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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

Game Save : Game Save Incorporation in Game Design through a MDA Analysis

Aava, Kim January 2013 (has links)
This paper is about save systems and will analyze save functions in various games. Save systems in games are usually blamed for harming the suspension of disbelief as it is an act taking place outside the game and should only be used for its intended purpose: letting the players store their game data, and progress whenever they need. The game save function developed as rapid leaps of technology were made, with the beginning era of home consoles and home computers allowing players to spend more time playing, creating a demand for longer play sessions in games which lead to a need of methods for storing game data. The analysis of save systems is carried out in this paper by using MDA Framework (Mechanics, Dynamics, Aesthetics), a tool used for documenting game design. This framework can be used to analyze a game from a designer‟s or player‟s perspective. By reversing the framework ADM (Aesthetics, Dynamics and Mechanics) one can analyze the user experience, which is how the player perceives the game‟s aesthetics to be, depending on the dynamics and mechanics. This analysis aims to provide knowledge of how consistency in game design and the save system can be used to create a cohesive game world that facillitates the player's experience and immersion.
2

Hra ve filosofické a pedagogické reflexi / Playing in the philosophical and pedagogical reflection

Rybářová, Jana January 2014 (has links)
Diploma thesis is devoted to the issue of games in pedagogy, its philosophical basis and its role in language acquisition. It is divided into three parts. In the theoretical part, there is defined a game from the philosophical point of view and its understanding by various authors. The second part deals with the specifics of didactic and language game in general. The practical part brings the specific case of teaching a child who is a foreigner. It also expresses the contribution of such games in pedagogy and teaching the Czech language. Keywords: Language game, didactic game, Czech as a foreign language, child - foreigner, specific teaching methods.
3

Předmětnost a procesualita hry / Secretiveness and processuality of the Game

Skořepová, Kateřina January 2018 (has links)
Kateřina Skořepová Předmětnost a procesualita hry, Praha 2018 ANNOTATION The idea of a game as a limited space used mainly for fun, leisure or a purposeful instrument is quite limited. From this definition of the vast phenomena of games and play, it is impossible to recognize what else playfulness can offer. By differentiating the subject of the game from the gaming process itself, allows perceiving the general concept of game in a new light. Such a deviation from the generally accepted interpretation of what game is and what playing is, enables the perception of playfulness as a principle in the same way as Greek and modern philosophers described the principle of being. Utilizing this new view we can change the perception of values in everyday life and transform the way we perceive own being. KEY WORDS Game, play, processuality, paidia, world, being
4

Supporting Pre-Production in Game Development : Process Mapping and Principles for a Procedural Prototyping Tool

Hollstrand, Paulina January 2020 (has links)
Game development involves both traditional software activities combined with creative work. As a result, game design practices are characterized by an extensive process of iterative development and evaluation, where prototyping is a major component to test and evaluate the player experience. Content creation for the virtual world the players inhabit is one of the most time-consuming aspects of production. This experimental research study focuses on analyzing and formulating challenges and desired properties in a prototyping tool based on Procedural Content Generation to assist game designers in their early ideation process. To investigate this, a proof of concept was iteratively developed based on information gathered from interviews and evaluations with world designers during a conceptual and design study. The final user study assessed the tool’s functionalities and indicated its potential utility in enhancing the designers’ content exploration and risk management during pre-production activities. Key guidelines for the tool’s architecture can be distilled into: (1) A modular design approach supports balance between content controllability and creativity. (2) Design levels and feature representation should combine and range between Micro (specific) to Macro (high-level, abstract). The result revealed challenges in combining exploration of the design space with optimization and refinement of content. However, the thesis specifically concentrated on one specific type of content - city generation, to represent world design content generation. To fully understand the generalizable aspects different types of game content would need to be covered in further research. / Spelutveckling består av både traditionell programutveckling i kombination med kreativt arbete. Detta resulterar i att speldesign kännetecknas av en omfattande process av iterativ utveckling, där prototyper är en viktig komponent för att kunna testa och utvärdera spelupplevelsen. En av de mest tidskrävande aspekterna i produktionen är skapandet av innehåll till spelets virtuella värld. Denna experimentella forskningsstudie har fokuserat på att analysera och identifiera utmaningar och användbara egenskaper i ett prototypverktyg baserat på Procedurell Generering. Verktyget syftar till att assistera spelvärlds designers i deras initiala kreativa process för att generera, utveckla och kommunicera idéer. För att undersöka detta utvecklades en proof of concept iterativt baserat på den information som samlats in från intervjuer och utvärderingar med speldesigners, under en konceptuell och design fokuserad fas. Den slutliga användarstudien utvärderade verktygets funktionaliteter och användbarhet. Resultatet indikerade att ett prototypverktyg baserat på Procedurell Generering potentiellt kan förbättra både utforskandet av spelinnehåll och riskhantering. De viktigaste riktlinjerna för verktygets arkitektur kan sammanfattas av: (1) Användandet av moduler i designen stöder balansen mellan kontroll och kreativitet vid skapandet av innehåll. (2) Funktioner i verktyget gynnas av att kombinera och variera mellan Mikro (specifik representation) till Makro (abstrakt, övergripande representation) designnivåer. Studien identifierade ett antal utmaningar med att både kunna utforska material och optimera det. Viktigt att uppmärksamma är att denna studie enbart koncentrerade sig på en specifik typ av innehåll – stadsgenerering, vars syfte var att fungera som en representation av innehållsgenerering i spelvärldsdesign. För att mer omfattande kunna identifiera de generaliserbara aspekterna skulle flera olika typer av spelinnehåll behöva testas i ytterligare forskning
5

