• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 15
  • 3
  • 3
  • 3
  • 2
  • 2
  • 1
  • 1
  • Tagged with
  • 30
  • 30
  • 10
  • 6
  • 6
  • 6
  • 6
  • 5
  • 4
  • 4
  • 4
  • 4
  • 4
  • 4
  • 4
  • 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.
21

Employee Experiences of the Dream-Factory – An Engagement Perspective on the Mobile Game Development Industry / Upplevelser och erfarenheter hos medarbetare i "drömfabriken" – ett engagement-perspektiv på den mobila spelutvecklingsbranschen

Täpp, Hans-Erik January 2015 (has links)
After a setback due to the dotcom-bubble at the beginning of the 21st century, the tech sector is today again a redhot place for pursuing a career. Much of this popularity can be accredited to the image that companies of this sector enjoy as workplaces with great opportunities for creativity, self- fulfilment and self-expression. Also, strong cultures and generous benefits add to the image of the dream-job. This study aimed to question this image by exploring experiences and attitudes of employees working within the mobile game development industry, a sub- industry of the tech sector. In order to achieve this, a successful mobile game development studio was studied at close range through observations and interviews with 25 individuals of various roles within game development. On this material, the theoretical frameworks of employee engagement and work motivation were applied to assess how personally and emotionally engaging work is within this context. Findings both confirm and nuance the public image of mobile game development as a place to work. This study finds support that the environment and atmosphere surrounding the work in large lives up to the public image of the industry; culture is strong and drives personal and emotional involvement in work and the good of the company. Within the work tasks themselves however, the free-spirited, ad-hoc creativity and opportunities for self-fulfilment promised in the public image seem delimited by a set of organizational circumstances, among them strategic decisions on company-level. Work demands alignment with directions chosen by the company, that by some are perceived as limiting to creativity, self-fulfilment and excitement. In this, the study identifies a risk in a possible discrepancy between expectations on work and the actual experience of it. Finally, the study finds signs that  the strength  in  atmosphere  and  culture can  outweigh  these perceived  limitations  in  creative space and demands of alignment, and so adds to research asserting the potential and value in a strong culture.
22

A virtual pet game to raise carbon literacy in China / Ett virtuellt husdjursspel för att höja kolkunskapen i Kina

Li, Chenhao January 2022 (has links)
After the Paris Agreement, the people of the world have a more clear understanding of the goals to combat climate change and reduce carbon emissions. Previous studies have shown that improving people's carbon literacy could play a role in achieving ambitious climate emission targets. Being the country with the largest carbon emission and the largest population, more efforts should be made to increase environmental awareness and promote carbon literacy among Chinese people. This study investigates the features of such a game intended to raise awareness on carbon emissions in China. The study involves the design and development of the game and the insights learnt from the process. The goal of this project is to design and develop a mobile game. In this game, the player interacts with a virtual pet penguin. During the interaction, emotional attachment could be developed. This study investigates the features of such a game that can raise awareness on carbon emissions in China. This game aims to promote carbon literacy among Chinese young adults, focusing on eating habits, garbage classification and carbon emissions due to traditions. According to the evaluation of this game, it is possible for such a virtual pet game to raise carbon literacy in China. / Efter Parisavtalet har världens människor en tydligare förståelse för målen för att bekämpa klimatförändringarna och minska koldioxidutsläppen. Tidigare studier har visat att en förbättring av människors koldioxidkunnighet kan spela en roll för att uppnå ambitiösa klimatmål. Eftersom det är det land som har de största koldioxidutsläppen och den största befolkningen, bör fler ansträngningar göras för att öka miljömedvetenheten och främja koldioxidkunnighet bland kineser. Denna studie undersöker egenskaperna hos ett sådant spel som syftar till att öka medvetenheten om koldioxidutsläpp i Kina. Studien involverar design och utveckling av spelet och de insikter man lärt sig från processen. Målet med detta projekt är att designa och utveckla ett mobilspel. I det här spelet interagerar spelaren med en virtuell husdjurspingvin. Under interaktionen kunde känslomässig anknytning utvecklas. Denna studie undersöker egenskaperna hos ett sådant spel som kan öka medvetenheten om koldioxidutsläpp i Kina. Det här spelet syftar till att främja kolkunskap bland kinesiska unga vuxna, med fokus på matvanor, klassificering av skräp och koldioxidutsläpp på grund av traditioner. Enligt utvärderingen av detta spel är det möjligt för ett sådant virtuellt husdjursspel att höja koldioxid kunnigheten i Kina.
23

