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  • 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

Genre Evolution in Video Games and a Framework for Analysis

Henry, Calen Unknown Date
No description available.
2

Analýza světového trhu elektronické zábavy / Analysis of global market of electronic entertainment

Lebduška, Martin January 2014 (has links)
Main objective of this thesis is to introduce the video game market, with the focus on console market, to professional economic public. Secondary objective is to reveal best marketing strategy on this market, map current trends and predict future economical development of video game industry. The first part of the thesis focuses on the history of entertainment market from late 19th century to 2000s to bring complex portrait of the market. Second part is focused on contemporary situation on the market and the competition. I analysed marketing mix of three biggest players on the console market: Sony, Nintendo and Microsoft. The analysis revealed the crutial parts of succesful marketing mix: technological advanced product, research and development, clear close and immediate communication with customers, importance of following consumer trends (mainly social gaming) and worldwide market presence. Contribution of this thesis, apart from achieving two set objectives, is bringing insight of the market to local small game developers who can benefit from it and become more competitive.
3

Modelo de análise técnico-tática do jogo de handebol = necessidades, perspectivas e implicações de um modelo de interpretação das situações de jogo em tempo real / Model of technical-tactical analysis of handball game : needs, perpectives and implications of an interpretation model of game situations in real time

Menezes, Rafael Pombo 18 August 2018 (has links)
Orientador: Heloisa Helena Baldy dos Reis / Tese (doutorado) - Universidade Estadual de Campinas, Faculdade de Educação Física / Made available in DSpace on 2018-08-18T06:22:25Z (GMT). No. of bitstreams: 1 Menezes_RafaelPombo_D.pdf: 21100646 bytes, checksum: e31511c9d612ba581b154e670e42753c (MD5) Previous issue date: 2011 / Resumo: O handebol é uma modalidade que tem apresentado um crescimento significativo no Brasil nas últimas décadas. Sendo assim, muitas tentativas de compreender e ensinar o handebol têm sido reportadas na literatura, tornando-o uma interessante fonte de observação científica. O objetivo desta pesquisa é desenvolver um modelo de análise de jogo de jogadores e equipes de handebol que seja capaz de quantificar as variáveis técnico-táticas em tempo real. Para esse desenvolvimento, algumas etapas foram necessárias, tais como: a) a realização de uma minuciosa revisão da literatura específica ao handebol para identificar os principais meios técnico-táticos (ofensivos e defensivos, individuais e coletivos) que podem ser desenvolvidos durante o jogo, bem como os sistemas defensivos e ofensivos; b) a realização de um mapeamento das variáveis mais relevantes durante uma partida (durante as três fases do jogo - ofensiva, defensiva e transição) a partir de entrevistas semi-estruturadas com técnicos de sucesso na modalidade; c) desenvolvimento de uma ferramenta de análise de jogo que possa ser utilizada com fins pedagógicos, a partir de simulações de táticas ofensivas e defensivas. A revisão de literatura apontou um vasto número de variáveis técnico-táticas que compõem o handebol, bem como forneceu indícios para as respectivas análises. A amostra foi constituída por 4 técnicos de renome internacional, tendo os dados coletados a partir de entrevista semi-estruturada, cujo roteiro foi constituído por 18 perguntas. Os dados obtidos nas entrevistas foram tabulados e interpretados qualitativamente, de acordo com a técnica do Discurso do Sujeito Coletivo (DSC). As análises das entrevistas permitiram identificar fatores para melhor compreensão da dinâmica do jogo, bem como apontar as variáveis técnico-táticas relevantes para a análise das fases do jogo, revelando as necessidades impostas em cada uma dessas fases. O desenvolvimento do sistema de análise de jogo torna-se relevante pela possibilidade de quantificar e armazenar um grande número de informações, bem como as possíveis formas de apresentação dessas para os jogadores / Abstract: Handball is a sport that has shown significant growth in Brazil in recent decades. Therefore, many attempts to understand and teach handball have been reported in the literature, making it an interesting source of scientific observation. The aim of this work is to develop an analysis model of players and team handball to quantify the technical and tactical variables in real time. For this development, some steps were needed, such as: a) conducting a specific literature review of handball to identify main technical and tactical variables (offensive and defensive, individual and collective) that can be developed during the game, as well as offensive and defensive systems; b) mapping of relevant variables during a game (during the three phases of the game - offensive, defensive and transition) from semi-structured interviews with successful handball coaches; c) developing an analysis tool set that can be used for teaching purposes, from simulations of offensive and defensive schemes. The literature review showed a large number of technical and tactical variables of handball, and provided evidence for their analysis. The sample consisted of four internationally renowned coaches, and data were collected from semi-structured interview, that consisted of 18 questions. The data obtained in the interviews were tabulated and interpreted qualitatively, according to the technique of the Collective Subject Discourse (CSD). Analyses of the interviews allowed identifying factors to better understand the game dynamics, as well as identifying the technical-tactical variables relevant to the phases analysis, revealing the needs imposed in each phase. The development of the game analysis system is important to quantify and store a large amount of information, as well as possible ways of presenting these to the players / Doutorado / Educação Fisica e Sociedade / Doutor em Educação Física
4

