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Aplicação do persona card game em design de jogos não eletrônicos e estamparia de camisetasTeofilo Alves, Vânia 31 January 2011 (has links)
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Previous issue date: 2011 / Este trabalho teve como propósito específico testar o uso da metodologia Persona Card Game (PCG) fora do escopo para o qual foi desenvolvida inicialmente concepção de jogos digitais, como foi demonstrada nos experimentos iniciais do uso do PCG por Oliveira (2009), Malcher (2009) e Figueiredo Neto (2010). Partindo dos bons resultados demonstrados nessas pesquisas, foi traçada a meta para este de testar o PCG em outras áreas do design.
Como primeiro passo, foi feita uma revisão tanto das metodologias de design quanto dos ramos do design para somente após escolher o design gráfico como segmento a ser testado com o PCG. Ainda nesta etapa, foi tomada a decisão de utilizar um meio-termo antes de testar o PCG com design gráfico. Este meio termo foi o design de jogos de tabuleiro que, embora teoricamente esteja dentro da área de design de jogos, apresenta peculiaridades semelhantes às do design gráfico.
Com os bons resultados em design de jogos de tabuleiro, foi feito o experimento com design gráfico de estampas de camiseta. O que se pode perceber nos resultados de todos esses experimentos é que o PCG aparentemente pode ser utilizado em outras áreas do design sem perder suas características e propriedades. Todavia, a metodologia necessita ainda de mais testes tanto na parte acadêmica quanto de uma utilização contínua e prolongada na indústria para sedimentar-se em definitivo
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Designing Cards as a Polymorphic Resource for Online Free to Play Trading Card GamesJonsson, Jerry, Tonegran, Lina January 2013 (has links)
Seasoned players of free to play trading card games or players that invest large amount of money in digital or physical trading card games, end up having superfluous cards that hold no value to them. The purpose of this thesis is to create designs that would counter this problem. We analysed a selection of popular games on the market to get a better understanding about the depth of the problem and existing designs and mechanics to counter said problem. With the knowledge gained from the research, we intended design several systems that would give cards a polymorphic value. To validate those designs we decided to conduct qualitative interviews with highly experienced players of the genre. We discovered from our research and interviews that the problem with superfluous cards was larger than we had anticipated, and few games had taken steps to counter the problem. The systems we designed gave cards a polymorphic value, and the designs were proven successful through our validation. Our research and interviews suggest that by implementing polymorphic attributes to cards it could lessen or even remove the problem of superfluous cards, and at the same time increase the sales figures on booster packs. / <p>Jerry Jonsson går speldesign och programmering och Lina Tonegran går speldesign och grafik.</p>
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Essays on biased self imagePark, Young Joon, January 2009 (has links)
Thesis (Ph. D.)--University of California, San Diego, 2009. / Title from first page of PDF file (viewed November 17, 2009). Available via ProQuest Digital Dissertations. Vita. Includes bibliographical references.
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Serious gaming as a tool to describe a user-centred design processKiunsi, Domina January 2018 (has links)
The design of software products or services with good user experience (UX) requires a good understanding of the people the product is intended for. One of the design processes that places emphasis on the needs of the people is the user-centered design process. This study creates a serious game as a tool to learn the user-centered design process in order to create awareness of user-centered design practices among UX and non-UX practitioners. To accomplish this, design science research methodology is adopted to allow creation of the game by describing the problem, defining the game requirements, designing and developing the game and finally demonstrating and evaluating it. The evaluation of the game was conducted in three main areas, one to assess the content of the game, the second to assess the functionality of the game and the third to assess the learning potential of the game. Based on the results of the evaluation conducted it is revealed that the content presented is adequate and the participants are able gain concepts about the user-centered design activities, the roles involved in such a process and the various UX techniques employed.
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Designing Asteios hospital : Exploring the limits of a humoristic card gameGustafsson, Jesper January 2024 (has links)
This paper aims to explore the limits of play using Goffman's frame theory when creating a humoristic card game set in a hospital. Multiple playtests were conducted with students at the University of Skövde and Hospital personnel. The results show that the game did not break the boundaries on the limits of play in the sense of being too insensitive, éven when sensitive subjectmatter was touched upon in the game's objectives. The game instead seemed to entertain the participants. Further research would need to be conducted on larger target groups for a more concrete conclusion.
