• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 8
  • 6
  • Tagged with
  • 16
  • 16
  • 7
  • 6
  • 5
  • 5
  • 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

Final Fantasy X and Video Game Narrative: Re-Imagining the Quest Story

Host, Mark Ivan 28 May 2009 (has links)
No description available.
2

”Did you go in my house?” - Spelarstyrd analeps i Final Fantasy VII

Sjögren, Mats January 2003 (has links)
No description available.
3

HERO MYTHS IN JAPANESE ROLE-PLAYING GAMES

Blasingim, Kerry G. 08 June 2006 (has links)
No description available.
4

Casting glamour : En fenomenologisk studie om HBTQ-personers uttryck av sexualitet och kön i Final Fantasy XIV / Casting glamour : A phenomenological study about LGBT individual’s expression of sexuality and gender in Final Fantasy XIV

Andersson, Jacob, Kägu, David January 2018 (has links)
Onlinespel tillåter spelare över hela världen att interagera med varandra på nya sätt i virtuella världar. Genom att skapa visuella representationer av sig själva kan spelarna nu kommunicera och uttrycka sig bortom den fysiska världens gränser. I denna fenomenologiska studie undersöker vi hur och om HBTQ-personer upplever sig ha möjligheten att uttrycka sexualitet och könsidentitet i online rollspelet Final Fantasy XIV samt om detta påverkas av spelets gemenskap. Med kvalitativa metoder intervjuades spelare från Final Fantasy XIV för att fånga denna upplevelse och med en queerteoretisk lins titta kritiskt på normerna i spelet. Dessa upplevelser analyserades även ur ett dramaturgiskt perspektiv och ett fokus på identitetsteorier. Resultatet från denna studie antyder att spelaren trots begränsningar finner nya och kreativa sätt att uttrycka sexualitet och kön i spelvärlden. Spelarna gör detta genom att konstruera alternativa identiteter och uppträda med sina avatarer på scenen som är den virtuella världen. Gemenskapen är en stor del av detta då den accepterande atmosfären upplevs uppmuntra till öppenhet. / Online games allow players all over the world to interact with each other in new ways in virtual worlds. Through the creation of visual representations of the players they can communicate and express themselves beyond the limits of the physical world. In this phenomenological study we investigate how and if LGBT individuals experience that they can express sexuality and gender identity in the online roleplaying game Final Fantasy XIV and if the game community affects this experience. With qualitative methods players of Final Fantasy XIV were interviewed to capture this experience and through a queer theoretical lens critically examine the norms of the game. These experiences were also analysed from a dramaturgical perspective and a focus on identity theories. The results suggest that the player, despite restrictions, find new and creative ways of expressing their sexuality and gender in the game world. The players do this by constructing alternative identities and perform with their avatars on the stage that is the virtual world. The community is a major part of this as the accepting atmosphere is perceived to encourage openness.
5

Using Research Driven Design to Reimagine Systems of Gender in Final Fantasy XIV

Bunyea, Leo Ryan 18 May 2020 (has links)
This study explores gender modeling specifically in avatar creation tools through the MMORPG Final Fantasy XIV. The design of systems is often limited by the experiences of those who build them. In the video game industry; this means that systems are often designed by white, cisgender, heterosexual men. This demographic does not represent the wealth of people who play games and are subjected to these systems. The needs of marginalized communities, especially queer communities, in terms of affordances and representation tend to be overlooked or forgotten. This issue is apparent in avatar creation tools which define the types of bodies and identities that are allowable in the world of the game. Using Brenda Laurel’s research driven design tactics, modifications to Final Fantasy XIV’s current system were realized through a paper prototype and constant input from a group of self-identifying queer players. Both the feedback from these queer players and the modifications made to the prototype were condensed into a series of suggestions for the creators of these tools. Ultimately, I discovered that there are three key features which vastly improve the affordances of character creators for queer players; the inclusion of pronoun identification, the identification of gender identity, and the separation of both of these options from the character’s physical appearance. Designers who implement these findings in their work will contribute to creating environments that support queer identities.
6

The Practice and Evolution of Video Game Translation: Expanding the Definition of Translation

Bushouse, Elizabeth 17 July 2015 (has links)
This paper looks at the practice and history of video game translation, with the goal of expanding the definition of translation. Video game translation is a complex process that incorporates a number of aspects from other types of translation, such as literary, audiovisual, and software translation, to form a dynamic whole. As a new medium, video games also present their own challenges to translation in the form of interactivity, technology, non-textual and extra-textual elements, audience involvement, and new business practices. Even though video games are a relatively new medium, the practice of translating them has undergone drastic transformations over the years. A case study of the various official translations of Final Fantasy IV provides a brief overview of this development to help the reader get a complete understanding of the video game translation process. The paper concludes by arguing that the different sign systems present in video games are integral to the player’s understanding of the game, and should be considered as aspects that can be translated. Parallels are also drawn between the translation process and the medium of the video game, to show that different approaches to translation can provide the audience with a more holistic view of a work.
7

New Retro: An Exploration of Modern Video Games With A Retro Aesthetic

Thomas, Bryant David 03 May 2017 (has links)
No description available.
8

Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande

Harrison, Nikko, Lundmark, Sofia January 2003 (has links)
<p>This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women’s relationship to computer games, and more specifically women’s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI. The theories and previous research we have taken in consideration discuss topics like computer usage, gender studies, identity, identification, cyborg theory, subculture, fanculture and narration. This essay has shown that the two computer games contain multiple gender related and theory relevant connotations. The aspects of the games the informants consider important in the identification process mainly consist of game related communion and the interaction with other players. Both informants have presented several views on what they find important in the process of identification and what they chose to discard. </p>
9

Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande

Harrison, Nikko, Lundmark, Sofia January 2003 (has links)
This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women’s relationship to computer games, and more specifically women’s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI. The theories and previous research we have taken in consideration discuss topics like computer usage, gender studies, identity, identification, cyborg theory, subculture, fanculture and narration. This essay has shown that the two computer games contain multiple gender related and theory relevant connotations. The aspects of the games the informants consider important in the identification process mainly consist of game related communion and the interaction with other players. Both informants have presented several views on what they find important in the process of identification and what they chose to discard.
10

Flickigt och oseriöst eller sexistiskt? : En retorisk analys av Final Fantasy X-2

Brandt, Zippy January 2013 (has links)
No description available.

Page generated in 0.0679 seconds