Analýza vybraných charakteristik herního výkonu SK Slavia Praha futsal v sezóně 2016/2017 / Analysis of choosen indicators of game prerformance of SK Slavia Praha futsal in season 2016/2017

Wojnar, Mikuláš January 2017 (has links)
Title: Analysis of choosen indicators of game prerformance of SK Slavia Praha futsal in season 2016/2017 Objectives: The aim is to analyze the pre-selected characteristics of team and individual game performance of SK Slavia Praha in the first league in the 2016/17 season. The result of games will be analysed by a set of criteria - goals, attemps, corner kicks, fouls, yellow and red cards from team performance. The analysis of productivity, time played, attempting activity, player's success in terms of time load, player discipline, and age, somatic, and positional characteristics of the players from individual game performance. Methods: Quantitative research, indirect video observation, written and graphical recording. Results: The result will be shown throught tabular, graphical and pictorial depictions of statistics seen in video recording of games. The results showed us how SK Slavia Praha and its players performed in selected characteristics of game performance against the opponent, compared to the half-time, part of the season and the specific context of each game. Slavia scored 13.3% more goals by controlled attack than by counter attack in home games and scored 9.5% more goals by controlled attack than by counter attack in away games. Keywords: game analysis, game performance, futsal,...
5

Managing sales and product returns under the word-of-mouth effect : pricing, quality, and restocking fee decisions

HUI, Sun Yuen 14 August 2017 (has links)
This paper considers a two-echelon supply chain involving a manufacturer and a retailer who make their pricing, quality, and restocking fee decisions under the word-of-mouth (WOM) effect. To investigate the decision-making problem for the sales and product returns, we construct a leader-follower game model in which the manufacturer first determines his quality effort and the wholesale price and the retailer then decides on her retail price and the restocking fee. Our results show that the wholesale and retail prices under no WOM effect are smaller than those when the WOM effect exists; and, as the WOM has a higher impact on consumer purchases, the retailer should increase her retail price, and the manufacturer should also spend more quality control effort and raise his wholesale price. In addition, when the WOM effect exists, both the restocking fee and the retail price are decreasing in the mismatch probability. It is interesting to learn that a positive WOM may not help achieve more total sales and realized sales than a negative WOM, and the realized sales under the full refund policy may be lower than those under a partial refund policy. We also find that the manufacturer and the retailer may not benefit under the WOM effect, which mainly depends on how consumers are sensitive to the restocking fee and the WOM. The retailer can benefit from the full refund policy when the mismatch chance is not high, whereas the manufacturer can always benefit from the full refund policy.
6

Epicness through level design : A God of War case study

Petersen, David January 2023 (has links)
Epic poems originate from Ancient Greece with the most well-known one being the Odyssey by Homer. Today other forms of media than just poems are considered epic. Video games have the possibility of both being incredibly detailed as the epic modern novel and being a spectacle as seen on epic cinema. The big difference between video games and the other forms of new media is that video games offer the unique experience of space. Players can navigate the game space and explore the different atmospheres and environments that it offers. This thesis delves into what an epic is in the context of level design. The case targets are two levels from the 2018 God of War title and the analysis is done by using passion as a method. The researcher and the player are the same person. The results consist of definition of epic levels and a framework for creating the feeling of epicness through level design.
7

