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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

En kort studie av indie otome-utvecklare : Vem gör indie otome-spel, och varför? / A brief study of indie otome developers : Who is making indie otome games, and why?

Kopriva Hedström, Elizabeth January 2024 (has links)
Otome games are most simply described as Japanese games in which players play through a romance story as a female protagonist wooing a male love interest, the game equivalent of a romance novel. Indie otome games are otome games made in English, and the developers of these games have created a unique development community that is casually observed to be majority female, majority LGBTQ+, and is motivated to make games in part by the lack of romance games available and is only incidentally motivated by the possibility of earning money. After a background discussion on what otome games are, this unique community is examined through survey and interview answers to understand what they consider otome games to be and why they make otome games, while differences from the mainstream game development industry are highlighted. Survey results demonstrate that women make up the majority of developers in the space and that the majority of developers identify as LGBTQ+. The survey and subsequent follow-up interviews show that while a gap in the market of games is a motivating factor for these developers, for a large portion of developers it is not the primary factor, and they would still be making games regardless. The survey also provides insights into how the indie otome developer community defines itself and suggests that the community is still in the process of growing and defining itself.
2

Datorspel = Lärande? : En kvalitativ studie angående gymnasieelevers attityder gällande datorspel som läromedel / Computer games = Learning?

Sabelström, Ellen January 2013 (has links)
The gaming market has become the fastest growing market for leisure and is one of the most popular forms of homeentertainment. This has generated a media debate about how people are affected by gaming and concernes how we are affected by the violence that may occur in games. Games proponents argues that gaming is the future of teaching and computer games are becoming a sustainable and popular instruction strategy. Some studies have long used computer games for educational purposes. By interviewing high school students in focus groups as qualitative research, I studied their attitudes towards computer games as a learning tool. Using the indie game Minecraft, the online game World of Warcraft and the simulation game Euro Truck as examples, I have asked high school students what skills they believe can be obtained by using computer games as a learning tool. Focusing on factual abstract learning, social learning and practical application of learning. The result shows that high school students believe that some learning can be achieved by most computer games, but the knowledge obtained is not necessarily the skills that can be applied in reality. The results also show that high school students lack practical application of learning, and they think that computer games are a great tool to visualize factually abstract knowledge. When it comes to social learning they believe that it gives the opposite effect and make players asocial.
3

Cuties Killing Video Games: Gender Politics and Performance in Indie Game Developer Subculture

Higgins, Alexander 24 April 2015 (has links)
No description available.

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