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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.
381

The interpretive spiral: an analytical rubric for videogame interpretation

Whitson, Robert Henry 09 April 2012 (has links)
In this work, I propose an analytical rubric called the Interpretive Spiral designed to examine the process through which players create meaning in videogames, by examining their composition in three categories, across four levels of interaction. The most familiar of the categories I propose is the Mechanical, which refers to the rules, logic, software and hardware that composes the core of videogames. My second category, which I call the Thematic, is a combination of Arsenault and Perron's Narrative Spiral of gameplay, proposed in their Magic Cycle of Gameplay model (accounting for embedded text, videos, dialog and voiceovers) and Jason Begy's audio-visual level of his Tripartite Model of gameplay (accounting for graphics, sound effects, music and icons), though it also accounts for oft-neglected features such as interface and menu design. The third category, the Affective, refers to the emotional response and metaphorical parallels inspired by the combination of the other two levels. The first level of interaction I explore actually precedes gameplay, as it is common for players to begin interpreting games before playing them, and is called the Pre-Play Level of interpretation. Next I examine the Fundamental Level of interpretation, which entails the learning phase of gameplay. The Secondary Level of gameplay is the longest level of play and describes the shift from learning the game to informed, self-conscious play. The Third and final, elective level of interpretation, is where the player forms connections between his gameplay experience, and other concepts and experiences that exist outside of the game artifact. To put my model through its paces, I apply the model in its entirety to three influential and critically acclaimed videogames, and in part to several other titles.
382

The YouTuber : A Qualitative Study of Popular Content Creators

Holmbom, Mattias January 2015 (has links)
Den sociala videoplattformen YouTube firar i år sitt 10-årsjubileum och har under den tiden bildat en kraftfull kultur. Över en biljard användare som delar och tittar på videoklipp innebär att tusentals individer kan kalla webbplatsen YouTube för sin arbetsplats. Genom att skapa videoklipp som många tycker om bildas en enorm attraktion till vissa kanaler och utifrån detta genereras så kallade YouTube-kändisar. Den här kvalitativa studien dyker in i upplevelsen av att inneha en populär YouTube kanal genom att intervjua fem individer som besitter just en sådan. Är det verkligen drömjobbet som alla talar om? Resultaten visar en talande ökning av entreprenörskap på YouTube. För att bygga en publik krävs strategi och passion. Denna undersökning resulterar i en överläggande förståelse för hur deras personliga framgång har gått till, men även en aning om var YouTube är på väg i framtiden.
383

Gaming Literacy: Construct Validation and Scale Construction

Rosenberg, Kenneth Allen 01 January 2011 (has links)
This thesis is the first attempt to construct a standardized measure of literacy for the medium of video games, filling a gap in the literature by synthesizing various items of skills, behaviors, and affective components from existent studies and determining their correlations through analyzation of survey data. The five categories that were derived from conceptual review and factor analysis have high measures of internal consistency: Information and Systems Management; Exploration and Enjoyment; Teamwork; Design; and Socialization. To test for external consistency and reliability, the proposed gaming literacy model was compared to the Novak and Hoffman (1997) construction of flow, using the three primary components of Challenge, Skill, and Play. Flow is the ultimate level of optimal experience possible with any activity, so it was assumed that high levels of self-reported literacy would coincide with similarly elevated scores in concern with the flow phenomenon. The data shows that, indeed, there is a positive and statistically significant relationship between the two constructs. Nomological validity tests between males and females were conducted post-hoc, using the available data. The intended use for this scale is to establish a baseline measurement system for self-report methods of assessing literacy with video games. Future research should attempt to correlate the scale to actual gaming activity, test the importance of each component in an experimental setting, and determine the discriminate validity by comparing it to scales that have been established for other forms of digital literacy.
384

Constructing Legal Meaning in the Supreme Court Oral Arguments: Cultural Codes and Border Disputes

Hilbert, Jeffrey Forest 01 January 2013 (has links)
Culture plays a part in the construction of legal understandings in the Supreme Court contrary to much legal scholarship. The oral argument of the Supreme Court is a unique way for Justices to gather information beyond the formalized briefs and prior written opinions. In the oral argument the Supreme Court Justices utilize cultural codes as tools to probe, shape, negotiate and challenge the legal meanings and boundaries of the case before them. Using the oral argument transcript in a 2010 Supreme Court case on the issue of whether California has the right to censor the sale of violent video games to minors, this study attempts to understand the sociological processes behind constructing law. Findings show cultural codes being used by the Justices, in this legal context of an oral argument, to address the border disputes and help to establish the specific legal parameters of a case.
385