Moterų krepšinio komandų žaidybinių klaidų analizė / Women‘s basketball team game turnovers analysis

Morkūnaitė, Diana 19 June 2014 (has links)
Tyrimo objektas. Krepšinio komandų žaidybinių klaidų analizė. Darbo tikslas. Atlikti moterų krepšinio komandų žaidybinių klaidų analizę puolimo metu. Darbo uždaviniai: 1.Išsiaiškinti žaidybinių klaidų pobūdį puolimo metu rungtynėse ir per atskirus kėlinius; 2.Nustatyti aikštės zonas, kuriose atliekama daugiausiai klaidų; 3.Palyginti Lietuvos rinktinės atliekamų klaidų pobūdį su Europos čempionių rodikliais. Tyrimo hipotezės. Manome, kad krepšininkės daugiausiai atliks kamuolio perdavimo klaidų H1); Dažniausiai klaidos turėtų kartotis pirmąjame (dėl įtampos rungtynių pradžioje) ir ketvirtąjame (dėl nuovargio) kėliniuose (H2); Klaidų atlikimo vieta dažniausiai turėtų būti baudos aikštelėje (H3). Tyrimo rezultatai. Išanalizavus stebėtas rungtynes nustatėme, kad 2013 metų Europos moterų krepšinio čempionate visos komandos vidutiniškai per rungtynes atliko 15,6 ± 4,3 technikos klaidas. Laimėtojų komandos vidutiniškai per rungtynes atliko po 14,3 ± 4,0 technikos klaidas. Pralaimėtojos vidutiniškai per rungtynes atlikdavo po 16,8 ± 4,6 technikos klaidas. Analizuojant laimėtojų ir pralaimėtojų komandų rodiklius Europos moterų krepšinio čempionate vidutiniškai per vienas rungtynes laimėtojos atliko blogo perdavimo klaidų po 36,6 % (5,2 ± 3,8) kamuolio valdymo klaidų 31,7 % (4,5 ± 2,5), kitų klaidų 31,7 % (4,5 ± 2,5). Europos moterų krepšinio čempionate pralaimėtojos vidutiniškai per vienas rungtynes atliko blogo perdavimo klaidų po 40,7 % (6,8 ± 5,0) kamuolio valdymo klaidų 30,0 % (5... [toliau žr. visą tekstą] / Topic: Women‘s basketball team game time turnovers format in offense The subject of the research: Game time turnovers format in offense. The hypothesis of the research: Supposedly, most of the turnovers basketball players will make passing the ball, the most common turnovers repeats in second (because of the tension in the beginning of the match) and third (because of low fatigue) quarters. The location of turnovers will be under the basket. The objective of the research: To make a research on women’s basketball team game time turnovers format in offense. Goals of the research: 1. To analyze, which game time turnovers are most commonly made in offense, technical turnovers rates in different quarters. 2. To analyze in what basketball court areas, players make most of the turnovers. 3. Compare Lithuanian team turnovers with European champions indicators. Results of the research: The analysis of observed matches found that in the 2013 European Women’s Basketball Championship, all teams made technical turnovers by an average of 15.6. The winning teams of the game made technical turnovers by an average of 14.3 ± 4.0. The losing team of the game made technical turnovers by an average of 16.8 ± 4.6. The analysis of the winning teams and losing teams indicators in European Women’s Basketball Championship showed that, an average of one game winning teams made 36.6 % (5.2 ± 3.8) assist turnovers, ball control turnovers 31.7 % (4.5 ± 2.5), other turnovers 31.7 % (4.5 ± 2.5). During... [to full text]
8

