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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.
141

Digital Games and Language Learning

Kluge, Jacob, Bjärnmark, Jonas January 2012 (has links)
With this survey paper we have contrasted and summarized research on digital games and language learning in order to investigate whether digital games can be used to instil communicative competence in students. In addition, we have examined what kinds of considerations that need to be made by teachers when applying digital games in educational settings. In order to acquire an indication of whether games were being used as a language-learning tool in schools today, we conducted a small pilot study in the region of Skåne. In this pilot study, we asked 10 language teachers whether they had ever used videogames in their language teaching. The pilot study suggested that digital games were not being used as a teaching aid. However, the research examined in this survey paper suggests that videogames can be used to instil dimensions of communicative competence. Research also suggested that digital games only inherently supported one or two dimensions of communicative competence. With regard to this, we argued that all four dimensions of communicative competence can be supported through the use of different pedagogical strategies in combination with other approaches. Furthermore, research suggested that there are necessary precautions for teachers to consider before implementing digital games in teaching (e.g. having sufficient knowledge of the games to be used in order to be able to scaffold them according to students’ needs). Since the research explored in this paper suggest that videogames can be used to instil communicative competence in students, we argued that digital games might be an overlooked asset in language learning.
142

Digital Games and the Development of Communicative Competence

Al-Amide, Mustafa January 2014 (has links)
The purpose of this paper was to review research within the field of digital games and language learning to explore whether gaming can facilitate communicative competence and foster motivation for language learning. To answer my questions I conducted a research synthesis, compiling a variety of research over the last decade to answer my questions as effectively as possible. Results showed that digital games do in fact facilitate language development and induce motivation. Research also showed that different games provide different opportunities and activities, resulting in some games fostering language competence more than others. For instance, World of Warcraft provided social situations where conversations were erratic, spontaneous, contextual and driven by small events in the game, while The Sims focused more on strategic and creative activities. Additionally, research suggested that digital games motivated learners to develop their L2 language in hope of achieving more goals together within a variety games and game types.
143

Designing mechanics for asymmetric cooperation in hybrid co-located social games

Rauch, Lisa January 2017 (has links)
This thesis addresses a game design matter with an interaction design perspective, arguing that both are strongly related and can learn from each other. It explores the topic of designing mechanics for asymmetric cooperation in hybrid social co-located games. Co-located social games are games played in a same space, and hybrid games merge analog and digital features. When dealing with asymmetric cooperation mechanics, players work together towards the same goal but with different mechanics (different ability to act or to access to information). Cooperation is more and more popular in the game field and, among with other benefices, asymmetry can strengthen it by making the performances of the players fully complementary. In hybrid games, this kind of mechanics could make people bridge the gap between physical and digital materials through cooperation, by combining actions or sharing information. Following a theoretical investigation on the matter, this paper presents several experiments of asymmetric cooperation mechanics involving digital aspects thanks to a smartphone, and sparking strong social interactions. A discussion is drawn upon them to share the resulting observations on hybrid asymmetric cooperation and on the process of prototyping game mechanics.
144

Player attitudes to avatar development in digital games : an exploratory study of single-player role-playing games and other genres

Gough, Richard D. January 2013 (has links)
Digital games incorporate systems that allow players to customise and develop their controllable in-game representative (avatar) over the course of a game. Avatar customisation systems represent a point at which the goals and values of players interface with the intentions of the game developer forming a dynamic and complex relationship between system and user. With the proliferation of customisable avatars through digital games and the ongoing monetisation of customisation options through digital content delivery platforms it is important to understand the relationship between player and avatar in order to provide a better user experience and to develop an understanding of the cultural impact of the avatar. Previous research on avatar customisation has focused on the users of virtual worlds and massively multiplayer games, leaving single-player avatar experiences. These past studies have also typically focused on one particular aspect of avatar customisation and those that have looked at all factors involved in avatar customisation have done so with a very small sample. This research has aimed to address this gap in the literature by focusing primarily on avatar customisation features in single-player games, aiming to investigate the relationship between player and customisation systems from the perspective of the players of digital games. To fulfill the research aims and objectives, the qualitative approach of interpretative phenomenological analysis was adopted. Thirty participants were recruited using snowball and purposive sampling (the criteria being that participants had played games featuring customisable avatars) and accounts of their experiences were gathered through semi-structured interviews. Through this research, strategies of avatar customisation were explored in order to demonstrate how people use such systems. The shortcomings in game mechanics and user interfaces were highlighted so that future games can improve the avatar customisation experience.
145

