To see the other types of publications on this topic, follow the link: Computer game studies.

Dissertations / Theses on the topic 'Computer game studies'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 dissertations / theses for your research on the topic 'Computer game studies.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

Johansson, Thord. "A Study of Entrepreneurship in the Computer Game Development Industry." Thesis, Stockholm University, School of Business, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-6072.

Full text
Abstract:
<p>This study aims to explain the situation in the Swedish CGDI (Computer Game Development Industry) today, question the role entrepreneurship as an economic force might have played for the development of the Swedish industry and what should be emphasized among game developing firms for future growth. The result shows two sides of the matter as there is an ongoing consolidation in the CGDI, on a Swedish as well as on an international level, at the same time as the industry is diversifying through new platforms for gaming and firms that niche themselves by for example specializing on smaller pa
APA, Harvard, Vancouver, ISO, and other styles
2

Sommerseth, Hanna Mathilde. "Being virtual : embodiment and experience in interactive computer game play." Thesis, University of Edinburgh, 2010. http://hdl.handle.net/1842/5557.

Full text
Abstract:
This thesis argues that the notion of player experience in relation to computer games is intrinsically linked to the body. Taking the idea of aesthetic experience, or sensuous experience, in computer game play as its starting point, my thesis considers computer games from within an interdisciplinary cross section of phenomenology, cultural studies and visual culture. Computer games have in a reasonably short amount of time reached a stage where they are an integral part of contemporary society: historically, economically and culturally. The current field of computer games comprises a vast arra
APA, Harvard, Vancouver, ISO, and other styles
3

Conway, Steven Craig. "If it's in the game, it's in the game : an analysis of the football digital game and its players." Thesis, University of Bedfordshire, 2010. http://hdl.handle.net/10547/241859.

Full text
Abstract:
The focus of this thesis is the representation of football, as sport and culture, within the medium of the digital game. Analysing its three sub-genres - the televisual, the extreme and the management genre. This dissertation outlines how each configures, incorporates, rejects or ignores certain conventions, values and practices connected to the socio-cultural system of the sport, and the wider sport-media complex in its representational and ludic system. Though the marketing literature surrounding these games often makes claims to their simulational quality, these products will be shown to pr
APA, Harvard, Vancouver, ISO, and other styles
4

Zimmerman, Joshua J. "Ban Hammer: Rhetorics of Community Management in the Computer Game Industry." Diss., The University of Arizona, 2016. http://hdl.handle.net/10150/613263.

Full text
Abstract:
This dissertation, "Ban Hammer: Rhetorics of Community Management in the Computer Game Industry," argues that community management, as an emerging corporate discipline, manages community discourse to produce particular subject-consumer attitudes and behaviors. Employing a multi-perspectival, suspensionist methodology, this dissertation analyzes the discursive practices of community managers working in the computer game industry, along with the communities themselves, to discover how computer game communities and computer game development organizations employ a wide variety of rhetorical strate
APA, Harvard, Vancouver, ISO, and other styles
5

Schiffler, Andreas. "New game physics : added value for transdisciplinary teams." Thesis, University of Plymouth, 2012. http://hdl.handle.net/10026.1/923.

Full text
Abstract:
This study focused on game physics, an area of computer game design where physics is applied in interactive computer software. The purpose of the research was a fresh analysis of game physics in order to prove that its current usage is limited and requires advancement. The investigations presented in this dissertation establish constructive principles to advance game physics design. The main premise was that transdisciplinary approaches provide significant value. The resulting designs reflected combined goals of game developers, artists and physicists and provide novel ways to incorporate phys
APA, Harvard, Vancouver, ISO, and other styles
6

Hedin, Ellen. "I, Gamer : A qualitative study of the institutionalizing, cultivating, and socially constructing processes of computer game usage." Thesis, Högskolan i Halmstad, Medie- och kommunikationsvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-15014.

Full text
Abstract:
Author: Ellen Hedin   Tutor: Ingegerd Rydin   Title: Computer Games as Culture – A qualitative study of the institutionalizing, cultivating, and socially constructing elements of computer game usage Subject: Media and Communication Studies Year: 2009 Purpose: The purpose of the study is to explore the creation of identities related to the interaction mediated through the use of computer games. By perceiving computer game playing as a form of social interaction, searching for the relations between actors and their function, I hope to find that the social features of computer game playing can nu
APA, Harvard, Vancouver, ISO, and other styles
7

Mänder, Leili. "Life Is Strange a mediated game reception analysis." Thesis, Stockholms universitet, Etnologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-147340.

Full text
Abstract:
In this essay a mediated video game reception of the game Life Is Strange is made, with the purpose of examining the players' meaning-making processes from a gender perspective. The materials of this essay consist of videos from six different YouTube channels where each player film themselves whilst playing through Life Is Strange as a way to review and share the gaming experience. The results show how the meaning-making processes are littered with gender discourses and affects. The affects offset discourses by amplification or by revealing discord between available cultural narratives and the
APA, Harvard, Vancouver, ISO, and other styles
8

Gonzalez, Erika R. "Technology and adiposity| Effects of television time, video or computer game time, and computer use on body fat among Latino youth." Thesis, California State University, Long Beach, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=1585638.

