• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 4
  • 3
  • 1
  • 1
  • Tagged with
  • 27
  • 27
  • 15
  • 9
  • 7
  • 7
  • 5
  • 4
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 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

Att göra (e)sport : om datorspel och sportifiering

Thiborg, Jesper January 2011 (has links)
Competitive computer gaming, under the name e-sport, have become a popular activity inSweden and worldwide. Within the e-sport community the question about the relationbetween the e-sport and sport has been discussed. Despite of this, very few sport scientistshave studied e-sport. The aim of this licentiate thesis is to create an understanding of thephenomenon e-sport. As a theoretical framework the concept of sportification was used. Inthree articles aspects of sportification in e-sport was studied. E-sport as a concept evolvedin the late 1990 and is used by many people and organizations. The reasons why theconcept of e-sport is used are probably manifold. In the thesis three reasons are presented,namely higher legitimacy, social recognition and autonomy. Furthermore, the results showsimilarities between e-sport and contemporary sport. E-sport has, in contrast tocontemporary sports, developed from commerce around computer games to sport, and notonly from spontaneous play. In conclusion, e-sport is e-sport. By that I mean that e-sport issomething that goes beyond contemporary sport. Probably, it is due to the fact that e-sportevolved in a time when industrial society was transformed into an information- andcommunication society.
2

An examination into the ability of cooperative multiplayer computer games as a means to facilitate group cohesion

Davidson, Rick, n/a January 2000 (has links)
From an organisational perspective, the potential benefits of enhancing workplace cohesion are many, amongst which an increase in employee performance would be the most tangible and possibly the most desirable. The primary aim of the present research was to explore the capacity to increase levels of cohesion, and therefore facilitate team building, through the use of cooperative multiplayer computer gaming (CMCG). Study 1, involving 26 male and 23 female university students, required participants to play two, twenty minute, games of the commercially available computer game QUAKE(tm) as teams of 3 or of 4, against an equal number of computer generated artificial intelligence opposition. The interpersonal attraction and task focus facets of Cohesion, as well as Stress and Mood State, were measured using self-report questionnaires at both the pre- and post-test stages of the experiment. Results supported the prediction that exposing individuals to a computer game of a cooperative and interdependent nature would increase self-rated levels of cohesion, on both the interpersonal attraction and task focus sub-scales. Study 2 aimed to expand upon the findings of study 1, increasing the generalisability of the study 1 findings by surveying existing teams engaging in CMCG via the Internet. Those surveyed were individuals who currently played the Team Fortress module of QUAKE�, and who belonged to a Team Fortress Clan - the CMCG equivalent of a social sporting team. Individuals playing QUAKE(tm) via the Internet were found to be as cohesed with their team members as were the laboratory participants after the CMCG intervention. Further, important group dynamic factors evident in Team Fortress Clans, such as success being linked with higher levels of cohesion, were consistent with literary considerations regarding conventional, non-CMCG teams. Additional research exploration is required regarding the utility of CMCG, however, the present research indicates that such an exploration is warranted and should produce positive and practical results.
3

Home-based computer gaming in vestibular rehabilitation: effect on gaze and balance impairment

Reimer, Karen M. 09 September 2013 (has links)
When vestibular sense organs suffer damage functional problems arise such as imbalance and falls as well as difficulty with gaze control, resulting in blurred vision, dizziness and feelings of disorientation. A novel computer-based rehabilitation program has been developed. Using the Gyration TM motion-sense mouse, attached to a headband, to control computer applications and games, the participants were able to interact with targets in computer games through head motion, allowing different gaze exercises to be carried out. Balance exercises can be incorporated simultaneously and progressively into the rehabilitation program. The main findings of this study revealed that using head rotation to interact with computer games coupled with demanding balance conditions resulted in substantial improvements in gaze control, standing balance and walking performance. These observations provide support that a low-cost home computer-gaming rehabilitation program is well suited to train gaze control through active and passive head motion and to concomitantly train standing balance.
4

Home-based computer gaming in vestibular rehabilitation: effect on gaze and balance impairment

