• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 6
  • 1
  • 1
  • 1
  • Tagged with
  • 13
  • 13
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 1
  • 1
  • 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.
11

How we play : A qualitative approach to casual games, players and engagement / Hur vi spelar : Ett kvalitativt förhållningssätt till vardagsspel, spelare och engagemang

Brag, Gina, Davidiadis, Ioanna January 2023 (has links)
This study examines engagement regarding casual mobile games. It does so by studying elements of user experience and user interface and how these elements either facilitate or discourage engagement. Self-Determination Theory, flow state and absorption act as the theoretical framework in conjunction with the Game Engagement Questionnaire developed by Brockmyer et al. (2009). The theoretical framework is the base upon which the data collection model was developed as well as how the collected data was analyzed. The results suggest that elements with a negative impact on UI and UX negatively affect player engagement. The data implies that usability, autonomy, skill-level balance are all related to the players ability to enter a flow state, in which the player engagement is high. The results also suggest that fiction is an important factor to the player, as the participants displayed dissatisfaction with the games that contained (to them) unappealing fiction.
12

Karaktärsdrag i virtuella lärmiljöer för att stödja kunskapsbildning

Nilsson Friberg, Jonathan, Segerström, Erik January 2020 (has links)
Denna studie är ämnad att undersöka hur framställningen av VR-teknologi påverkar lärande och leder till nya möjligheter för att motivera lärande genom frågeställningen: Vilka karaktärsdrag i virtuella lärmiljöer kan stödja individer att uppnå ett tillstånd av flow? Tidigare forskning har undersökt hur ett tillstånd av flow kan stödja individers lärande och hur utformningen av virtuella miljöer kan stödja lärande. I studien användes en kvalitativ forskningsansats med hjälp av observationer och semistrukturerade intervjuer. Studiens deltagare fick uppgifter att genomföra i VR-spelet Blocks by Google. Studien resulterade i tretton identifierade aspekter kopplade till karaktärsdrag i virtuella lärmiljöer, vilka kan stödja ett tillstånd av flow. / This study aims to explore how the making of VR technology affects learning and leads to new opportunities to motivate learning through the question: What characteristics in virtual learning environments can support individuals to achieve a state of flow? Previous research has investigated how a state of flow can support individuals' learning and how the design of virtual environments can support learning. The study used a qualitative research approach with the help of observations and semi-structured interviews. The study participants were given tasks to complete in the VR game Blocks by Google. The study resulted in thirteen identified aspects linked to characteristics in virtual learning environments, which can support a state of flow.
13

Flow

Hall, Rachel 11 May 2023 (has links)
No description available.

Page generated in 0.0754 seconds