移動遊戲產品屬性對消費者長期體驗意願之影響 ——以中國大陸地區為例 / The Study of the Effect of Mobile Game Attributes on Players' Retention Rate in China

王未來, Wang, Wei Lai Unknown Date (has links)
當今中國大陸移動遊戲產業競爭激烈,資本投入巨大,顧客維繫率低。導致遊戲研發商在遊戲開發資源配置上面臨困擾。本文根據遊戲分析理論,從遊戲產品的各個屬性滿意度對玩家長期體驗遊戲意願的影響重要程度進行量化分析和質性研究。結論是,對於全體玩家而言,提高玩家的長期體驗意願的最關鍵因素是遊戲的戰鬥設計部分是否獲得顧客很高的滿意度。 / The Chinese mobile game industry is highly competitive, features large capital investment, and low customer retention rate. Game developers are facing various problems regarding the deployment of capital investment in game developing activities. This article conducts quantitative and quantitative research on the influence of each product attribute on increasing the retention intention based on theory of games. We conclude that the element of battle design is the key factor raising customer retention intention when playing games.
24

Using Reinforcement Learning for Games with Nondeterministic State Transitions / Reinforcement Learning för spel med icke-deterministiska tillståndsövergångar

Fischer, Max January 2019 (has links)
Given the recent advances within a subfield of machine learning called reinforcement learning, several papers have shown that it is possible to create self-learning digital agents, agents that take actions and pursue strategies in complex environments without any prior knowledge. This thesis investigates the performance of the state-of-the-art reinforcement learning algorithm proximal policy optimization, when trained on a task with nondeterministic state transitions. The agent’s policy was constructed using a convolutional neural network and the game Candy Crush Friends Saga, a single-player match-three tile game, was used as the environment. The purpose of this research was to evaluate if the described agent could achieve a higher win rate than average human performance when playing the game of Candy Crush Friends Saga. The research also analyzed the algorithm's generalization capabilities on this task. The results showed that all trained models perform better than a random policy baseline, thus showing it is possible to use the proximal policy optimization algorithm to learn tasks in an environment with nondeterministic state transitions. It also showed that, given the hyperparameters chosen, it was not able to perform better than average human performance.
25

Accès à de l'information de type patrimoine culturel / Information Access in Cultural Heritage