Reimer, Karen M. 09 September 2013 (has links)
When vestibular sense organs suffer damage functional problems arise such as imbalance and falls as well as difficulty with gaze control, resulting in blurred vision, dizziness and feelings of disorientation. A novel computer-based rehabilitation program has been developed. Using the Gyration TM motion-sense mouse, attached to a headband, to control computer applications and games, the participants were able to interact with targets in computer games through head motion, allowing different gaze exercises to be carried out. Balance exercises can be incorporated simultaneously and progressively into the rehabilitation program. The main findings of this study revealed that using head rotation to interact with computer games coupled with demanding balance conditions resulted in substantial improvements in gaze control, standing balance and walking performance. These observations provide support that a low-cost home computer-gaming rehabilitation program is well suited to train gaze control through active and passive head motion and to concomitantly train standing balance.
5

Performativity and gameplay: gender, race, and desire amongst a team of League of Legends players

Whitfield, Kirsten/Waker 02 March 2021 (has links)
Computer gaming is an important and growing form of popular media that has many cognitive and social benefits for players. It has also developed a reputation for being a white-male pastime and barring access for people who fall outside of that social grouping. While statistics show that this is increasingly not the case, certain games, particularly those that fall under the category of eSports, do attract largely male player bases. League of Legends is one such game. With Butler's Performativity Theory as a theoretical starting point, a qualitative sociolinguistic study was undertaken into the gendered dynamics of a male-dominated clan of League of Legends players. The data, collected primarily via audio-recordings of player interactions between games, is used as the basis for a sociolinguistic case study that looks at how performativity plays itself out in an environment that is characterised by a strong gender bias. With a focus on a Coloured female gamer in a League of Legends team, this paper explores the ways in which she and her teammates construct their own genders within this particular sociolinguistic context. The relationship between identity and desire, which has been a point of debate in sociolinguistics, is discussed in the context of the clan's interactions. Here I focus on the debate between Cameron and Kulick on the one hand and Bucholtz and Hall on the other. The paper looks into ways in which desire and identity interact with each other during sociolinguistic interaction. Moreover, issues around the construction of gender, race and sexuality are central to the study. The paper uses the data collected to look into the ways that social identities are collaboratively constructed, and contested. The discussion shows that while the team members replicate the gender binary, they do so by simultaneously reifying and challenging gendered norms. The study provides a compelling look into the ways in which gender identities are played with in interaction, and sheds some light on the fluidity of performative identity while simultaneously sketching out the ways that such performance is limited by its environment.
6

THE EFFECT OF DYNAMIC RIM LIGHTING ON USERS VISUAL ATTENTION IN THE VIRTUAL ENVIRONMENT

Siqi Guo (15341794) 24 April 2023 (has links)
<p>We conducted a study in the virtual environment to explore the influence of three types of lighting (dynamic rim lighting vs. static rim lighting vs. no rim lighting) on users’ visual attention, and the lighting’s potential effects on the users’ preference/choice-making. We recruited 40 participants to complete a virtual grocery shopping task in the experiments, and after the experiment, the participants were given a survey to self-report their experience. We found that (1) the users do not prefer to collect virtual objects with dynamic rim lighting than virtual objects with static rim lighting; (2) the users do not prefer to collect virtual objects with rim lighting than virtual objects without lighting; (3) if the virtual object has a warm-colored texture, it’s more likely to be chosen when it has dynamic rim lighting compared with static rim lighting or no rim lighting; and (4) properties of the dominant color on the texture of a virtual object, such as the B value is a good predictor in predicting if the user tends to choose the object with rim lighting or without rim lighting, while R, B and Lightness values are plausible in predicting if the user tends to choose the virtual objects with dynamic rim lighting or static rim lighting. </p>
7

<b>DESIGN, IMPLEMENTATION, AND ASSESSMENT OF A SOFTWARE TOOL KIT TO FACILITATE EXPERIMENTAL RESEARCH IN SOCIAL PSYCHOLOGY</b>

Rushali Shinde (18429597) 24 April 2024 (has links)
<p dir="ltr">This paper introduces a comprehensive Software Toolkit designed to facilitate the design, implementation, and assessment of experimental research within the field of social psychology. The toolkit includes a python tool integrated with Unreal Engine to run simulations using virtual reality. This tool allows Students and Psychologists to conduct experiments for learning purposes by helping them to create real-life like simulations in different environments. Following a series of experiments, we have determined that the tool performs effectively. With the potential for further updates and enhancements, we believe that the tool holds promise for utilization in social psychology experiments.</p>
8

The relationship between computer gaming hours and depression or social phobia in adults. An international online survey.