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Karetní hry pro 5-6leté děti v rozvoji předmatematické gramotnosti / Card-games for the 5-6 years old children in developement of pre-mathematics literacyKidery, Barbara January 2015 (has links)
TITLE: Card-games for the 5-6 years old children in developement of pre-mathematics literacy AUTHOR: Barbara Kidery DEPARTMENT: Mathematics & Mathematical Education Department SUPERVISOR: PhDr. Michaela Kaslová ABSTRACT: Diploma thesis investigates whether are preschoolers able to play selected card games, within which develope and deepen the skills, that are part of pre-mathematics literacy. The theoretical part is focused on the areas of child development that may affect and limit the children playing card games. Further clarifies the status of card games in various game categorization, introduces kinds of cards, card games and how to proceed in games with rules. The practical part presents ten card games played with 5-6 years old children, a detailed analysis of their rules, organization of the various games, analysis of video documentation acquired during games and methodological notes for the practice. KEYWORDS: pre-mathematics literacy, development of preschool child abilities, game with rules, card game
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DESIGN GUIDELINES FOR MAKING NARRATIVELY SYMBOLIC GAME MECHANICS : Literary Analysis of How the Yu-Gi-Oh Trading Card Game Visualises the Arthurian Legend With Game MechanicsMillqvist, Lydia January 2022 (has links)
The relationship between narrative and game mechanics has been researched under terms such as ludonarrative dissonance, ludonarrative resonance and narrative mechanics. Yu-Gi-Oh! is a Trading Card Game which contains game mechanics that symbolically represents sections of the Arthurian legend. In this thesis the mechanics of specific Yu-Gi-Oh! cards were compared to the Arthurian legend. From this analysis were design guidelines derived, on how to represent a narrative with game mechanics. Game objects can be referenced by listing associated cards. The name of a mechanic can help in symbolically tell a narrative. The exclusion of a mechanic can also represent something. The conditions for a mechanic to be available is an area where narrative can be implemented. If a narrative mechanic is surrounded by many other mechanics, the symbolism can be “drowned out”. There is a balance between effective symbolism and a good game mechanic.
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Laberinto / LaberintoSkopalová, Eva January 2016 (has links)
Laberinto is a type of book-form game, invented by Andrea Ghisi, and first printed in 1607. A second version was printed in 1616 and includes all the characters of the so-called tarocchi of Mantegna, with the addition of a new series of ten cards (following the logic of composition of the tarocchi). Another two versions of Laberinto (printed in 1607 and 1610) contain none of the Mantegna tarocchi characters. The rules of the game are based on the art of mathematical combinations. The aim of the game is to move through a visual labyrinth and discover which figure the opponent has in mind. The focus of this work will be on the 1616 version; my intention is to describe the problematic of the repetition of the original game concept a century and a half later, examining the conditions under which players used the allegorical field of the so-called Mantegna Tarocchi, and under which the cosmological meaning was secularized and the new series of ten cards added.
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Rozšířená realita pro deskovou karetní hru / Augmented Reality for Desk Board GameRichter, Jiří January 2018 (has links)
Cílem této práce je vytvořit systém, který bude vylepšovat zážitek z hraní deskových a především karetních her, promítáním relevantních multimediálních informací do herního prostoru. V první části jsou popsány přínosy deskových a karetních her. Dále jsou představeny principy rozšířené reality a jejich použití při návrhu takového systému. Navržený systém je rozdělen na tři moduly. Prvním z nich je modul, který analyzuje stav hry na stole v reálném světe --- poskytuje informace o aktivitě hráčů a jaké typy herních objektů se vyskytují na stole. Druhým je modul, který se stará o řízení celého systému, poskytuje uživatelské rozhraní pro kalibraci systému a implementuje stavový prostor hry, pro kterou je systém určen. Třetím je modul, který poskytuje výstup systému --- vytváří multimediální obsah, který je po-té promítnut na stůl, a je relevantní k aktuálnímu stavu hry. Na závěr je navržený systém implementován pro karetní hru Bang, otestována jeho schopnost udržovat krok se stavem hry v reálném světě a provedeno testování na uživatelích.
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