Confined and Condemned : The Impact a Restricted User Interface Has on the Player Experience in Survival Horror Games / Confined and Condemned : Påverkan ett begränsat användargränssnitt har på spelupplevelsen i överlevnadsskräckspel

Taffazoli, Hosein, Tiedemann, Thomas January 2017 (has links)
In this study, we will explore how a restricted user interface affects the player experience in survival horror games. To test this, we created a digital survival horror game. The restricted user interface in the prototype resides in the player controller who has access to five different user interface elements. These elements are health, revolver, flashlight, compass and a watch. The results showed that the restriction and making the user interface diegetic did affect the player experience. This was presented through dividing the participant's experiences with the prototype in four categories: Challenge, Analytical, Safety and Control. Participant’s enjoyed the added challenge from the restricted user interface which also helped promote the horror experience. As a drawback, a restricted user interface resulted in participants having a harder time learning the game and understanding certain game mechanics and elements. / I denna studie så kommer vi undersöka hur ett begränsat användargränssnitt påverkar spelupplevelsen i överlevnadsskräckspel. För att testa detta så skapade vi ett digitalt överlevnadsskräckspel. Det begränsade användargränssnittet i prototypen befinner sig på den spelbara karaktären som har tillgång till fem olika användargränssnitts element. Dessa element är hälsa, revolver, ficklampa, kompass och klocka. Resultaten visar att begränsningen och genom att göra användargränssnittet diegetisk påverkade spelupplevelsen. Detta var presenterat genom att dela upp deltagarens erfarenheter med prototypen i fyra olika kategorier: utmaning, analytisk, säkerhet och kontroll. Deltagare gillade ökningen i utmaning från det begränsade gränssnittet som även hjälpte stärkte skräckupplevelsen. En nackdel med ett begränsat gränssnitt var att deltagare hade det svårare att lära sig spelet samt förstå vissa spelmekaniker och spelement.
146

Virtuell verklighet som ett verktyg för tankfulla reflektioner inom digitala spel

Mehmedovic, Aziz, Sabanovic, Anes January 2019 (has links)
Med detta kandidatarbete så prövar samt undersöker vi möjligheterna till en “praxisgemenskap” inom Games for Change genom digitala spel med tekniken virtuell verklighet (VR). Genom prövningen i sig så testar sig denna undersökningen fram med en stark analysmetod från spelbranschen. Detta för att kunna definiera hur man kan skapa ett spel som får spelaren att tänka kring ett fåtal utvalda diskussionsämnen som baseras på i den digitala gestaltningen om vad som är GROW’em. Vår frågeställning är: “Hur kan man med hjälp av digitala spel inom VR förmedla diskussion samt tankar kring hortikultur?”, och vi har valt att gestalta detta genom att utveckla ett spel vid namn GROW’em. Nyfikenhet kring detta ämne väcktes inombords efter att vi undersökt närmare inom spelupplevelsen som GROW’em är baserad på. Men vad vi vet, efter att ha genomgått en lång sökhistorik, så finns det inte någon upplevelse som liknar den erfarenhet och område såsom hortikultur vilket vi vill komma åt. För att testa denna undersökning så gav vi diverse individer chansen att testspela igenom gestaltningens demo som varade mellan 10-15 minuter, dessa individer fick sedan besvara på ett frågeformulär kring deras spelupplevelse. Undersökningen resulterade i ett digitalt spel i samband med den fysiska hårdvaran av VR. Med resultat som ger till följd av nya synvinklar på en framtida planering av projektet. Dessa resultat gav även en indikation på hur rimlig vår undersökning är i mån av frågeställningen som vi ställer / With this bachelor thesis, we try and explore the possibilities of a "practice community" within Games for change through digital games with the technology of virtual reality (VR). Through the work itself, this study tests itself with a strong analysis method from the gaming industry. This is to be able to define how one can create a game that causes the player to think about a few selected discussion topics based on the digital design of what GROW’em is. Our question is: "How can one with the help of VR convey discussions and thoughts about horticulture?", which we have chosen to create this by developing a game called GROW’em. Curiosity about this subject was brought onto us after we examined in more detail within the gaming experience of what GROW'em is based on. But what we know, after having gone through a long search history, is that there’s no immersion that resembles the experience and areas as a horticultural culture that we want to access. To test this study, we gave different individuals the chance to try a demo that lasted between 10-15 minutes. These individuals then had to answer a questionnaire about their experience. The investigation resulted in a digital game in conjunction with the physical hardware of VR. With results that puts things in a new perspective on a future planning of the project. These answers also provided an indication of how reasonable our inquiry is, to the extent of the framing of a question that we ask.
147

Plataformas como novo tipo de governança de cadeias globais de valor: estudo na indústria de jogos digitais. / Platforms as a new type of global value chains governance: a study of the digital game industry.

