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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

Tutorialistic Gameplay : A comparison to restrictive explicit tutorials in a hard fun game of emergence

Ran, Andreas Ran January 2014 (has links)
This report investigates if tutorials are necessary in a hard fun game of emergence with tutorialistic gameplay. This is done by comparing the performances of players who have and have not played a tutorial. The study is based on research of the classification of different kinds of games as well as research regarding the effect of tutorials on player experience. The terms tutorialistic gameplay and restrictive tutorials are introduced and defined. The method used for data collection was a game that automatically recorded performance data at one minute intervals. This performance data was then compiled and analysed to answer the research question: How does learning through tutorialistic gameplay affect player performance innormal gameplay compared to learning through restrictive tutorials in a hard fun game of emergence? Not enough results were received to answer the question, but they show examples of learning through tutorialistic gameplay having both positive and negative effects.
2

Design de emergência em games

FERREIRA, Nivia Barboza 02 March 2017 (has links)
Submitted by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-08-20T19:01:00Z No. of bitstreams: 1 449037.pdf: 5977234 bytes, checksum: 62769081b2ec075baad72bc603f714dd (MD5) / Approved for entry into archive by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-08-20T20:25:35Z (GMT) No. of bitstreams: 1 449037.pdf: 5977234 bytes, checksum: 62769081b2ec075baad72bc603f714dd (MD5) / Approved for entry into archive by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-08-20T20:27:25Z (GMT) No. of bitstreams: 1 449037.pdf: 5977234 bytes, checksum: 62769081b2ec075baad72bc603f714dd (MD5) / Made available in DSpace on 2018-08-21T13:38:05Z (GMT). No. of bitstreams: 1 449037.pdf: 5977234 bytes, checksum: 62769081b2ec075baad72bc603f714dd (MD5) Previous issue date: 2017-03-02 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / Games are propitious environments for the appearing of new behavior patterns (emergence). It’s necessary to comprehend the nature of these changes taking into account demands and their modifying potential on this process. To support this trajectory, concepts of emergence were presented back from classical sciences to contemporary studies which touch metadesign and game design. This dissertation aims to investigate the phenomenon of emergence in digital games, encompassing the utilization of projective resources that can increase the interactivity and potentiate this process. The research involves literature review, articulation of concepts of complex adaptive system (CAS), emergence incidence in game design and the analysis of three selected objects: Tibia, PokemonGO and The Sims. The perspectives of metadesign usage and artificial intelligence are highlighted as propeller resources of new behaviors. The context, phenomenon and tool relation is discussed concerning: complex adaptive systems, emergence and artificial intelligence. This dissertation concludes that the usage of methodologies which incorporate metadesign and the gamer as codesigner are more appropriate when dealing with the emergent character of games. Furthermore, the use of artificial intelligences expands the possibilities of interaction in the game, multiplying the number of active agents in the system. / Jogos são ambientes propícios ao surgimento de novos padrões de comportamento (emergência). Faz-se necessário compreender a natureza dessas mudanças observando-se as demandas e seu potencial modificador nesse processo. Para embasar esta trajetória foram apresentados conceitos de emergência desde as ciências clássicas até estudos contemporâneos que tangenciam o metadesign e o design de jogos. Esta dissertação tem o objetivo de investigar o fenômeno da emergência nos jogos digitais, abordando a utilização de recursos projetuais que possam aumentar a interatividade e potencializar esse processo. A pesquisa envolve revisão bibliográfica, articulação dos conceitos de sistemas complexos adaptativos (SCA), incidência de emergência no design de games e a análise de três objetos selecionados: Tibia, PokemonGo e The Sims. Destacam-se as perspectivas de uso de metadesign e inteligência artificial como recursos propulsores de novos comportamentos. Discute-se a relação contexto, fenômeno e ferramenta como: sistemas complexos adaptativos, emergência e inteligência artificial. Conclui-se que o uso de metodologias que incorporam metadesign e o jogador como codesigner são mais adequadas para lidar com o caráter emergente dos jogos. Além disso, o uso de inteligências artificiais amplia as possibilidades de interação no jogo, multiplicando a quantidade de agentes ativos no sistema.

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