Tan, Kian Lam 30 April 2014 (has links)
Avec la croissance explosive de la numérisation du patrimoine culturel , de nombreuses patrimoine culturel institutions ont été la conversion des objets physiques du patrimoine culturel dans la représentation numérique ou représentation descriptive . Toutefois , la conversion a donné lieu à plusieurs questions telles que : 1 ) les documents sont de nature descriptive , 2 ) l'ambiguïté et de la brièveté des documents , 3 ) le vocabulaire spécifique est utilisé dans les documents , et 4 ), il existe également des variations dans les termes utilisés dans le document . En outre, l'utilisation de mots-clés inexactes également entraîné problème de requête court . La plupart du temps , les problèmes sont causés par la faute agrégée en annotant les documents alors que le problème de requête court est causé par l'utilisateur naïf qui a peu de connaissances et d'expérience dans le domaine du patrimoine culturel . Dans cette recherche, l'objectif principal est de modéliser le système d' accès à l'information pour surmonter partiellement les questions soulevées par le processus de documentation et le fond des utilisateurs du patrimoine culturel numérique . Par conséquent , trois types d'outils d'accès aux informations sont introduites et établies à savoir l'information système de recherche , la recherche de contexte , et jeu mobile sur le patrimoine culturel qui permettent à l' utilisateur d'accéder , d'apprendre et d'explorer les informations sur le patrimoine culturel . Fondamentalement , l'idée principale d'information système de recherche et contexte de recherche est d'intégrer la relation de lien entre les termes dans le modèle de la langue par l'extension de Dirichlet lissage pour résoudre les problèmes qui se posent à la fois le processus de documentation et de fond des utilisateurs . En outre, un modèle de préférence est présenté sur la base de la théorie de la charge d'un condensateur de quantifier le contexte cognitif basé sur le temps et les intégrer dans la longue Dirichlet lissage . En outre, un jeu mobile est introduite par l'intégration des éléments des jeux de monopole et chasse au trésor pour atténuer les problèmes découlant de l'arrière-plan des utilisateurs en particulier leur comportement décontracté . Les premier et deuxième approches ont été testées sur le patrimoine culturel dans CLEF ( chic) ​​collection qui se compose de questions et de courts documents . Les résultats montrent que l'approche est efficace et donne une meilleure précision lors de la récupération . Enfin , une enquête a été menée pour étudier la troisième approche , et le résultat donne à penser que le jeu est en mesure d'aider les participants à explorer et apprendre les informations sur le patrimoine culturel . En outre, les participants ont également estimé qu'une recherche d'information outil qui est intégré avec le jeu peut fournir plus d'informations à l'utilisateur d'une manière plus pratique tout en jouant le jeu et en visitant les sites du patrimoine dans le match. En conclusion , les résultats montrent que les solutions proposées sont en mesure de résoudre les problèmes posés par le processus de documentation et le fond des utilisateurs du patrimoine culturel numérique . / With the explosive growth of digitization in cultural heritage, many cultural heritage institu- tions have been converting physical objects of cultural heritage into digital representation or descriptive representation. However, the conversion resulted in several issues such as: 1) the documents are descriptive in nature, 2) ambiguity and brevity of the documents, 3) dedicated vocabulary is used in the documents, and 4) there is also variation in the terms used in the doc- ument. Besides, the usage of inaccurate keywords also resulted in short query problem. Most of the time, the issues are caused by the aggregated fault in annotating the documents while the short query problem is caused by naive user who has little prior knowledge and experience in cultural heritage domain. In this research, the main aim is to model information access system to overcome partially the issues arising from the documentation process and the background of the users of digital cultural heritage. Therefore, three types of information access tool are introduced and established namely information retrieval system, context search, and mobile game on cultural heritage that allow the user to access, learn, and explore the information on cultural heritage. Basically, the main idea for information retrieval system and context search is to incorporate the link relationship between terms into the Language Model by extending of Dirichlet Smoothing to solve the problems arising from both the documentation process and background of the users. In addition, a Preference Model is introduced based on the Theory of Charging a Capacitor to quantify the cognitive context based on time and integrate into the extended Dirichlet Smoothing. Besides, a mobile game is introduced by integrating the ele- ments of the games of monopoly and treasure hunt to mitigate the problems arising from the background of the users especially their casual behavior. The first and second approaches were tested on the Cultural Heritage in CLEF (CHiC) collection that consists of short queries and documents. The results show that the approach is effective and yields better accuracy during the retrieval. Finally, a survey was carried out to investigate the third approach, and the result suggests that the game is able to help the participants to explore and learn the information on cultural heritage. In addition, the participants also felt that an information seeking tool that is integrated with the game can provide more information to the user in a more convenient manner while playing the game and visiting the heritage sites in the game. In conclusion, the results show that the proposed solutions are able to solve the problems arising from the documentation process and the background of the users of digital cultural heritage.
26

Context-Aware Procedural Content Generation with Player Modelling in Mobile Action Role Playing Game

