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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.
11

Hur kan personlighet förmedlas hos icke-levande objekt genom 3D-animation?

Kumpulainen, Andreas January 2022 (has links)
I denna studie kommer jag gå igenom hur man kan gå till väga för att förmedla personlighet till icke-levande objekt genom 3D-animation. Syftet med studien är att få en bättre förståelse för animation, samt hur man kan få icke-levande objekt att kännas mer levande genom att ge dem personlighet som förmedlas genom 3D-animation. Studien ska ses som ett första steg för de som är intresserade inom animation och vill lära sig mer om hur man kan förmedla personligheter till olika karaktärer genom animation. Sättet som jag har valt att utföra denna undersökning är att gestalta en kortfilm där karaktären man följer är en mjölpåse som försöker överkomma sin rädsla för höjder med hjälp av sin vän som hejar på. Det jag hoppas på att åstadkomma med min undersökning är att uppmuntra personer som är intresserade inom animation, men som inte har någon grund i ämnet, till att ta första steget och börja animera. Det finns mycket till animation och att ha en bättre förståelse för personligheter i animation underlättar. Personligheter i karaktärer är en viktig del inom spelbranschen samt filmbranschen. Utan personligheter blir det svårt för användarna att bli investerade i det man vill försöka förmedla. Resultatet kommer gå djupare in på hur man kan förmedla personlighet genom känslor, samt om en intervju med en animerare för att få inblick i spelbranschen. / In this article, I will go through how to go about conveying personality to non-living objects using 3D-animation. The purpose of the article is to get a better understanding of animation and to make 3D-objects feel alive by giving them a personality conveyed by animation. This article should be seen as a first step for those who are interested in animation and want to learn more about how to convey personalities to different characters through animation. The way I have chosen to go with this study is to make a short film where the character you follow is a flour bag who tries to overcome his fear of heights with the help of his friend who cheers for him. What I hope with my research is to encourage people who are interested in animation, but who have no basis in the subject or do not dare to take the first step, to make their first animation. Personalities in characters are an important part of the gaming industry and the film industry. Without personalities, it will be difficult for users to be invested in what is conveyed. The result will go deeper into how to convey personality through emotions as well about an interview with an animator to get insight in the gaming industry.
12

[pt] O FENÔMENO RIO PUC GAMES: NOVAS PRÁTICAS DE CONSTRUÇÃO DE CONHECIMENTO EM DESIGN DE JOGOS / [en] THE RIO PUC GAMES PHENOMENON: NEW KNOWLEDGE-BUILDING PRACTICES ON GAME DESIGN

LEONARDO CARDARELLI LEITE 13 November 2019 (has links)
[pt] Em 2016, um grupo de alunos da PUC-Rio se mobilizou para criar uma iniciativa interdisciplinar de estudo e prática em jogos — hoje chamada de Rio PUC Games (RPG). Este movimento estudantil é composto por alunos de diferentes cursos de graduação, em sua maioria Design, que atuam em funções pertinentes ao desenvolvimento de jogos: artes, programação, design de jogos e produção. Reconhecendo a RPG como uma iniciativa singular, o objetivo geral desta tese foi investigá-la, buscando descrever, caracterizar e compreender de quais formas suas atividades podem inspirar novas práticas de ensino, em um contexto de design de jogos. A partir de uma revisão bibliográfica que abrangeu – para além da leitura clássica sobre jogos – novos paradigmas oriundos das ciências cognitivas, antropologia cultural e ciência da computação, construimos uma fundamentação teórica sobre a formação lúdica da sociedade – a partir do que chamamos de espírito lúdico – e o potencial expressivo e persuasivo dos jogos. Em seguida, descrevemos e analisamos as características das indústrias de jogos digitais, nos âmbitos nacional e internacional, por meio de um discurso crítico que destacou seus principais desafios atuais. Adicionalmente, foram apresentadas e comentadas as grades curriculares de algumas relevantes instituições de ensino nacionais e internacionais voltadas para a formação de profissionais para esta área de atuação, com a intenção de discutir quais perfis profissionais estão sendo priorizados; frente a estas informações, apresentamos o curso de Design em Mídia Digital da PUC-Rio e seu percurso curricular. Finalmente, por meio de uma observação participante que se estendeu por quase três anos, analisamos criticamente a Rio PUC Games no tocante à sua filosofia, estrutura, dinâmicas e práticas, trabalhos e contribuições, concluindo que, de fato, a RPG construiu um modelo de ensino onde não apenas habilidades técnicas em jogos são desenvolvidas, mas também qualidades fundamentais para o profissional do século XXI, tais como autonomia, confiança, organização, resiliência, cooperação, liderança e companheirismo. / [en] In 2016, a group of students at PUC-Rio gathered to create an interdisciplinary initiative to study and practice games – known today as Rio PUC Games (RPG). This movement is composed by students from different undergraduate courses, mostly Design, in which they operate on functions pertinent to game development: arts, programming, game design and production. Recognizing RPG as a singular initiative, the object of this thesis was to investigate it, seeking to describe, characterize and understand in which ways their activities can inspire new educational practices in the context of game design. Starting with a bibliographic review that spanned – beyond the classic literature on play and games – new paradigms arising from the cognitive sciences, cultural anthropology and computer science, we build a theoretical foundation on the ludic formation of society – from what is defined as the ludic spirit – and the expressive and persuasive potential of games. Next, we describe and analyze the characteristics of the video game industry, both national and international, by means of a critical discourse that pointed to its most current challenges. Additionally, we present and comment on the curriculum of relevant educational institutions dedicated to this field aiming at discussing which professional profiles are being prioritized; we then present the Design in Digital Media program at PUC-Rio and its curricular course. Finally, through a participatory observation that was conducted over almost three years, we analyzed the Rio PUC Games initiative in terms of its philosophy, structure, dynamics and practices, works and contributions, concluding that, in fact, RPG built a model of teaching where not only technical skills in games are developed, but also fundamental qualities for the professional of the 21st century, such as autonomy, confidence, organization, resilience, cooperation, leadership and companionship.
13

