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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

Digital Educational Games: Methodologies for Development and Software Quality

Aslan, Serdar 02 November 2016 (has links)
Development of a game in the form of software for game-based learning poses significant technical challenges for educators, researchers, game designers, and software engineers. The game development consists of a set of complex processes requiring multi-faceted knowledge in multiple disciplines such as digital graphic design, education, gaming, instructional design, modeling and simulation, psychology, software engineering, visual arts, and the learning subject area. Planning and managing such a complex multidisciplinary development project require unifying methodologies for development and software quality evaluation and should not be performed in an ad hoc manner. This dissertation presents such methodologies named: GAMED (diGital educAtional gaMe dEvelopment methoDology) and IDEALLY (dIgital eDucational gamE softwAre quaLity evaLuation methodologY). GAMED consists of a body of methods, rules, and postulates and is embedded within a digital educational game life cycle. The life cycle describes a framework for organization of the phases, processes, work products, quality assurance activities, and project management activities required to develop, use, maintain, and evolve a digital educational game from birth to retirement. GAMED provides a modular structured approach for overcoming the development complexity and guides the developers throughout the entire life cycle. IDEALLY provides a hierarchy of 111 indicators consisting of 21 branch and 90 leaf indicators in the form of an acyclic graph for the measurement and evaluation of digital educational game software quality. We developed the GAMED and IDEALLY methodologies based on the experiences and knowledge we have gained in creating and publishing four digital educational games that run on the iOS (iPad, iPhone, and iPod touch) mobile devices: CandyFactory, CandySpan, CandyDepot, and CandyBot. The two methodologies provide a quality-centered structured approach for development of digital educational games and are essential for accomplishing demanding goals of game-based learning. Moreover, classifications provided in the literature are inadequate for the game designers, engineers and practitioners. To that end, we present a taxonomy of games that focuses on the characterization of games. / Ph. D. / The game development consists of a set of complex processes requiring knowledge in many disciplines such as digital graphic design, education, gaming, instructional design, modeling and simulation, psychology, software engineering, visual arts, and the learning subject area. Planning and managing such projects require unifying methodologies for development and software quality evaluation. This dissertation presents such methodologies named: GAMED (diGital educAtional gaMe dEvelopment methoDology) and IDEALLY (dIgital eDucational gamE softwAre quaLity evaLuation methodologY). GAMED consists of a body of methods, rules, and postulates and is embedded within a digital educational game life cycle. It provides a modular structured approach for overcoming the development complexity and guides the developers throughout the entire life cycle. IDEALLY provides a hierarchy of 111 indicators consisting of 21 branches and 90 leaf indicators in the form of a graph, in which there is no cycle or closed path, for the measurement and evaluation of digital educational game software quality. Moreover, classifications provided in the literature are poorly defined for the game designers, engineers, and practitioners. To that end, we present a taxonomy of games that focuses on the characterization of games.
2

ARTIFICIELL INTELLIGENS SOM FÖRÄNDRINGSKRAFT : En studie av Implementeringen av AI och dess påverkan på den svenska spelutvecklingsbranschen.

Lindberg, Ville, Lindman, Erik January 2024 (has links)
Denna kandidatuppsats undersöker implementeringen av artificiell intelligens (AI) och dess påverkan på den svenska spelutvecklingsbranschen. Genom kvalitativa intervjuer med branschprofessionella har vi kartlagt hur AI integreras i spelutvecklingsprocesser, påverkar yrkesroller och förändrar kompetensbehov. Studien belyser både möjligheter och utmaningar som AI medför, inklusive organisatoriska förändringar, ekonomiska fördelar och sociala aspekter. Resultaten visar att AI inte bara bidrar till teknisk innovation utan också kräver en strategisk anpassning av företagets arbetsprocesser och strukturer. Vår analys indikerar att en framgångsrik AI-implementering kan stärka företagens konkurrenskraft på en kompetitiv marknad. / This bachelor's thesis examines the implementation of artificial intelligence (AI) and its impact on the Swedish game development industry. Through qualitative interviews with industry professionals, we have mapped how AI is integrated into game development processes, affects job roles, and changes competency requirements. The study highlights both opportunities and challenges brought by AI, including organizational changes, economic benefits, and social aspects. The results show that AI not only contributes to technical innovation but also requires a strategic adjustment of companies work processes and structures. Our analysis indicates that successful AI implementation can enhance companies competitiveness in a competitive market.

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