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Measuring Morality: Moral Frameworks in VideogamesWhittle, John C. 2010 May 1900 (has links)
The video game is, as we know, one of the most popular and quickly growing mediums in the United States and the world in whole. Because of its success, the video game industry has been able to use their resources to advance technology of many kinds. Two very important technologies which have been advanced by the game industry are artificial intelligence and graphic design. With advances in the videogame industry constantly increasing the realism of gaming, those who game are finding themselves rapidly transported into new worlds. The Combination of the elements of narrative transportation, character identification, a videogames ability to enable mediated experience create a situation in which players may be able to rapidly learn very complex concepts. This project begins with a classification of videogame moral systems, both on a theoretical and logistic level. Given this understanding of how videogames themselves define moral involvement, the project then seeks to answer how the players understand their own moral involvement in the game by directly involving player/participants in the conversation. The data produced strongly suggests that videogames have great potential to teach even the most complex concepts of right and wrong to players.
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Measuring Morality: Moral Frameworks in VideogamesWhittle, John C. 2010 May 1900 (has links)
The video game is, as we know, one of the most popular and quickly growing mediums in the United States and the world in whole. Because of its success, the video game industry has been able to use their resources to advance technology of many kinds. Two very important technologies which have been advanced by the game industry are artificial intelligence and graphic design. With advances in the videogame industry constantly increasing the realism of gaming, those who game are finding themselves rapidly transported into new worlds. The Combination of the elements of narrative transportation, character identification, a videogames ability to enable mediated experience create a situation in which players may be able to rapidly learn very complex concepts. This project begins with a classification of videogame moral systems, both on a theoretical and logistic level. Given this understanding of how videogames themselves define moral involvement, the project then seeks to answer how the players understand their own moral involvement in the game by directly involving player/participants in the conversation. The data produced strongly suggests that videogames have great potential to teach even the most complex concepts of right and wrong to players.
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You Are What You Read: The Relationship between Experience-Taking andPerformanceSmith, Stephanie M. 24 September 2014 (has links)
No description available.
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Player-Character Congruity and Immersive Experiences: Impact on Loyalty in GamingJordan, Mary Margaret January 2018 (has links)
Brand loyalty in a gaming context takes many forms, including conscious selection of brand, intention of game continuation, positive word of mouth, recommendation, or even active recruitment. As games can be played multiple times, player loyalty is essential to fostering an on-going relationship between brand and consumer. This study focuses on the theory of self-congruity, the congruence between one’s self-concept and one’s perception of a brand’s personality, and its impact on brand loyalty in the gaming industry, a market that has grown exponentially in recent years. Through 31 in-depth interviews, the initial qualitative research explores self-congruity (actual, ideal, social, and ideal social) and its relationship to the gaming environment and how that impacts brand loyalty. The findings of the first study demonstrated: 1. congruity between the player and game character, rather than the game itself, 2. the deeply personal approach to character design, and 3. the feeling of immersion in the game’s narrative. Based on the initial study findings, the second study was developed to incorporate flow theory that describes the nature of feeling fully immersed within the game. A conceptual model was created to integrate self-congruity and flow theories and their impact on brand loyalty. The model was then tested through 512 respondents of a self-reported survey. Results supported prior researchers’ findings, such as the relationships between player-character identification and flow as well as flow and loyalty. Yet, we found that ideal congruity may be a stronger indicator of loyalty as mediated through flow, while actual congruity may in fact inhibit the relationship. The results of this research provide a theoretical contribution by adding self-congruity theory to the flow and loyalty body of knowledge in the gaming space. Furthermore, the self-congruity measurement model provides an alternative measurement method to the previous player-character identification model. From a managerial perspective, the study results support an approach to game design that encourages character design suited to players’ ideal selves rather than mimicking their actual, “real world” selves. / Business Administration/Marketing
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Suspenseful Narratives and Transportation; Explorations of Individual Difference Factors and Transportation as Predictors of Story-Consistent AttitudesPrice, Rikki Alger 17 May 2017 (has links)
No description available.
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Tsheka Tsheko ya Dikanegelokopana ka S.N. Nkadimeng (Sepedi)Thobakgale, Raphehli Michael 29 October 2012 (has links)
In this dissertation, the art of the short story as practised by S.N. Nkadimeng (Mmantshaotlogele) is investigated in accordance with the narratological descriptive model. According to this approach the literary work is divided into three levels, namely, content level, plot level and style level. The level of style, however, is not discussed in detail in this dissertation. In this study, Nkadimeng's art is placed within the framework of a brief discussion of the Northem Sotho short story as an art form. Furthermore, the aim of this investigation is formulated. Thereafter the relevant concepts which are discussed in this dissertation are also illustrated. In the second, third and fourth chapters attention is paid mainly to the analysis of a single short story, that is 0 nyalwa lenyalo mang .. . ; however, the other short stories in this collection, among others Nna nka se je dipute and Thapelo ya pula are referred to as examples. In the last chapter, Nkadimeng's work, particularly with regard to his ironic stories, is compared to Mpepele's and Matsepe's work. Nkadimeng writes with compassion about his people; his irony is delicate and mocking without venom, which differs from that of Matsepe and Mpepele. Whereas Matsepe mocks important figures in the society, such as leaders, kings, the rich and so forth, Nkadimeng's and Mpepele's mocking is aimed at the weaknesses of the ordinary people. / Dissertation (MA)--University of Pretoria, 2012. / Philosophy / unrestricted
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Don't Be a Zombie: Bringing Persuasion to Life through Fictional NarrativesWeed, Amanda J. January 2013 (has links)
No description available.
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