά στοιχεία την εξερεύνηση, την συλλογή στοιχείων και
αντικειμένων από το περιβάλλον και τη συνομιλία με χαρακτήρες του παιχνιδιού με στόχο την
επίλυση των γρίφων και τη συνέχιση της ιστορίας του παιχνιδιού.
Η ανάπτυξη της εφαρμογής συνετελέσθη σειριακά ξεκινώντας με την συγγραφή της
ιστορίας και ύστερα του σεναρίου του παιχνιδιού, πάνω στα οποία δημιουργήθηκαν οι γρίφοι.
Ακολούθως άρχισε ο σχεδιασμός του παιχνιδιού ακολουθώντας ένα επαναληπτικό μοντέλο το
οποίο περιελάμβανε τον προγραμματισμό, τη δημιουργία του καλλιτεχνικού κομματιού και τον
επανασχεδιασμό διαφόρων σταδίων ανάπτυξης βασιζόμενοι μεταξύ άλλων και σε τεχνικές και
μεθόδους αξιολόγησης. Η υλοποίηση πραγματοποιήθηκε για προσωπικού υπολογιστές με λειτουργικό σύστημα
Windows της Microsoft, OS X της Apple και Linux. / The goal of the thesis was the development and evaluation of an interactive video game with narrative content.
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The tribulations of adventure games integrating story into simulation through performance/Fernandez Vara, Clara. January 2009 (has links)
Thesis (Ph.D)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010. / Committee Chair: Murray, Janet H.; Committee Member: Bolter, Jay; Committee Member: Montfort, Nick; Committee Member: Nitsche, Michael; Committee Member: Pearce, Celia. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Interactive fiction : the computer storygame adventure /Buckles, Mary Ann, January 1985 (has links)
Thesis (Ph. D.)--University of California, San Diego, 1985. / Vita. Includes bibliographical references (leaves 191-200).
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Σχεδιασμός, ανάπτυξη και αξιολόγηση ενός εκπαιδευτικού παιχνιδιού περιπέτειας για φορητές συσκευέςΧατζημηνάς, Νικόλαος 25 January 2010 (has links)
Στόχος της εργασίας είναι ο σχεδιασμός, η ανάπτυξη κι η αξιολόγηση ενός πρωτότυπου εκπαιδευτικού παιχνιδιού περιπέτειας για κινητές συσκευές. / Objective of this project is the designing, the development and the evaluation of an educational adventure game for mobile devices.
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ENTER THE LABYRINTH: A VR PROCEDURAL PSYCHOLOGICAL NIGHTMAREUnknown Date (has links)
This thesis explores the history of virtual reality and how the medium can help make psychological horror adventure games become a more immersive experience. Project Labyrinth takes inspiration from psychological horror adventure games, Greek mythology, and experimental music to immerse the player in a VR dream/nightmare.
Appealing to the senses of sight and sound, the moody visual effects and haunting music, along with the use of procedural generation, create an eerie atmosphere in which the player must explore and problem-solve in order to find their way through the labyrinthine game. The environment changes and evolves as the game is replayed, creating a dream or nightmare-like setting, stirring the sensation of déjà vu. The game was developed in VR using the Oculus Quest, a device that allows the player to freely move about without being tethered to a computer. The Quest’s ability to use hand, body, and room tracking significantly improves an already immersive experience. / Includes bibliography. / Thesis (M.F.A.)--Florida Atlantic University, 2020. / FAU Electronic Theses and Dissertations Collection
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The tribulations of adventure games: integrating story into simulation through performanceFernandez Vara, Clara 13 November 2009 (has links)
This dissertation aims at positioning adventure games in game studies, by describing their formal aspects and how they have integrated game design with stories. The adventure game genre includes text adventures (also known as interactive fiction), graphical text adventures, and graphic adventures, also referred to as point-and-click adventure games. Adventure games have been the first videogames to evidence the difficulty of reconciling games and stories, an already controversial topic in game studies.
An adventure game is a simulation, the intersection between the rule system of the game and its fictional world. The simulation becomes a performance space for the player. The simulation establishes how the player can interact with the world of the game. The simulated world integrates a series of concatenated puzzles, which structure the performance of the player. Solving the puzzles thus means advancing in the story of the game.
The integration of the story with the simulation is done through the performance of the player. The game design establishes a specific set of actions necessary to complete both the game and the story, and this set of actions constitutes a behavior that must be restored through performance. The player can also explore the world and its workings, which is necessary to solve the puzzles. By solving the puzzles, the player restores this pre-set behavior.
The simulation in adventure games may not be evident because of a historical shift in the level of abstraction, which determines how the world is implemented in the game mechanics. Adventure games have increasingly curbed the agency of the player in the world, in order to facilitate completing the story of the game. This move to a less fine-grained interaction has affected different aspects of game design, from reducing the number of possible actions to limiting the interactivity of non-player characters.
The dissertation discusses how adventure games have integrated story with the performance in the simulated world of the game. This integration is further evidenced by how they apply to the four basic elements that bridge story and game design: space, player character, non-player character and time. The qualities of these elements help us understand how the player performs in the simulation, and how that performance is designed.
Analyzing the properties of the simulation in adventure games helps draw comparisons with other videogame genres. The rich history of adventure games can inform the game design of other videogames, particularly in relation to the creation of fictional worlds, strategies to script the interactor, and design of non-player characters.
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Observed interaction between students using computersRogers, Elise, n/a January 1995 (has links)
This study was conducted to see what cognitive and social skills and strategies were
employed by pairs of students as they used a computer adventure game. The games
used in the study were "Where in the World is Carmen Sandiego?" (Broderbund)
and "Dinosaur Discovery" (Jacaranda) One male and one female pair of year five
students were assigned to each game.
Grounded Theory was selected as the methodology as it enabled categorization of
the skills and strategies to emerge from the data without locking the researcher into
previously identified categories.
It was found in this study, and supported in other research, that what occurs between
the students during a session with the computer depends on the nature of the task,
the students involved, the type and amount of training provided and the classroom
conditions under which the activity is conducted.
The implications from the study are: that under most circumstances it is desireable
for students to work in pairs with a computer to enable interaction to occur, students
may require some training in the cognitive skills necessary for the software being
used, training students to work cooperatively before placing them in groups is
important; and integrating the computer into the classroom environment may
encourage the use of other desired skills and strategies.
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