Sakuda, Luiz Ojima 07 June 2016 (has links)
Os estudos de Governança de Cadeias Globais de Valor (CGVs) analisaram um grande espectro indústrias nos últimos 20 anos, mas a pesquisa de CGV em indústrias de bens de informação ainda é limitado. Cartões de crédito, sistemas operacionais, jogos digitais e aplicativos móveis são exemplos de indústrias que possuem provedores de plataforma, que mediam as interações entre fornecedores e consumidores. Nos últimos anos, o desenvolvimento de plataformas digitais em indústrias tradicionais possibilitou movimentos disruptivos conhecidos como uberização.Os relacionamentos em plataformas são desenhados para serem multilaterais e possuírem efeitos de rede para atrair um maior volume de participantes, o que muda a natureza da coordenação em relação às cadeias tradicionais baseadas em relacionamentos bilaterais sucessivos. Do ponto de vista normativo, as plataformas são baseadas convenção de projetos, típica do \"novo espírito do capitalismo\", cuja lógica de justificação ainda não incorporada no referencial de governança de CGVs. Este trabalho propõe governança por plataforma como um novo tipo de governança, conciliando as abordagens de coordenação e de normatização. A indústria de jogos digitais foi escolhida por ter simultaneamente características de plataforma tecnológica e de distribuição, enfatizadas respectivamente na literatura sobre plataformas industriais e multilaterais. Métodos mistos foram utilizados para a pesquisa em três países (Coreia do Sul, Finlândia e Brasil): questionários aplicados a 235 desenvolvedores de jogos digitais, 73 entrevistas com desenvolvedores, publishers e gestores públicos, e 6 entrevistas com representantes de plataformas, além de pesquisa documental sobre a indústria global. A análise confirmou a importância dos efeitos de rede e que a governança por plataformas possui simultaneamente características de governança presentes em tipos já estabelecidos na literatura e também características distintivas, tanto nos aspectos de coordenação como nos aspectos normativos. Confirmou ainda a aderência da convenção de projetos para compreender este tipo de governança. / Global Value Chain (GVC) Governance studies analyzed a great spectrum of industries last 20 years, but GVC research on information goods industries and the impact of the internet on GVC coordination and normalization is limited.Credit Cards, Operational Systems, Digital Games and Mobile Applications are some classic examples of industries that have platform providers, which mediate suppliers and consumers\' interactions. In recent years, the development of digital platforms in traditional industries possible disruptive movements, known as uberization. Relationships platforms are designed to be multilateral and have network effects to attract a greater volume of participants, which changes the nature of coordination in relation to traditional chains based in successive bilateral relationships. From a normative point of view, the platforms are based on the project convention, typical of the \"new spirit of capitalism\", which justification logic not yet incorporated into the GVCs governance framework. This work proposes governance through platform as a new type of governance and combining the approaches of coordination and standardization. The digital games industry was chosen because both have technology platform characteristics and distribution, respectively emphasized in the literature on industrial and multilateral platforms. Mixed methods were used for research in three countries (South Korea, Finland and Brazil): questionnaires given to 235 developers of digital games, 73 interviews with developers, publishers and public managers, and 6 interviews with representatives of platforms and research documentary on the global industry. The analysis confirmed the importance of network effects and that the governance platform has simultaneously governance characteristics present in types already established in the literature and distinctive characteristicsin both the coordination aspects as the normative aspects. It also confirmed the adherence to the project convention to understand this type of governance.
148

Comunicação e Jogos Digitais em ambientes educacionais: Literacias de Mídia e Informação dos professores de Educação Física da cidade de São Paulo / Communication and Digital Games in Educational\'s Environment: Media and Information Literacy of São Paulo\'s Physical Education Teachers.

