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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

Proyecto Academia Gamer / Project Academia Gamer

Acosta Corrales Nieves, Mauricio Jesus, Everett Flores, Diego Andres, Goicochea Fiorentini, Luis Diego, Nagaro Mago, Mauricio, Noriega Milligan, Niccolo 31 July 2020 (has links)
El siguiente proyecto consiste en implementar un negocio que sea rentable, exitoso y pueda sacar beneficios a cada uno de los integrantes o dueños de la compañía. Academia Gamer, es un negocio que brinda todas las herramientas para aprender las principales mecánicas de juego de los más famosos videojuegos de la actualidad. Va dirigido a todas las personas, niños y adultos, de 18 a 35 años de edad que disfruten de jugar juegos de computadora, además de tener un asesoramiento personalizado en grupos de hasta cinco personas. En la actualidad el sector de videojuegos, fue incrementado su participación en cada uno de los países, sobretodo en Perú, que gracias a la pandemia, miles de personas accedieron a jugar en diferentes plataformas, los diversos videojuegos que existen. Por ello, se vió una oportunidad de negocio, fácil y accesible para fomentar en las personas de un mejoramiento en sus habilidades con los juegos.
2

Gamers’ perceptions of the service quality in the gaming areas of selected casinos in South Africa

Wannenburg, EM, de Jager, J, Drotsky, T 01 July 2009 (has links)
Research was done on gamers’ perceptions of the service quality in the gaming areas of selected casinos in South Africa. 2 casinos with 700 and more slot machines and 2 casinos with fewer than 700 slot machines were used in this research project to obtain a summary of the target population. 440 gamers at the 4 selected casinos were interviewed, with the help of trained fieldworkers. A structured questionnaire was used to collect the final data for the research. All variables related to the questionnaire were statistically analysed. The results of the research indicated that there were no significant differences between the male and female gamers’ perceptions of the service quality in gaming areas.
3

Sociala relationer i spelvärlden : En kvalitativ intervjustudie om sociala relationer av Offline- och Online-gaming

Wesser, Niklas, Andersson, Douglas January 2024 (has links)
Denna studie använder sig av en kvalitativ intervjumetod där åtta intervjuer analyserades för att undersöka sociala relationer av offline- och online-gaming. Syftet är att studera vilka behov människor som har erfarenhet eller har haft tidigare erfarenhet inom offline- och online-gaming uttrycker uppfyllas genom användningen av offline- och online-gaming, samt söka en bättre förståelse för hur sociala relationer skapas genom offline- och online-gaming och vilken inverkan den kan ha socialt på människor i den fysiska världen enligt intervjupersonerna. Resultatet visar att intervjupersonerna uttrycker att offline- och online-gaming uppfyller ett eller flera behov, exempelvis som en tillflyktsort från jobbiga eller påfrestande situationer i den fysiska världen, samt att de uttrycks uppfylla ett behov av att socialt umgås med andra och till sist att specifikt online-gaming uttrycks uppfylla ett behov av att tävla mot andra. Det framkommer i resultatet att offline- och online-gaming fungerar som en faktor för att hitta gemenskap även i den fysiska världen, samt att det blir ett verktyg för att bibehålla sina redan existerande relationer oberoende av plats. Det visar sig också ha både positiva och negativa implikationer i den fysiska världen, som att språkkunskaper utvecklas och att offline- och online-gaming blir en fördomsfri plats, men att det även kan bidra till en känsla av isolering och bortprioritering av andra saker i den fysiska världen.
4

Gaming development : online video games as aestheticized ideologies.

Tim, Ashleigh 21 June 2012 (has links)
It can be argued that the online video game medium has provided new opportunities for the dissemination of educational and informational content, and indeed, such new opportunities have become increasingly exploited by various international organisations, as well as independent gaming producers in order to promote developmental messages. Food Force, Fate of the World and Wildfire are exemplary of such games that seek to inform players of methods that can be utilised to enhance development and alleviate poverty within developing nations. While the games’ presence on the internet provides allowances for the dissemination of alternative and novel suggestions for development, the games prove however, to promote mainstream forms of development, most notably modernisation theories and participatory paradigms. Indeed, Food Force and Fate of the World strongly adhere to modernisation theories through their emphasis upon the necessity of intervention on behalf of developed nations and organisations in order to stimulate development and progress in developing nations, whereas Wildfire proves to be highly informed by participatory paradigms due its stress upon the potential of communities to bring about development by themselves and for themselves. However, due to these influences of such theories, the games also appropriate many of the problematic aspects of these theories. Thus, the games prove to offer ideological conceptualisations for development that are highly flawed and ineffective, and thus serve as a means to encourage and promote the hegemonic positions of developed nations and organisations within the developmental process.
5

Uniquitous: Implementation and Evaluation of a Cloud-based Game System in Unity3d