Gustafsson, Andreas, Vallett, Jesper January 2018 (has links)
This paper aimed to discover how player satisfaction is affected by context-aware elements based on physical, real-world factors in an action role-playing game. The possibility of utilizing player modelling to counteract the reduction in player empowerment in a game heavily influenced by external factors was also explored. This was accomplished by creating an ARPG heavily integrated with various weather, and daytime, context data obtained from web-based APIs. Followed by conducting qualitative tests with help of eleven participants during a time period of a week. The evaluated results were presented in a manner of relevance for both context-driven applications as a whole, and for further exploration within game developments utilization of state of the art technology.
27

A study on 2D advertisementsin mobile versus VR experiences

Beverskog, Simon, Larsson, Fredrik January 2020 (has links)
Virtual reality tech is new, exciting and full of opportunities.Despite this the gaming section of virtual reality does not grow asfast as it was predicted it would be. Headsets and games areexpensive and perhaps a market model similar to the mobile gamingmarket would do the new tech good. A model that is heavily reliant onadvertisements and low prices.The purpose of this thesis is to show that virtual reality games areas viable an advertising target as mobile games that are a popularadvertisement medium. The study uses 2D billboard advertisements asthey are a non-intrusive advertisement format that can be implementedin a similar fashion on a mobile game and VR game.For this study two games were developed, one that runs on a OculusQuest VR headset and one for mobile Android devices. The games are asclose to each other as possible in terms of objective and settingwith the same advertisements implemented in them, each game featurestwo levels, one level contains advertisements and one does not.Surveys are used to find data regarding how the advertisementsaffected the game experience on both platforms. Interviews were thenconducted to find more qualitative information and to explain theresults as well as to find out what makes an advertisement good ortolerable.
28

雷亞遊戲公司之商業模式與策略創新 / The innovation of business model and strategy of Rayark Inc.

呂挺嘉, Lu, Ting Chia Unknown Date (has links)
台灣曾創造出軒轅劍、大富翁、仙劍奇俠傳等膾炙人口的經典國產遊戲,而隨著線上遊戲的興起,台灣的遊戲市場開始充斥著來自日本、韓國等海外作品,遊戲公司也多以代理為主要業務,國產遊戲便漸漸地消失在市場上。時至今日,隨著手機遊戲平台的興起,台灣的自製遊戲公司又有如雨後春筍般冒出,而其中,雷亞遊戲是相當具有代表性的一間公司。   雷亞遊戲成立於2011年9月,至今不過五年左右的時間,就已創造出數款深受全世界玩家喜愛的遊戲,甚至在許多國家的付費排行榜上名列前茅。雷亞不僅僅是一間遊戲公司,更將其IP(Intellectual Property;智慧財產權)做跨領域應用,不斷地學習成長,拓展自己的營運範疇,持續朝泛娛樂產業的方向發展。   本研究以雷亞遊戲公司為個案,透過商業模式圖及策略鑽石的架構,分析其在商業模式與策略上的創新。研究的資料來源包括訪談、實地觀察與次級資料,透過其與文獻之間的互動,漸漸描繪出個案公司的模樣,並試著去找出其創新之處。   最後,本研究將雷亞遊戲之創新歸納為三點:原創內容及一源多用、平台與共創價值、有機式粉絲經營。然而,這樣的商業模式及策略創新並不一定適用於其他組織,本研究期許的是透過個案研究的方式,對於雷亞遊戲有完整且深入的了解,提供台灣遊戲業者一些不同的觀點與做法做為參考。 / Taiwanese companies had produced several prestigious and successful games such as The Legend of Sword and Fairy, Xuan-Yuan Sword and Richman. However, since the age of online-game came, the game market in Taiwan had been filled with games coming from Japan, Korea or any other country overseas. Accordingly, the game companies became the agency of foreign games, Taiwanese-produced games had disappeared. Today, along with the rise of mobile games, Taiwanese-produced game companies sprung up. This research will mainly focus on the discussion about Rayark.   Established in September, 2011, Rayark has produced plenty of games which are hit around the world. Rayark is not only a game company, they also applied their intellectual property in different areas and keep growing. Trying to extend their business scope, in order to develop themselves in pan-entertainment industry.   This research is the case study of Rayark, to analyze the innovation on business model and strategy through Business Canvas and Strategy Diamond. The material came from interview, participant observations and secondary datas. Through the interaction with the literatures, depicts the appearance of the company then discover the innovation inside.   At last, this research concludes the innovation of Rayark into the following 3 points: original contents and one-source-multi-use; platform and value co-production; organic fans business. Yet, the intention of this research is not to apply the innovation to other organizations. This research aims to provide complete and in-depth introduction of Rayark, hoping that it could give some insights to Taiwanese game companies.
29

