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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.
71

Bridging the Gap: Transfer Theory and Video Games in the Writing Classroom

Whelan, Sean B. January 2020 (has links)
No description available.
72

Dungeons without Dragons : Using Tabletop Roleplaying Games for Public Archaeology / “Dungeons without Dragons” : Spel som hjälpmedel för förmedlinginom publik arkeologi

Thompson Spence, Jess January 2024 (has links)
Among the many shifts within public archaeology and heritage during recent years is an endeavour to find new methods of engagement which has been broadly undertaken within the field. This thesis suggests one such method could be found in the use of Tabletop Roleplaying Games (TTRPGs). It does so by examining the current issues in public archaeology and how an intersection between archaeology and game studies could be applied. This includes the importance of empathy and roleplaying in understanding of the past and how this could be applied to the field of public archaeology. / Under de senaste åren har det funnits en strävan av att hitta nya metoder för att presentera och engagera människor för arkeologi och kulturarv. I den här uppsatsen har en sådan metod i form av brädspel som inkluderar rollspel (TTRPGs) presenterats och analyserats. I uppsatsen tas aktuella frågor inom publik arkeologi upp och hur interaktionen mellan arkeologi och spelstudier skulle kunna tillämpas och bidra till att engagera människor i arkeologi och kulturarv.  Studien inkluderar betydelsen av empati och rollspel och hur detta skulle kunna appliceras inom området publik arkeologi.
73

Flirting with Danger: Negotiating Fear and Romance with Horror Dating Simulators

Jones, Stacey 28 October 2022 (has links)
No description available.
74

Video Game Play and Apparatus

Champlin, Alexander Doran 11 July 2012 (has links)
No description available.
75

Playing/Writing: Connecting Video Games, Learning, and Composition

Rutherford, Kevin J. 13 August 2010 (has links)
No description available.
76

Mellan magi och myt i The Witcher 3: Wild Hunt : En analys av spelvärldens materialitet

Lindberg, Emma January 2024 (has links)
Denna uppsats undersöker hur den materiella spelvärlden i The Witcher 3: Wild Hunt konstrueras och presenteras, med fokus på medialiserade figurationer, rumslighet och transmediala berättelseelement. Med utgångspunkt i posthumanistisk teori och materiell semiotik kartlägger studien hur den virtuella miljön i spelet också fungerar som en aktiv deltagare i spelupplevelsen, snarare än en passiv bakgrund till huvudberättelsen. Genom att tillämpa Espen Aarseths variabla modell analyserar studien hur spelets design och interaktiva objekt fungerar som semiotiska agenter. Resultaten visar att spelvärldens rumsliga element, såsom väder, topologi och arkitektur, spelar en avgörande roll i att forma spelvärldens rumsliga upplevelse och narrativ. Vidare visar analysen att interaktiva objekt och sidokaraktärer, trots olika begränsningar avinteraktionsmöjligheter, erbjuder visuella och audiella ledtrådar som bidrar till spelvärldens tillblivande. Studien visar att spelvärlden i The Witcher 3: Wild Hunt är ömsesidigt konstituerad med spelarens handlingar, där varje interaktion formar och omformas av den dynamiska och performativa spelvärlden. / This thesis explores how the material game world in The Witcher 3: Wild Hunt is constructed and presented, focusing on mediatized figurations, spatiality, and transmedia narrative elements. Grounded in posthumanist theory and material semiotics, the study maps how the virtual environment also functions as an active participant in the gameplay experience, rather than just a passive backdrop to the game story. Utilizing Espen Aarseth’s variable model the analysis investigates how the game’s design and interactive objects act as semiotic agents. The findings reveal that the spatial elements of the game world, such as weather, topology, and architecture, play a crucial role in shaping the spatial experience and narrative of the game world. Furthermore, the analysis shows that interactive objects and side characters, despite varying levels of interaction possibilities, provide visual and auditory cues that contribute to the coming into being of the game world. The study demonstrates that the game world in The Witcher 3: Wild Hunt is mutually constituted with the player’s actions, where each interaction shapes and is shaped by the dynamic and performative game environment.
77

Konstverket i spelmiljö : En undersökning av spelet Animal Crossing: New Horizons (2020) användande av konstverk och presentation av museet som institution / The Artwork in the Age of Game Environment : A study of the game Animal Crossing: New Horizons (2020) usage of artwork and presentation of the museum as an institution

