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Development of an exergame to encourage active pausing and break sedentary behavior / Utveckling av ett rörelsespel för att uppmuntra aktiva pauser och bryta stillasittande beteendeOrädd, Helena January 2022 (has links)
Most people today spend a large part of their days doing sedentary activities, such as working in front of a computer. Long hours of inactivity have a negative effect on the body, even in people who report an active lifestyle outside of their sedentary work environment. This negative effect can be counteracted by taking short pauses of activity with regular intervals during the day. However, despite the fact that the time and level of activity needed to gain these positive effects are small, most people still have a hard time taking these breaks, even when they know it is good for them. To help break this sedentary behavior the project therefore aimed to develop an exergame that increases the motivation to actually engage in active pauses on a regular basis, and to examine how such a game should be designed for an enjoyable experience. The developed game prototype was an explorative game with a set play time of two minutes per round, controlled by the player moving in front of a web camera. Evaluation with playtesters showed that the game did not lead to a particularly enjoyable experience, but possible improvements in terms of challenge, feedback, level design and immersion were identified.
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Where Storytelling and Interactivity Meet: Designing Game Mechanics that Tell a StoryLarrimer, Sheri January 2014 (has links)
No description available.
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Navigating the Pixelated Waters of Voxel Bay: Designing a Virtual Reality Game for the Pediatric Patient-Player ExperienceGrishchenko, Alice 21 September 2017 (has links)
No description available.
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Happy Kids, Designing Games to Effect Awareness on Children's PovertyAlvis, Lina Paola January 2015 (has links)
Games for change are games which allow players to learn and interact with real world issues through play in order to motivate participants to better the world. The research of this thesis presents the use of serious fames and casual games to measure and observe how awareness on children's poverty is achieved with game elements.
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Game Design Patterns in Endless Mobile MinigamesCao, David January 2016 (has links)
Mobile apps have emerged ever since the smartphone has been establishedinto most peoples everyday life. Almost half of those available apps in the appstores are mobile games. We study game design patterns speci cally for endlessmobile minigames, as they are one of the emerging categories. This genre hasbecome popular in the app stores with its unique characteristics which include veryshort play session iterations and its minimalist design. Game design patterns arefocused on the interaction with the player and provide knowledge and experiencewith regards to games in general. Not only are they bene cial for game designers,but also for developers, practitioners and possibly researchers, as patterns providea common terminology to share information between di erent professions.We conduct a case study including ve example games and analyze endlessmobile games to identify and create genre speci c game design patterns. We searchfor commonalities and major aspects of endless mobile minigames to facilitate theproduction of such games for developers. To con rm our results, we implementa prototype of an endless mobile minigame, which is then evaluated through asurvey.The result is a collection of game design patterns based on our cases. Thequestionnaire reveals which of those patterns are relevant and should be consideredwhen developing an endless mobile game. The result outlines that game designpatterns are considered supportive when designing a game, however requires ad-justments and revisions.
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Ooh What's This Button Do? / The Physical Requirements of Video GamingSoraine, Sasha January 2018 (has links)
Video games as a system are composed of two component systems: the player and
the game. The interaction between these two create specific gameplay
experiences which can be described mechanically by player actions and gameplay
challenges. We systematically look at potential player actions (as defined by
basic cognitive and motor abilities) and gameplay challenges to understand how
they relate to each other. We quantify these relationships by the importance of
each action to the completion of a challenge. We summarize these relationships
in several tables, separated by controller context. From these tables we draw
conclusions about areas for novel gameplay, game analysis, and the impact of
challenge design on people of differing abilities by examining trends in the
data. We end by exploring ways to improve our methodology, refine our data, and
other avenues to explore in the future. / Thesis / Master of Applied Science (MASc)
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Viewer Interactions in AnimationSmith, Megan 01 May 2023 (has links) (PDF)
The art of animation can be viewed in a multitude of ways. Passive viewing, in which an audience is merely observing the acting and are unable to alter the animation in any way, such as watching a TV show or movie. Interactive camera viewings, such as Augmented Reality and Virtual Reality, in which the viewer can manipulate the content visually in the same way you observe the world, by moving the camera around in a digital space. Interaction-dependent viewing describes animations such as video games, where the player has full control of the character’s actions and the timing of those actions. With a multitude of viewing opportunities, each has its unique challenges for creating animations that work in these platforms. The level of viewer interaction greatly dictates how each animation is made. In the paper, I will discuss the differences in animation creation as it correlates to the level of viewer interaction.
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Investigating Inclusivity in Game-Based Learning: Current Practices and Multistakeholder PerspectivesRye, Sara, Sousa, C. 22 July 2023 (has links)
Yes / This study aims to examine how inclusivity measures are understood and applied in game-based learning (GBL). It considers the perspectives of various stakeholders, such as educators, game designers, and students. The focus is on creating accessible and engaging games that meet the diverse needs and characteristics of players. The methodology adopted a combination of primary and secondary data sources to pursue these aims. The primary data collection involved focus groups with educators, game designers, and students. The study employed a participatory design approach, involving multiple stakeholders in the exploration of inclusivity measures. The data collected from the focus groups, along with findings from the literature review, helped in formulating a set of inclusivity metrics for educators to create educational games that cater to diverse student needs. The obtained results emphasize the limited state of analogue GBL accessibility in scholarly and professional literature, while emphasizing the existing frameworks to be adopted by educators, designers, and publishers. Stakeholder discussions revealed themes related to inclusivity measures, including motor, sensory, and cognitive needs of players. Game designers can enhance accessibility by considering these requirements and incorporating alternative communication channels, accessible cues, adaptable gameplay options, and diversified knowledge-based requirements. In addition to inclusivity, addressing instances of exclusion, managing teams effectively, promoting inclusive communication, and incorporating gameplay limitations, educational components, diverse perspectives, and real-world applicability are discussed as important in education game design, to this extent.
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Video Game Tutorials Effect on Player EngagementTeahan, Vera January 2024 (has links)
This paper aims to answer how a game developer should implement tutorials for a given game mechanic in an action-adventure game. How do you ensure that the players both understand how it works, and are enjoying their time with the game. A game was created with a set of mechanics of different complexity and created different tutorials for each and gave them to testers to evaluate. The testers played through one version of the game and answered a questionnaire. The results show both the importance of tutorials and the effects of picking the correct type. It also shows that more research needs to be done on more complex game mechanics or on other game genres.
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LiberoMittra, Anirudh 27 March 2017 (has links)
Libero is a 2D video game that aims to explore the concepts of dealing with personal issues such as insomnia and anxiety. It is a 2D stealth puzzle game that takes influence from older dungeon-crawlers and rogue-likes from the 1990s as well as inspiration from modern games designed for mobile platforms such as iOS and Android phones. The game experiments with new 2D normal mapping technologies for a unique take on pixel art. / Master of Fine Arts / <i>Libero</i> is a 2D video game that aims to explore the concepts of dealing with personal issues such as insomnia and anxiety. It is a 2D stealth puzzle game that takes influence from older dungeon-crawlers and rogue-likes from the 1990s as well as inspiration from modern games designed for mobile platforms such as iOS and Android phones. <i>Libero</i> is designed to be playable in short bursts and requires you to avoid enemies in each level to make it through to the end. It is a small puzzle game for all ages. The enemies in the game represent different emotions we feel that we cannot easily confront head on. The game experiments with new 2D normal mapping technologies for a unique take on pixel art.
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