Kosminio žingsninio strateginio žaidimo kūrimas. Game Engine projektavimas ir realizavimas / Development of the Space Turn-Based Strategy Game: Game Engine Design and Implementation

Ščeponavičius, Audrius 07 September 2010 (has links)
Darbas skirtas sukurti pasaulio modelio modulio dalį, susijusią su resursų kūrimu. Darbo metu atlikta šios dalies poreikių analizė bei sukurtas realizacijos projektas. Remiantis šiuo projektu buvo sukurta pasaulio modulio dalis atsakinga už pasaulio modelio resursus, gebanti resursus klasifikuoti, bei atlikti resursų kūrimo, trynimo, panaudojimo veiksmus. / The purpose of work is to create part of world model module which is associated with resource creation. In the course of this work requirements for this part of module were analyzed and an implementation project was made. Using this project a part of world model was created, which is responsible for resources of world modelį, that is able to classify the resources as well as perform resource creation, deletion, using actions.
6

Kosminio žingsninio strateginio žaidimo kūrimas. Game engine projektavimas ir realizavimas / Development of the Space Turn-Based Strategy Game: Game Engine Design and Implementation

Barauskas, Nerijus 07 September 2010 (has links)
Darbas skirtas sukurti žaidimo variklio pasaulio modelį palaikantį modulį. Darbo metu buvo atlikta žaidimo pasaulio modelio poreikių analizė ir suprojektuotas pasaulio modelį palaikantis modulis. Pagal šį projektą buvo sukurtas pasaulio modelį palaikantis įrankis bei jo efektyvumą kontroliuojantis pagalbinis įrankis. Sukurtas įrankis leidžia realizuoti ne vieną kosminio žingsninio strateginio žaidimo pasaulio modelį, turintį kiek įmanoma mažiau apribojimų. / The purpose of this work is to create a module that supports the world concept, for the game engine. In the course of this work requirements for different world models were analyzed and the appropriate module design project was created. Using this project, a module for supporting different world concepts and a tool that increases its efficiency were created. Developed tool allows you to create more than one space turn-based strategy game world model, with minimal restrictions.
7

"Jag kände igen mig på platser och det gav mig en starkare upplevelse" : En studie om verklighetsbaserade spels påverkan på turism

Engskär, Camilla, Vacari, Marina January 2016 (has links)
Game industry is increasing and developing its possibilities by creating new trends, making it more attractive for users and offering way more than just a spending-time activity.  This bachelor thesis presents a brief study about games which are designed and based on real geographical places. This study argues the question about playing games created after real cities and if this can attract gamers to the real destination which a particular game is based on. The aim of this paper is to see if there is a link between tourism and game industry. The methods used for this study are qualitative, in form of interviews, as well as quantitative. The quantitative study is performed with a survey answered by players, and what effect that has on the user experience, both in the game, but also in visiting real destinations. To find out this particular issue, questions about user experience were asked in aim to find out what provokes the desire to visit the physical location. By analyzing collected data, it has come to a conclusion that players are positively affected by the fact that the game they are playing is based on real geographical places.  This conclusion is based on players answers which are reflected by the fact that game felt more real, but also that players took different decision for visiting places during their stay at the destination, which they probably would not do if they did not play those particular games. / Spelbranschen expanderar allt mer från år till år och skapar nya trender. Speciellt nu när spel erbjuder så mycket mer än bara tidsfördriv blir spelandet allt mer attraktivt.  Denna kandidatuppsats presenterar en undersökning av spel som är utformade efter en verklig plats, och om de på så sätt lockar spelaren att besöka den riktiga platsen. Syftet är att se om det finns en koppling mellan turismnäringen och spelbranschen. De metoder som används är både kvalitativa, i form av intervjuer, samt kvantitativa. Den kvantitativa studien genomförs med en enkätundersökning riktad till spelare, och vilka effekter det får på användarens upple-velse, både i spelet men även vid ett eventuellt besök på den verkliga platsen. För att ta reda på detta ställs frågor som rör användarens upplevelse av platsen som spelet är utformat i, och i vilken mån det framkallar en vilja att besöka den fysiska platsen.  Genom analys av den insamlade datan har man kommit till en slutsats som visar att spelaren påverkas i positiv mening av att spelvärlden existerar i verkligheten. Detta visar sig både ge-nom att spelet upplevs mer verkligt, men också att spelaren tar andra beslut på destinationen, än den hade gjort om hen inte spelat.
8

L'impact de l'universalisation dans Grand Theft Auto VICE CITYtm

Guay, Louis-Martin January 2008 (has links)
Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal. / Pour respecter les droits d'auteur, la version électronique de cette thèse ou ce mémoire a été dépouillée, le cas échéant, de ses documents visuels et audio-visuels. La version intégrale de la thèse ou du mémoire a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal.
9

L'impact de l'universalisation dans Grand Theft Auto VICE CITYtm

Guay, Louis-Martin January 2008 (has links)
Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal / Pour respecter les droits d'auteur, la version électronique de cette thèse ou ce mémoire a été dépouillée, le cas échéant, de ses documents visuels et audio-visuels. La version intégrale de la thèse ou du mémoire a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal.
10

3D herní svět v OpenGL / 3D Game World in OpenGL

Buchta, David January 2017 (has links)
Focus of this master's thesis is a study of modern techniques in computer graphics and designing and developing custom application based on which could be developed new game engine. In this thesis are highlighted techniques for creating large terrains, advanced shadows, physically based sky rendering and drawing large set of objects. Finally, performance testing of these modules is performed.

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