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Why We Jump and How We Fall (For It) : An Overview of the Concept of Jumping as a Video Game Mechanic and How it Affects Gameplay / Varför vi hoppar och hur vi faller (för det) : En översikt av konceptet av hopp som en spelmekanik och hur det påverkar spel

In this paper we analyze the existing methods for exploring and evaluating the characteristics of the jump mechanic in video games by comparing qualitative research done in the field of game studies. For this study we are using the jump as a centerpiece, starting with an analysis of different methodologies that break down game mechanics and assessing their functionality and possible effects on players. Primarily this focus will be on how mechanics are broken down from different perspectives and how these methodologies compare. The intent behind the review of these methodologies is to objectively simplify the process of collecting and comparing relevant research in order to familiarize the reader with the concept of game mechanics and their parts from an assortment of perspectives while also retaining knowledge on their similarities and differences. This paper comes to the conclusion that one could argue for the discovery of three thematic similarities between the methodologies.These similarities are then presented to shape an understanding of how a resonating or “Harmonic”(Swink, 2008, p.297) systems could be developed.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-481337
Date January 2022
CreatorsEl Idrissi, Christoffer, Ettehag, Eskil
PublisherUppsala universitet, Institutionen för speldesign
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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