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An analysis of trajectory control strategies in a goal oriented throwing task /Gallivan, Michael Timothy January 1987 (has links)
No description available.
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An analysis of trajectory control strategies in a goal oriented throwing task /Gallivan, Michael Timothy January 1987 (has links)
No description available.
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Checkpoint : a deconstruction of the video game violence debate and proposed strategies to create solutionsHamilton, Grayson Lee 13 December 2013 (has links)
In the months following the Sandy Hook elementary school tragedy, there has been increased attention and debate regarding violent video games and how they affect those who play them. While some lobby for increased regulation of their sale, others argue that video games are not the reason such tragedies continue to happen.
In this report, I approach the debate from social, personal and political dimensions to better identify the inconsistencies regarding how violent video games are presented to and received by the public. I also interview video game developers, critics, and researchers to uncover solutions and new strategies to increase video game education and perception about the use of violence in a video game. / text
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Bridging The Gap Between Fun And Fitness: Instructional Techniques And Real-world Applications For Full-body Dance GamesCharbonneau, Emiko 01 January 2013 (has links)
Full-body controlled games offer the opportunity for not only entertainment, but education and exercise as well. Refined gameplay mechanics and content can boost intrinsic motivation and keep people playing over a long period of time, which is desirable for individuals who struggle with maintaining a regular exercise program. Within this gameplay genre, dance rhythm games have proven to be popular with game console owners. Yet, while other types of games utilize story mechanics that keep players engaged for dozens of hours, motion-controlled dance games are just beginning to incorporate these elements. In addition, this control scheme is still young, only becoming commercially available in the last few years. Instructional displays and clear real-time feedback remain difficult challenges. This thesis investigates the potential for full-body dance games to be used as tools for entertainment, education, and fitness. We built several game prototypes to investigate visual, aural, and tactile methods for instruction and feedback. We also evaluated the fitness potential of the game Dance Central 2 both by itself and with extra game content which unlocked based on performance. Significant contributions include a framework for running a longitudinal video game study, results indicating high engagement with some fitness potential, and informed discussion of how dance games could make exertion a more enjoyable experience.
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Should I stay or should I go? : Developing the Narrative model as a tool for game designMörtsell, Lisa January 2018 (has links)
In 2015, the Narrative model was created as a result of a study exploring how episodic games keep player’s interests through combining narrative and gameplay. In this thesis, the Narrative model is used as a framework for designing a language game for children to see whether that makes players more inclined to keep playing than a game not designed based on the model. Two games were created and evaluated in a within subject controlled experiment. Player enjoyment was measured by using GameFlow as a basis for interview questions and Likert scales. The results indicated that the game based on the model more successfully achieved GameFlow than the game that was not. As such, it was concluded that the model can be used as a tool for game design to increase the desire to keep playing a game, but that it needs further study to be validated.
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Internal Consistency : Ett steg bort ifrån sexistiska karaktärsporträtteringar inom spelSpiropoulos, Alexander January 2015 (has links)
Idag råder det en ständig debatt om hur kvinnor porträtteras inom spel och vad för betydelse det har på oss spelkonsumenter. Tidigare forskning och studier påvisar att kvinnliga karaktärer inom spel är betydligt mer sexualiserade än deras manliga motsvarigheter. I det här arbetet behandlas min frågeställning: ” Vad är det för faktorer när det kommer till visuell design inom spelvärlden som gör sexualiserade karaktärsporträtteringar av kvinnliga karaktärer icke konsistenta i jämförelse med deras manliga motsvarigheter?” Genom en djupgående undersökning om karaktärsporträttering och bildanalys av en samling speltitlar från år 2010-2015, kunde en slutsats dras att upprätthållandet av en intern logisk kontinuitet inom karaktärsporträtteringen kan vara ett steg bort ifrån sexualiseringen av spelkaraktärer. / Today there is a constant debate about how women are portrayed in games and what effect is has on us game consumers. Past research and studies show that female characters in games are considerably more sexualized than their male counterpart. In this thesis my question formulation discuss “What are the factors when it comes to visual design in the gaming world that makes sexualized character portrayal of the female character non consistent compared to their male counterpart?” Through a thorough inquiry about character portrayal and image analysis of a collection of game titles from year 2010-2015, a conclusion could be made that the upholding of an internal and logical consistency within the portrayal of characters could be a step against the sexualisation of video game characters.
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