Analýza tréninkové jednotky ve squashi / Analysis of training unit in squash

Stöckelová, Martina January 2012 (has links)
Title: Analysis of training units in squash Targets/aims:The aim is to identify as squash coaches divided their training session and how gradually shift the individual exercises in the main part of the lesson and at what level of exertion these exercises are. The second aim is using the MADI clarify which aspects of interactions take place between coach and player of squash in the training session. Methods: At work we used the method of participant observation, where the researcher was that of a full observer. Data were collected by video and audio recording of acquisition training session thirty squash coaches. Data analysis was performed using the modified analysis didactic interaction and observation method using a categorical system was used to analyse the structure of the training session. The results were interpreted comparisons. Results: When we are analysing the structure of the training session, we found that most of the wards of the coaches training workout begins musculoskeletal system load, half of the coaches listed as the main part in the correct sequence specific exercise intensity and almost half of the wards of the coaches' momentum system performs regeneration after intensive physical activity. We found that the method of teaching interactions for coaches is very different....
9

Análise do jogo de goalball = modelação e interpretação dos padrões de jogo da Paralimpíada de Pequim 2008 / Match analysis in goalball : modelling and interpretation of the game standards in the Beijing 2008 Paralympic Games

Morato, Marcio Pereira, 1979- 20 August 2018 (has links)
Orientador: José Júlio Gavião de Almeida / Tese (doutorado) - Universidade Estadual de Campinas, Faculdade de Educação Física / Made available in DSpace on 2018-08-20T00:45:01Z (GMT). No. of bitstreams: 1 Morato_MarcioPereira_D.pdf: 10577041 bytes, checksum: c674d5489bfbce4d64e8509cf88f9681 (MD5) Previous issue date: 2012 / Resumo: Este estudo teve como objetivo interpretar os padrões e possíveis irregularidades no jogo de goalball, sinalizando diferenças no rendimento competitivo das equipes. Utilizamos a análise de jogo por meio de categorias descritoras dos princípios ofensivos (controle da bola, preparação do ataque e efetivação do arremesso) e defensivos (balanço defensivo, leitura da trajetória e interceptação do arremesso) do ciclo auto-organizacional dos sistemas-equipe. Foram registradas 3125 sequências de jogo, pela observação dos vídeos de dez partidas masculinas e dez femininas dos Jogos Paralímpicos de Pequim 2008. O instrumento ad hoc utilizado foi elaborado, testado e validado, segundo critérios de fidedignidade e objetividade, com recurso ao CEO e índice Kappa de Cohen. A análise de dados comportou a estatística descritiva e a estatística inferencial por meio do Coeficiente de Dispersão (CoDi), para analisar se existia diferença significativa entre variáveis e grupos de rendimento. Os resultados decorrentes da amostra estudada, evidenciaram a prevalência do sistema defensivo sobre o ofensivo, sendo ainda mais marcante no feminino, com apenas 2,8% de chances de marcar gol, contra 5,2% no masculino. No pênalti essas chances aumentam para 56% no masculino e 54% no feminino. No feminino as melhores equipes cometeram menos pênalti e converteram mais gols de jogo e de pênalti. No masculino o pênalti não influenciou o resultado das partidas, mas as equipes medalhistas aproveitaram melhor suas cobranças. O esquema tático mais utilizado no masculino foi o triângulo avançado e no feminino o básico. O central foi o mais exigido defensivamente nos triângulos e menos na escada. No ataque os alas atuam mais nos triângulos e na escada ocorreu uma divisão igualitária. As situações que mais precederam os arremessos foram a defesa e o bloqueio fora. Mas foi mais proveitoso atacar após tempo técnico e bola fora no masculino; defesa de pênalti e infração no feminino. Pedir tempo antes das cobranças de penalidade não foi interessante. O ataque regular foi o mais verificado, mas a flutuação no feminino e o quiet please no masculino foram as estratégias mais eficazes. Nas penalidades a jogada ensaiada foi melhor. O giro no masculino e o frontal no feminino foram as técnicas mais utilizadas. O frontal foi o mais eficaz nos pênaltis do masculino e o entre pernas no feminino. A bola com efeito foi a menos utilizada e mais eficaz no feminino. No masculino somente nas penalidades a bola lisa foi melhor. A reação coerente, o segmento corporal central e a defesa sem rebote foram as estratégias defensivas prevalecentes e auspiciosas, explicando a soberania defensiva. Não entrar em contato com a bola e ocasionar rebote para trás diminuíram a eficácia defensiva, assim como a defesa com o braço no feminino. As origens laterais e os setores