Checkpoint : a deconstruction of the video game violence debate and proposed strategies to create solutions

Hamilton, Grayson Lee 13 December 2013 (has links)
In the months following the Sandy Hook elementary school tragedy, there has been increased attention and debate regarding violent video games and how they affect those who play them. While some lobby for increased regulation of their sale, others argue that video games are not the reason such tragedies continue to happen. In this report, I approach the debate from social, personal and political dimensions to better identify the inconsistencies regarding how violent video games are presented to and received by the public. I also interview video game developers, critics, and researchers to uncover solutions and new strategies to increase video game education and perception about the use of violence in a video game. / text
386

The social implications of children's media use

Bickham, David Stephen 28 August 2008 (has links)
Not available / text
387

Children, media and regulation

Simmons, Charlotte January 2009 (has links)
Each new medium of communication that has emerged over the past century and more has generated concern over its alleged negative effect on children. This concern has (in most cases) generated a moral panic, involving campaigning by moral guardians and office spokespeople, calls for greater regulation and subsequent response from the government or designated regulators. Based on continued inconclusive media effects research and debates over adults' and children's rights, regulation has become increasingly problematic. Such questions as how far you should restrict and protect children and how it may be possible to balance protection with rights, are complex and fraught with practical difficulties. These are the kind of questions that regulators have currently to consider. In addition, media convergence and internet technology threaten traditional regulatory structures. Such developments pose a further regulatory quandary. How are regulators attempting to tackle these issues? The thesis attempts to examine this question by exploring how regulators have responded to panics over children's media and whether their attempts have resulted in robust regulatory systems. The regulation systems analysed embrace advertising and obesity, internet chat-rooms and grooming, video games and violence and cinema regulation (the 12A classification). Case studies of these particular areas of current concern show how regulation has developed and how it works in practice, assess whether such regulation is effective and if not, recommends ways in which it could be improved.
388

Development of cognitive video games for children with attention and memory impairment

Bartle, David William 27 April 2012 (has links)
Children with Fetal Alcohol Spectrum Disorder (FASD) may suffer numerous cognitive impairments, including significant problems with executive functioning, language, attention, and memory [40]. It is estimated that two to five percent of children born in the U.S. are affected by FASD [34]. It has been shown that training improvements can be made in working memory and attention in children with ADHD [25]. Computerized training with game elements enhances not only motivation but training efficacy of these interventions [38]. This thesis examines the creation of two suites of serious games, Cognitive Carnival and Caribbean Quest, intended to improve working memory aspects of attention with the assistance of a trained psychology interventionist in a therapeutic setting. A game-based approach is chosen to provide motivation to children for sustained cognitive challenges presented by cognitive exercises built into the gameplay. Cognitive Carnival was shown by interventionists to have positive effects in neuropsychological studies of populations of children with epilepsy and FASD [33, 30]. / Graduate
389

Den svenskadataspelsbranschen

Söderman, Anton January 2015 (has links)
This paper deals with the Swedish computer and video game industry. The aim is toreach a better understanding of why it has been so successful and why it has seen such a largegrowth during the years 2008-2015. In the paper, this is shown by looking at Sweden’s computerand video game sector as a cluster, as defined by Porter. The analysis is based on a model usingnational systems of innovation. The paper presents a narrative of the development of theSwedish video game industry as well as cases describing specific companies in more detail.The reasons for the growth during the period are found to be primarily three different aspects ofthe sector: (1) success of the Swedish game Minecraft (2) the specific market conditions (3) acycle of growth in the Swedish game industry. The conditions allowing the Swedish gameindustry to be successful are found to be tradition, international focus, the Swedish nationalwelfare system, all supported by well-developed technical educations.
390

Why do children play videogames?: the reasonsand the impacts of playing videogames

Pang, Kin-wah., 彭建華. January 2003 (has links)
published_or_final_version / abstract / toc / Education / Master / Master of Science in Information Technology in Education

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