Costa, Alan Queiroz da 31 March 2017 (has links)
Num contexto de avanços tecnológicos, a emergência do digital no contemporâneo conectado se apresenta por meio de novas práticas, costumes e relações entre as pessoas e as Plataformas Digitais. Assim, a presente tese de doutorado se insere na interface entre Comunicação e Educação como campo privilegiado para discussões e estudos em busca desses entendimentos. Apesar de grandes avanços em pesquisas nessa área, existe, ainda hoje, um grande eco em relação às novas linguagens oferecidas pelos aparatos eletrônicos e à capacidade de assimilação pelas gerações dos educadores e seus educandos. Dessa maneira propõe-se a inclusão dos Jogos Digitais no debate, a partir de sua presença no cotidiano dos estudantes, seja por meio de seu crescimento mercadológico ou mesmo pela ludicidade, característica presente em todos os jogos e que se materializa nas aulas de Educação Física. Nessa conjuntura, ainda se consideram escassos os estudos que abordam as habilidades e/ou competências necessárias aos indivíduos para lidarem com essas plataformas, aqui incluídos os Jogos Digitais, ainda mais em se tratando do público escolhido para essa pesquisa, os professores de Educação Física. Tomando então, o \"Currículo MIL para formação de professores\" proposto pela UNESCO como referência, essa tese objetivou mapear as Literacias de Mídia e Informação (MIL) dos professores de Educação Física em seus ambientes educacionais. Com a adoção de protocolos multimetodológicos como questionários, entrevistas e o uso das técnicas de análise de conteúdo para apreciação dos resultados, concluiu-se que, apesar dos professores de Educação Física de São Paulo não utilizarem os Jogos Digitais em suas aulas, estes são considerados pelos mesmos como meios de comunicação e reconhecidos por seu caráter influenciador e abrangente que representam em nosso cotidiano. Além disso, propõe-se que o entendimento das competências sugeridas pelo \"Currículo MIL para formação de professores\" da UNESCO sejam utilizadas como alternativa integradora para a compreensão do conceito de MIL como caminho para ampliar olhares e estratégias mantendo seu viés crítico, mas também estimulando os docentes a se engajarem com as possibilidades que as Plataformas Digitais, os Jogos Digitais e demais mídias podem oferecer à prática docente e formação para uma participação cívica plena na sociedade contemporânea. / In the technological advances context of, the emergency of digital in the connected contemporary is presented through new practices, customs and relationships between people and Digital Platforms. Thus, the present doctoral thesis is inserted in the interface between Communication and Education as a privileged field for discussions and studies in search of these understandings. Despite of the great advances in research made in this area, there is still a great echo regarding the new languages offered by electronic devices and the assimilation capacity of educators and their students. In this way, it is proposed to include Digital Games in the debate, based on their presence in the students\' daily life, through their market growth and playfulness, a characteristic that is present in all games and materialized in physical education classes. At this juncture, the studies that approach the necessary skills and / or competences necessary for individuals to deal with these platforms, here included the Digital Games, are still considered scarce, even more when it comes to the target audience of this research: Physical Education teachers. Using the \"Media and Information Literacy (MIL) curriculum for teacher\" suggested by UNESCO as reference, this thesis aimed to map the MIL of Physical Education teachers in their educational environments. With the adoption of multimethodological protocols such as questionnaires, interviews and the use of content analysis techniques to evaluate the results, it was concluded that, although Physical Education teachers in São Paulo do not use Digital Games in their classes, they considered the these games as means of communication and they recognize that rhe Digital Games are influential and that they have a comprehensive character in our daily life. In addition, it is proposed that the competences suggested by the UNESCO\'s \"MIL Curriculum for teachers\" should be used as an integrating alternative to the understanding of the MIL\'s concept to broaden perspectives and strategies while maintain their critical bias but also stimulate teachers to engage with the possibilities that Digital Platforms, Digital Games and other media can offer to teaching practices and training for fully civic participation in the contemporary society.
149

O papel da interação com usuários finais no upgrading em GVC digitais. / The role on interaction with end-users in the upgrading in digital GVC.