centrais foram os de maior incidência. Os homens aproveitaram melhor o pênalti arremessando do centro e as mulheres da direita. O melhor trajeto de bola no masculino foi o1-d5 e no feminino o3-d6. Nos pênaltis o3-d6 no masculino e o6-d5 no feminino / Abstract: The objective of this study was to interpret the standards and possible irregularities in the goalball game, pointing out differences in the teams competitive performance. We used the match analysis through descriptive categories of the offensive principles (ball control, attack preparation and throwing effectiveness) and defensive principles (defensive balance, trajectory reading and throwing interception) of team-systems self-organizing cycle. We registered 3125 game sequences, by observing the videos of ten male and ten female matches in the Beijing Paralympic Games 2008. The ad hoc instrument was elaborated, tested and validated, according to the fidedignity and objectivity criteria, using as well CEO and Cohen's Kappa. The data analysis included the descriptive statistic and the inferential statistic through the Dispersion Coefficient (codi) to analyze if there was significant difference between the variables and the performance groups. The results revealed from the studied sample, enlighten the prevalence of the defensive systems over the offensive ones, this is even more accentuated in the female teams, with only 2,8% chances of scoring, against 5,2% chances for the male teams. In penalty shots these chances increase for 56% in male and 54% in female. For the female, the best teams made fewer penalties and scored more during the game and in penalty shots. For male teams the penalty shot did not influence the match final results, but the medalist teams had a better use of their shots. The most used tactical schemas in male teams was the offensive triangle, while in female it was the basic triangle. The central was the most demanded player in triangle system, and the less demanded in the stairs system. In offense the wings work more in the triangle systems and for the stairs there was a balanced division. The situations that most preceded the throwings were the defense and block out. However it was more profitable to attack after the time outs and block outs in male; penalty defense and infractions in female teams. Call a time out before the penalty shots, was not interesting. The regular attack was the most frequent, but the flotation in female teams and the quiet please in male, were the most effective strategies. In penalty situations the combined plays were more profitable. The spin throwing in male teams and the frontal in female were the most used techniques. The frontal was the most effective throwing in penalty situations in male, while in female it was the one between legs. The effect ball was the less used in female and the most effective, nevertheless. In male only in penalty shots the flat ball was better. The coherent reaction, the central body segment and the shots with no rebounds were the prevalent and best defensive strategies, what explains the defensive supremacy. Not touching the ball and provoking the backward rebound diminished the defensive efficacy as well as the arm defense in female teams. The side origins and the central sectors were the ones with higher frequency. The man benefited in penalty situations throwing from the center, and women from the right wing. The best ball trajectory in male teams was o1-d5 and in female teams o3-d6. In penalty shots o3-d6 in male and o6-d5 in female / Doutorado / Atividade Fisica Adaptada / Doutor em Educação Física
10

Physical vs Digital Tabletop Games

Larsson, Andreas, Ekblad, Jonas January 2020 (has links)
This paper shows the difference in User Experience between Physical and Digital tabletop games. The goal of the project is to get an understanding of how and why playing tabletop games differentiates depending on the platform. Seven tabletop games have been chosen from different genres with an official digital adaptation. We’ve measured four key factors, Usability, Aesthetics, Social Connectivity and Engagement. The key factors have been used to gather User Experience metrics that were used to compare the digital and physical versions of the tabletop games. The result from this thesis is that physical tabletop games have a higher rating than the digital versions in all key factors except in usability where the differences were miniscule. Games that rely on imperfect information offer a much higher social connectivity and engagement when it’s played around a table. Games relying on tile-placement offers a higher usability and engagement when played digitally due to the assistance provided by the game. Physical tabletop games are the preferred option of the two but the accessibility of the digital versions makes them remain relevant.

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