Procedural Content Generation means the algorithmic creation of game content with limited or indirect user input. This technique is currently widespread in the game industry. However, its effects when applied to elements that do not engage directly with the player, also known as Game Bits, require more research. This paper focuses on how players experience a game when these Game Bits are procedurally generated, and how this alters their will to continue playing the game. By developing and using a 2DRogue like game to perform a qualitative study with eight participants, this dissertation shows an indication that procedurally generating Game Bits does not alter how the players experience a game or their desire to replay it.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:his-18659 |
Date | January 2020 |
Creators | Le Gal [Beneroso], Mikael |
Publisher | Högskolan i Skövde, Institutionen för hälsovetenskaper |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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