Queiroz, Evodio Kaltenecker Retto de 07 December 2017 (has links)
Este trabalho busca avançar o conhecimento sobre Global Value Chains (GVC) e inovação com usuários ao estudar a influência da colaboração dos usuários finais no upgrading de desenvolvedores em cadeias digitais. A pesquisa sugere que esforços de inovação entre uma empresa fornecedora em cadeias digitais e seus usuários finais levam a tipos preferenciais de upgrading, que variam em função de características específicas da indústria de jogos e da governança da cadeia na qual o desenvolvedor está inserido. Os referenciais teóricos das Cadeias Globais de Valor (GVC), inovação com usuários finais e método de regressão logística são utilizados para estabelecer as estruturas analíticas para este trabalho. Os resultados do trabalho são: (i) validação do modelo MOA+ID (Motivação, Oportunidade, Habilidade, e Infraestrutura Digital) para estudar a colaboração entre fornecedores e usuário final; (ii) identificação que o impacto da interação com usuários finais no upgrading de desenvolvedores em cadeias jogos digitais depende de características específicas de tal indústria, e (iii) identificação que o impacto da interação com usuários no upgrading de desenvolvedores em cadeias jogos digitais depende da governança da cadeia na qual o desenvolvedor está inserido. Desenvolvedores de jogos pertencentes a cadeias cujas governança são dos tipos Mercado e Relacional apresentam upgrading devido a colaboração com usuário final por que possuem liberdade e competências para se beneficiarem da relação com usuários final. Desenvolvedores de jogos pertencentes a cadeias cujas governança são dos tipos Modular e Cativa não apresentam upgrading devido à interação com usuário devido ao baixo nível de dependência do governante da cadeia. / This work seeks to advance knowledge about Global Value Chains (GVC) and innovation with end-users through the study of the influence of collaboration with end-user on the upgrading of developers in digital chains. The research suggests that innovation efforts between a supplier in digital chains and end-users lead to preferential types of upgrading, which will vary depending on the specific characteristics of the digital gaming industry and the governance of the chain in which the developer is embedded. The theoretical frameworks of Global Value Chains (GVC), innovation with end-users and method of logistic regression are used to establish the analytical structures for this work. The results of the work are: (i) validation of the MOA + DI model (Motivation, Opportunity Ability, Digital Infrastructure) to study collaboration between suppliers and end-user; (ii) recognition that the impact of innovation with end-users on the upgrading of developers in digital game chains depends on specific characteristics of such industry, and (iii) recognition that the impact of innovation with end users on the upgrading of developers in digital game chains depends on the chain governance in which the developer is embedded. Game developers under the Market and Relational types of governance present upgrading due to collaboration with endusers because such developers have freedom and competencies to benefit from the end-user interface. Game developers under the Modular and Captive types of governance chains do not experienced upgrading due to the interface with end-user because such firms do not have opportunities and competencies to benefit from the end-user interface.
150

Normalpaint: uma ferramenta interativa de pintura de normal maps em modelos 3D

Gehling, Maurício Bammann 28 February 2007 (has links)
Made available in DSpace on 2015-03-05T13:58:26Z (GMT). No. of bitstreams: 0 Previous issue date: 28 / Bolsa para curso e programa de Pós Graduação / Este trabalho apresenta um novo modelo de criação e alteração de mapas de normais, usando uma interface intuitiva que se assemelha a um sistema de pintura. Estes mapas são cruciais para aplicações gráficas, processadas em tempo real, que buscam maior realismo visual. Principalmente jogos digitais atuais se utilizam desta tecnologia, permitindo recriar o visual complexo de um modelo geométrico tridimensional com muitos polígonos, em um modelo simplificado. Desta forma o jogo utiliza somente o modelo mais leve para processar, mas consegue renderizar detalhes no objeto que criam a ilusão de complexidade geométrica. O processo original de criação deste mapa de normal (também conhecido como normal map), é muito trabalhoso. Um artista deve criar o modelo otimizado que será utilizado pelo jogo, além de outro modelo que contém tantos detalhes geométricos quantos forem desejados. Este último modelo servirá apenas como base para a criação do normal map, utilizando algum software 3D que contenha uma ferramenta para / This work presents a novel model of creation and modification of normal maps, using a intuitive interface similar of a paint system. These maps are crucial to graphical applications, processed in real time, that claims better visual realism. Most digital games use this technology, allowing the recreation of the visual complexity of a dense geometric 3D model, in a simplified model. That way game utilize only the lighter model to process, but can render the details on the object that create the illusion of geometric complexity. The creation process of this normal map is very labor intensive. An artist must create the simplified model that will be used in game, besides another model that is as complex as desired. This last model will be used only as a reference to extract the normal map in a 3D software. Then the normal map is applied in the simpler model, that is rendered with the visual detail the normal map represent. This work presents a computacional model that propose the concept of eliminate the creati

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