Sustainable Game Development : Mapping the climate impact and the negative impact reduction actions in the Swedish gaming industry

Lönnqvist, Oliver January 2022 (has links)
The purpose of this study is to map the current state of the Swedish gaming industry with regards to its climate impact and negative impact reduction actions. With the organization and the game development pipeline in focus this study set out to explore how game development activities have an impact on the climate, where the industry is focusing its actions to reduce this impact, and how the issue is perceived and handled by industry practitioners. Game development and the gaming industry in general is not commonly recognized for its climate impact because of it being digital in nature. As gaming is becoming more accessible, game devices more powerful, and the world more reliant on data centers and networks, the climate impact of digital products and services must be acknowledged. To understand the full scope of the impact of the gaming industry, it is imperative to identify that there is a problem and to what extent. To do so, there is a need to know where the industry’s climate footprints lie and how to calculate them. Then, strategic actions to reduce the climate impact from the Swedish gaming industry can be taken. This study presents a framework that outlines the product life cycle of a game and its relation to the organization's greenhouse gas emissions. The framework presented in the study can help researchers and practitioners identify where emissions occur and simplify the calculations of their climate footprint. Furthermore, reports and guides presented by some of the active climate initiatives were interpreted and analyzed in relation to the framework to map what emissions the reduction actions are targeting. To understand the Swedish aspect, and the organizational aspect, primary data was collected from sustainability reports published by Swedish gaming companies. These reports were used to identify how they are conducting their climate work, what their climate footprint is, and what actions they are taking to reduce their negative impact. Finally interviews with practitioners in the Swedish gaming industry were conducted to understand how climate change and climate actions affect their day-to-day activities. By triangulating the data collected from initiatives, sustainability reports and interviews, the intersection between initiatives and the industry was identified. The findings in this triangulation in combination with previous research and the presented framework can then be used to map the current state of the Swedish gaming industry with regards to its climate impact and its negative impact reduction action.
14

Management of project failures in the gaming industry : The normalization approach