Holmdahl Arnman, Thea January 2020 (has links)
This essay focuses on the digitalization of art canonisation in the game Animal Crossing: New Horizons (Nintendo/Nintendo EPD, 2020). Furthermore, the purpose of this essay is to understand which artworks the game incorporates in its museum, as well as how the player can interact with the artworks in question. Bolter and Grusin's remediation theory are thoroughly explored through the material, as well as the maintaining of norms through representation. The conclusion is that the game allows the player to interact restrictedly with the art in the museum, but is allowed more freedom outside of it. However, the restricted interaction is strongly incorporating known norms of how to behave and interact with the museum as an institution. These norms are also applicable in situ – outside of the museum's pixelated world. The aura of the artworks is compromised through the notion that the player can obtain any number of original artworks. Still, the originality and aura of the artworks are secured through the institutionalised environment in the museum. / Uppsatsen behandlar digitaliserad konsts kanonisering i spelet Animal Crossing: New Horizons (Nintendo/Nintendo EPD, 2020). Uppsatsens syften är att analysera vilka konstverk som spelet integrerar i sitt museum och hur dessa verk kategoriseras, samt hur spelaren kan interagera med konstverken. Bolter och Grusins remedieringsteorier behandlas utifrån denna frågeställning med fokus på digitalisering och konstrepresentation. Slutsatsen är att spelarens interaktion med konstverken på det digitala museet är begränsad, men att spelaren får mer frihet i spelets andra miljöer. Således följs etablerade konventioner kring hur besökaren på ett museum ska bete sig. Konstverkens aura förändras då spelaren kan inneha hur många originalverk som helst. Trots denna omdefinierade aura stärks däremot verkens originalitet av museets institutionaliserade och auktoritära presentation.
78

Repeating Despite Repulsion: The Freudian Uncanny in Psychological Horror Games

Jespersdotter Högman, Julia January 2021 (has links)
This thesis explores the diverse and intricate ways the psychological horror game genre can characterise a narrative by blurring the boundaries of reality and imagination in favour of storytelling. By utilising the Freudian uncanny, four video game fictions are dissected and analysed to perceive whether horror needs a narrative to be engaging and pleasurable. A discussion will also be made if video game fictions should be considered in the literary field or its own, and how it compares to written fiction in terms of interactivity, engagement, and immersion.
79

La stratégie comme processus cognitif dans le jeu vidéo StarCraft

Dor, Simon 08 1900 (has links)
Pour respecter les droits d’auteur, la version électronique de ce mémoire a été dépouillée de ses documents visuels et audio‐visuels. La version intégrale du mémoire a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal. / Cette recherche propose une analyse du jeu de stratégie en temps réel StarCraft (Blizzard Entertainment, 1998). Il s’agit de questionner le concept de stratégie dans le jeu sans s’en tenir à ce qu’on peut voir et entendre. Ce mémoire débute sur une description du jeu en détails afin de faire ressortir comment la stratégie joue un rôle dans l’ensemble des compétences qui y sont mobilisées. Ensuite, le cercle heuristique du processus stratégique offre une modélisation du fonctionnement de la stratégie en tant que processus cognitif, basé sur les états du jeu inférés chez le joueur et sur ses plans stratégiques. Ce modèle et les concepts qui en découlent sont consolidés par des analyses de parties spécifiques de StarCraft. / This thesis offers an analysis of the Real-Time Strategy game StarCraft (Blizzard Entertainment, 1998). Its goal is to explore beyond the visible and audible part of the game to elucidate the concept of strategy into play. Following a description of the game and its constraints, it demonstrates how strategy plays a major role within the skills needed to play. Then, our “heuristic circle of the strategic process” describes how strategy works as a cognitive process, and how it interacts with both the game states inferred by the player and his or her strategic plans. Finally, this model and its underlying concepts are supported by close analyses of StarCraft game sequences.
80

L'exploration de la ruine post-apocalyptique vidéoludique comme créatrice de mémoire et d'émotions

Dion, Bruno 04 1900 (has links)
Pour respecter les droits d’auteur, la version électronique de ce mémoire a été dépouillée de certains documents visuels et audio‐visuels. La version intégrale du mémoire a été déposée à la Division de la gestion des documents et des archives. / Cette recherche propose une analyse de la figure de la ruine post-apocalyptique dans le jeu vidéo. Il s’agit de questionner les effets de cette figure sur la construction d’une mémoire du lieu vidéoludique exploré, ainsi que ceux sur la formation d’émotions. Ce mémoire débute par une mise en contexte et la définition des différents concepts de base que nous utiliserons, tels la ruine, les utopies et l’apocalypse. Ensuite, nous procédons à une analyse de la formation d’une mémoire d’un lieu vidéoludique et des effets des ruines post-apocalyptiques représentées sur ce processus, le tout appuyé par une étude de notre corpus : Bastion, Journey et Fallout 3. Finalement, nous faisons le même cheminement afin d’analyser la formation d’émotions en réaction aux différents éléments de design qui forment les ruines post-apocalyptiques dans les jeux observés. / This research proposes an analysis of post-apocalyptic ruins in video games. We will question the effects of this figure on the creation of a memory based on the explored space and on the formation of emotions. This thesis will begin by establishing the context of our definitions and the different concepts we will be using throughout, such as ruins, utopias and the apocalypse. We will then analyse the creation of a memory based on a videogame space and the effects of the represented post-apocalyptic ruins on the process, all of this backed up by a study of our corpus: Bastion, Journey and Fallout 3. In the last part, we will do a similar work to analyse the formation of emotions in reaction to the different design elements that constitute the observed games.

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