數位遊戲之行動載具使用者行為與開發分析─以智慧型手機為例 / Mobile device game player behaviors and games development analysis - using smartphone as an example

林姿旻, Tzu-Min Lin Unknown Date (has links)
數位遊戲已成為探討現代生活科技中一項重要的領域。智慧型手機,為近兩年興起的行動平台載具,根據資策會資料顯示,在手機進行娛樂活動應用程式的排行,第一為聽音樂,第二即為進行遊戲。觀察智慧型手機上的應用程式市集(如:android market、app store),使用者可以快速方便的利用網路下載遊戲,在眾多遊戲中,使用者選擇何種類型遊戲下載並進行遊戲,對遊戲開發商非常重要。在智慧型手機上結合許多科技技術(如:無線網路、各式感測器......等),皆有可能影響使用者進行遊戲和選擇遊戲的動機。因此,了解並且針對使用者需求與使用者行為設計遊戲,在數位內容領域進行數位遊戲研究與開發是重要的議題。 為了解使用者在智慧型手機上進行遊戲的動機,本研究使用科技接受模型和動機理論探討使用者的內在動機和外在動機,透過問卷分析初步了解使用者在智慧型手機上進行遊戲的原因,以及在智慧型手機上擷取使用者在手機上進行遊戲的行為和訪談使用者進行遊戲的因子,將兩資料進行比對驗證,找出使用者在智慧型手機上進行遊戲的模型,以及外在和內在動機之相互影響,作為未來規劃與策略發展方向的參考依據。 根據資料分析發現,使用者進行遊戲的動機會受到遊戲的操作性和在遊戲中得到的樂趣影響。並且使用者會因為他人推薦或看到他人進行遊戲,影響到使用者進行遊戲的意願,而使用者在進行遊戲時,遊戲中提供與他人互動的功能也能激發使用者進行遊戲。此外,在智慧型手機遊戲情境中,使用者會受到外在動機影響,改變本身對遊戲的觀點,影響到使用者的內在動機,進而改變使用者對遊戲的意願。 / Digital games have become an important domain of exploration the technology of modern life. The smartphone which is a mobile device rises due two years. Follow the MIC data of entertainment applications on mobile phone rank, the first is listening music and the second is playing games. User can easy download games quickly by wireless from application market like Android market or app store. It is important for game developers to know which game user chooses and downloads in large games. The smartphone combine different technology and sensors that may influence user’s motivations to choose games and play games. Therefore, to understand user’s need and user’s behavior for game design which is important discuss for digital game study and developer of digital content domain. To understand the motivations of user playing games on the smartphone, so this study uses technology acceptance model (TAM) to explore intrinsic motivations and extrinsic motivations of playing game. Through questionnaire to find the factors that user plays games on smartphone, and we also collect users’ behavior from smartphone and interview users. The study combines these data to find the model of user playing game on the smartphone, and the relationship between intrinsic motivations and extrinsic motivations. The study finds that perceived ease of use and the fun in games effect user’s motivation. The user intention influenced by people who around user and also affected in the game which provide user to interact with others. By the way, user’s extrinsic motivations affect intrinsic motivations on smartphone context, and change the mind of playing games.
30

Realistic Virtual Human Character Design Strategy and Experience for Supporting Serious Role-Playing Simulations on Mobile Devices

Kumari, Sindhu 26 May 2022 (has links)
No description available.

Page generated in 0.0602 seconds