Mahamud, Abdirahman, Khayre, Abdimajid, Bergholm, Paula January 2019 (has links)
In creative industries such as the gaming industry, the failure rate is typically higher in relation to many other industries. This is usually due to the constant need of innovation and the extreme competition in the industry of gaming. Firms in this industry take on multiple innovation projects, which inherently have a high rate of failure. Literature has previously stressed and focused on the importance of failure and how it can enhance learning that can be a crucial asset for any organization. However, failure brings along negative emotions that can slow down or block the learning process of an individual or an organization at large. In an industry where failure is common, it is important for the management to tackle this issue. Therefore, the purpose of this thesis is to explore the approach the management of small gaming firms take in order to normalize failure. In this study, the data has been collected qualitatively while using a thematic analysis to recognize consistent themes and patterns, which arise from the primary data that was collected. By conducting four semi-structured interviews with two different companies (2 interviews each), we found that both companies have a similar attitude regarding project failure. Both companies either expect failure to happen or even encourage it. One of our key findings was that both companies emphasize failing fast, which allows them to save time, money and resources as well as helps some members of the organization to react less emotionally to the termination of a project. Empirical results were then discussed and analyzed by judging whether the actions these companies took can be classified as a way of normalizing failure. We concluded that there was evidence for management employing various methods of action that would eventually lead to normalization of failure. Some of these actions included the fail fast attitude, failure supportive slogans and the thought of planning for failure beforehand.
15

Cloud computing v herním průmyslu / Cloud Computing in Gaming Industry

Gleza, Jan January 2012 (has links)
This thesis analyzes current status of software distribution in gaming industry and its biggest challenges. Thesis also includes insight in completely different approach to the software distribution -- Cloud Gaming. In practical part are thoroughly tested existing solutions and done functionality analysis. Practical part also includes experiment which regards to building own platform using currently existing tools and it is followed by discussion of results.
16

[en] PRODUCT DISCOVERY IN THE PC GAMES MARKET / [pt] DESCOBERTA DE PRODUTOS NO MERCADO DE JOGOS PARA PC

LUIS PAULO FERNANDES BRETANHA JORGE 19 October 2017 (has links)
[pt] Esse trabalho investiga o papel da descoberta de produto na demanda por jogos eletrônicos. Nós mostramos que o padrão de vendas para jogos eletrônicos é bastante variado, com alguns jogos tendo suas vendas imediatamente depois de seus lançamentos, e outros com caldas de venda maiores. Para entender essas diferenças nós propomos um modelo de demanda em que consumidores são periodicamente informados sobre a existência de um jogo e exploramos o padrão de vendas que isso implica. Em seguida aplicamos o modelo aos dados usando dados de preços e vendas da plataforma digital Steam e dados e busca online do google trends. Nossos resultados sugerem que vendas três meses depois do lançamento são em média metade do que seria caso consumidores tivessem informação completa. / [en] This paper investigates the role of product discovery in the demand for video games. We show that the lifetime sales patterns for video games vary widely, with some games selling most of their units in the first months after launch and others having longer tails. To understand these differences we propose a demand model in which consumers are periodically informed about the existence of a game and explore the lifetime sales patterns that this implies. We then take it to the data using price and sales figures from the Steam digital platform and web search figures from google trends. Our results imply that sales three months after launch are on average half of what they should be were consumers fully informed.
17

Legislativní změny v oblasti loterií a jejich fiskální dopady / Changes in legislation in the field of lotteries and their fiscal impact

Brůček, Tomáš January 2013 (has links)
The thesis is focused on changes in legislation in the field of lotteries and their impact on the budgets of selected municipalities. The gaming industry is a specific part of the economy which is connected with the unique taxation system. Since 2012, a new taxation system has been applied - it has consequences on public budgets. The aim of this thesis is to evaluate these changes and to qualify their impact on the amount and the structure of income from gambling in selected Prague city districts. The development of income from gambling is strongly influenced by city districts' attitude towards gambling. In city districts with zero tolerance of gambling, income from gambling dropped. On the contrary, city districts with high concentration of gambling increased their income. Due to existence of the Capital City of Prague, the position of city districts is different in comparison with the other cities and villages.
18

Defining a new Game Genre : Ontological approach to identify and define a new genre of games

Larsson, Andreas January 2023 (has links)
This thesis investigates the genre classification of Vampire Survivors-like games, focusing on "Vampire Survivors" by Poncle (2021, poncle). The objective is to define their genre and explore the possibility of a new genre creation. The research comprehensively examines genre origins, classification approaches, and significance from design, marketing, and consumer perspectives. Vampire Survivors and similar games have gained prominence, but their genre remains uncertain. Elements align with Action Roguelike and Bullet Hell, yet definitive classification proves elusive. This study analyzes gameplay mechanics, design elements, and experiences to compare with established genres.The research provides insights for game developers seeking design patterns and helps players find suitable games. It contributes to the understanding of emerging game genres, promoting innovation in the gaming industry. Using a systematic methodology, this thesis establishes a coherent genre framework. Finding scontribute to genre discussions and inspire future research in this evolving field.

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