Tobias, Radeke January 2016 (has links)
Background: In the past decades, there was a worldwide increase in people playing video games. Researchers have started to conduct studies and identified positive and negative associations with video gaming. Comparable studies have been done.   Aim: The aim is to analyse, if there is an association between the average hours an adult participant has played computer games per day and depression or social phobia.   Methods: Data from 4,936 adults who voluntarily participated in an online survey which was posted in the forum ‘www.reddit.com’ has been analysed. The survey included two verified Scales (CES-D and SPIN). Multiple linear regression was applied to test for significance respectively for each sex and after adjusting for other variables.   Results: More than 56% of the participants were above the suggested cut-off scores of the CES-D Scale and more than 44% of the SPIN Scale. Positive associations were found between ‘Computer Gaming Hours’ and the outcomes ‘Depression’ and ‘Social Phobia’ in the total population. After stratifying for gender, no associations were found in all groups in the variable ‘Gender’ towards the outcome ‘Depression’. However, a positive association was found towards the outcome ‘Social Phobia’ for ‘males’ and ‘females’.   Conclusions: The findings are not generalizable. Researcher need to investigate the differences between the results of this study compared to other studies, as well as the high prevalence of depression and social phobia among the participants. Additionally, more studies need to investigate, if having a depression or social phobia can lead to increased video gaming hours.
9

Internationalisation of Swedish computer gaming companies : The role of knowledge in a digital era

Jakobsson, Elin, Döring, Fredrik January 2016 (has links)
Title: Internationalisation of Swedish computer gaming companies - The role of knowledge in a digital era Authors: Elin Jakobsson &amp; Fredrik Döring Supervisor: Cecilia Pahlberg Research question: How do Swedish computer gaming companies internationalise in regards to pursuit and absorption of knowledge? Purpose: The aim is to investigate how computer gaming companies find, internalise and use knowledge leading to internationalisation. This in turn will further be explained by embracing the role of digitisation for the above mentioned processes. This will enrich the field of study about international business where little research has been conducted by putting focus on the expansive industry and its digital product. At the same time the practical viewpoint is to highlight how these companies work around knowledge to become international. Method: An exploratory, qualitative research approach was undertaken. Semi-structured interviews were conducted to gain an in-depth understanding of how Swedish computer gaming companies internationalise with special focus on absorptive capacity. A conceptual framework forms the basis for analysis consisting of internationalisation theory, absorptive capacity and digitisation. Conclusions: The findings show that Swedish computer gaming companies internationalise in a reversed order. They do not act according to the Uppsala model, rather they chose what market to focus on after a game is released due to the digitised environment in this industry. This highly competitive and knowledge intensive industry requires game developers to find specific niches in which they can gain a competitive advantage.
10

A Study of an ADHD Experience Video Game's Effect on Users' Attention

Jessica R. Balfe (5930531) 10 June 2019 (has links)
<div>Although some literature suggests that video games improve attention skills within the game-play, this study addressed translating this effect on attention in the real world. Research has shown video games can help people focus. Yet, there is lack of evidence displaying whether video games improve or diminish attention skills. The video game “The Inattentive Mind”, a game created for this study, used a method of overstimulation in the form of user interfaces, sound, and environmental interaction to try and help participants to empathize or improve their attention skills outside of the game. Using an experimental design of pre-test, video game intervention, and post-test, results were expected to show improved attention skills. These results did not show conclusive evidence of significant changes in attention skills. However, the results did show an increase in ADHD understanding.<br></div>

Page generated in 0.0621 seconds