Luo, Meng 18 December 2014 (has links)
"Cloud gaming is a new service based on cloud computation technology which allows games to be run on a server and streamed as video to players on a thin client. Commercial cloud gaming systems, such as Onlive, Gaikai and StreamMyGame remain proprietary, limiting access for game developers and researchers. In order to address these shortcomings, we developed an open source Unity3d cloud-based game system called Uniquitous that gives the game developers and researchers control of system and content. Detailed experiments evaluate performance of three main parameters: game genre, game resolution and game image quality. The evaluation results are used in a data model that can predict in-game frame rates for systems that have not been tested. Validation experiments show the accuracy of our model and allow us to use the model to explore cloud-based games in a variety of system conditions."
6

The Human Gyroscope : Motor driven simulator with a gyroscope design

Runevad, Mattias, Kjellin, Alexander January 2012 (has links)
This project surfaced through Hans-Erik Eldemark, business coach at Science Park Halmstad, who had been contacted by Boris Duran, Lecturer at the University Skövde and owner of the project. The idea of the project is to take a first step in the making of a motor driven simulator with a gyroscope design. The simulator will be implemented as part of virtual reality systems, computer games, flight simulators, training platforms, etc. The motors in this platform will be controlled by the movements of the user’s joystick allowing him/her a continuous and unlimited rotation. A very simple way of understanding the potential of this platform can be seen in a practical application such as a flight simulator since flying needs continuous and unlimited yaw, pitch and roll types of motion. A motor driven gyroscope is a novel and practical solution for this kind of applications.
7

New casinos in the United Kingdom: costs, benefits and other considerations

Crane, yuliya January 2006 (has links)
There is a growing trend to liberalisation of the gambling industry around the world. This originated during the late 1980s in the USA. The European Commission is currently considering policies that might standardise regulations in the industry across the EU, while governments in several Asian countries have been considering legalisation of casinos faced with the rapid growth of gaming.
8

The rationale, design, implementation and evaluation of business simulation gaming as a tool for management learning

Wegner, Trevor January 1978 (has links)
Bibliography: p. 297-302. / The concept of Business Simulation Gaming is a relatively new term in the vocabulary of Business educators. This study adopts a Systems Approach to Business Simulation Gaming for the purpose of : (i) creating an overall awareness of the Enlarged Gaming System beyond the mere Implementation phase; and (ii) demonstrating its role as a valuable tool of learning. The four major components of this thesis, namely, the Rationale of Gaming, the Design Process, the Implementation Process and the Evaluation Process, combine to form an integrative whole - the Enlarged Gaming System - in contributing to the stated objectives.
9

Problematic gaming habits, perceived stigma and help-seeking behavior among gamers / Problematiska spelvanor, upplevt stigma och hjälpsökande beteende hos datorspelare

Kato, Brigitta Andrea, Derman, Lisa January 2020 (has links)
Exaggerated gaming is a rising issue both in Sweden and internationally that has a negative effect on many lives. It can be a cause of isolation which leads to various social consequences. It can cause economic problems due to large amounts of money being spent on games or in-game purchases or because of prioritizing gaming before going to work or studying. Excessive gaming has been categorized as a disorder/addiction since mid-2018 by the World Health Organisation based on reviews done on the available evidence and consensus among experts from different disciplines. However, there are not a lot of studies regarding the kind of help that is available as well as how likely those that have gaming disorder seek help nor are there many studies about stigma around the phenomenon. The aim of our study was to investigate if perceived stigma has any effect on whether or not and to what extent people who have problematic gaming habits decide to seek help as well as where they turn, should they have gaming disorder. We also want to see if problematic gaming habits increase the level of perceived stigma. Our hypotheses were therefore the following: H1: the more someone’s gaming habits are close to those of someone with a gaming disorder, the higher the perceived stigma becomes around the phenomenon. H2: the greater the perceived stigma is, the less likely a person is to seek help for their problem H3: the greater the perceived stigma, the less likely a person is to turn to professionals for help. We constructed a survey and distributed it on forums that discuss gaming related issues hoping to reach as many gamers as possible and we got a total of 177 responses. After having done the analysis in SPSS, our result showed that there was a weak positive correlation between problematic gaming habits and perceived stigma. We also found that the level of perceived stigma did not influence whether they would seek help or not. When it came to seeking help from professionals, we found statistically significant data relating to stigma and seeking professional help in that the higher the perceived stigma was, the more likely the individual was to seek professional help.
10

Using a conversational framework in mobile game based learning - assessment and evaluation

Fotouhi-Ghazvini, Faranak, Earnshaw, Rae A., Moeini, A., Robison, David J., Excell, Peter S. January 2011 (has links)
No / Mobile language learning games usually only focus on spelling or out of context meaning for the entire dictionary, ignoring the role of an authentic environment. ‘Detective Alavi’ is an educational mobile game that provides a shared space for students to work collaboratively towards language learning in a narrative rich environment. This game motivates and preserves a conversation between learners and their teachers, and also between learners and learners, whilst being immersed in the story of the game. A seamless self-assessment scoring system in the game structure provides a less dominating environment for students to expose their weaknesses, and at the same time assists students to judge what skills they have learned and how much. This game has produced improvement in different cognitive processes and a deeper level of learning during the collaborative game play.

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