Full text
Abstract:
<p> Obesity in the United States has reached epidemic proportions and is affecting younger generations. Research indicates that media usage contributes to adolescent obesity. Data shows that technology use (television, video games, and computer, etc.) is specifically higher among Latinos than their White counterparts. However, limited research exists on the effects that technology use has on Latino adolescents' adiposity. A cross-sectional baseline analysis was conducted using a sample of (<i>N</i>=131) at-risk Latino middle school adolescents from the Youth Empowerment for Success <i> S&i
APA, Harvard, Vancouver, ISO, and other styles
9

Mascheroni, Isabella Starbuck. "Life’s a Game But Work is Boring: Gamification at Your Desk Job." Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/scripps_theses/491.

Full text
Abstract:
Gamification is the wave of the future. With media consumption and technology use consistently on the rise, applying game mechanics to real life scenarios is becoming an increasingly popular way to engage people and even change their behavior. Despite gamification’s increasing popularity, little has been done to apply it in the workplace or test its psychological applications. Through exploration the history gamification up to its present day uses, this study applied a popular gamification technique, “achievements,” to computer tasks similar to those often completed at the average desk job. Al
APA, Harvard, Vancouver, ISO, and other styles
10

Nordvall, Mathias. "Communication in Games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-73869.

Full text
Abstract:
This thesis answers the question of how, and what, people communicate to each other while playing games. The presented conclusions offer guidance to computer game developers on what means of communication they should support in games in order to provide better possibilities for interaction between people that play games together. The data for this study was collected from two sources: the first was during LinCon, an annual game convention in Linköping, and consists of four players playing a game of WarCraft: The Board Game; the second is from a game session of the multiplayer roleplaying game
APA, Harvard, Vancouver, ISO, and other styles
11

Lindh, Simon. "Online computer game English : A study on the language found in World of Warcraft." Thesis, Karlstad University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-4142.

Full text
Abstract:
<p>The aim of this study is to examine the language from a small sample of texts from the chat channels of World of Warcraft and analyze the differences found between World of Warcraft English and Standard English. In addition, the studywill compare the language found in World of Warcraft with language found on other parts of the Internet, especially chatgroups. Based on 1045 recorded chat messages, this study examines the use of abbreviations, emoticons, vocabulary, capitalization, spelling, multiple letter use and the use of rare characters. The results of the investigation show that the lan
APA, Harvard, Vancouver, ISO, and other styles
12

Breaux, Chet Daniel. "(Don't) Stop Playing That Game: A Rhetorical Analysis of the Video Game Addiction Stereotype." TopSCHOLAR®, 2011. http://digitalcommons.wku.edu/theses/1067.

Full text
Abstract:
The growing popularity of game addiction discourse has necessitated study of how video game critics rhetorically construct addiction. In the following thesis, I analyze contemporary examples of texts that link game addiction to drug abuse. I use Robert Cover’s analysis of how game addiction stereotypes form in conjunction with Aristotle’s rhetorical principles to isolate the persuasive appeals used by authors to rhetorically construct game play as addictive. These addiction arguments, however, are rooted in a larger historical context, and I present examples of game guidebooks and comic books
APA, Harvard, Vancouver, ISO, and other styles
13

Bankler, Jon Victor. "A chinese view on indie : How is ‘indie’ defined by professionals within the Chinese indie game industry?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16085.

Full text
Abstract:
This study aimed to explore which philosophies and opinions professionals within the Chinese indie game industry hold in relation to the indie concept. Indie is a short form of the word "independence”, and is used to describe certain products and creative practices within media such as video games. The term’s exact definition is however subject to discussion. This study aims to include Chinese game professionals in this discussion. The study was carried out in China through Game Hub Scandinavia (Game Hub Scandinavia, 2018) and in cooperation with Indienova. The participants that were interview
APA, Harvard, Vancouver, ISO, and other styles
14

Foogel, Karl. "Distraherar undertexter i äventyrsspel?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17639.

Full text
Abstract:
Rapporten beskriver en undersökning av om undertexter är en distraktion för spelare av äventyrsspel så som andra studier visat är fallet för film. Artefakten var två varianter av ett spel, en variant med och en utan undertext. Respondenterna fick svara på en kvantitativ enkät ämnad att ta reda på hur mycket de mindes av det visuella, 13 personer deltog. Undersökningen indikerade att undertexter inom ramarna för ett äventyrsspel inte är distraherande men resultatet är inte slutgiltigt. Fortsatt arbete krävs och kan leda till att användandet av undertexter, dess utformning och funktion kan evalu
APA, Harvard, Vancouver, ISO, and other styles
15

Andersson, Martin. ""Who am I now?" Sense of Gender and Place in Digital Gameplay : Affective Dimensions of gameplay in XCOM: Enemy Within." Thesis, Karlstads universitet, Institutionen för sociala och psykologiska studier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-43466.

Full text
Abstract:
In this essay I analyze the ways in which gender and space are shaped and made sense of through digital gameplay. Specifically in the turn based strategy game XCOM: Enemy Within for the MacBook Air with a computer mouse as the primary input device. Using a mixed methods approach consisting of gameplay sessions of XCOM and qualitative interviews with two players regarding their gameplay I argue that earlier research on space within game studies has overlooked the ways in which the shaping of space in gameplay is also gendered. Developing a theoretical framework influenced by gender studies, cri
APA, Harvard, Vancouver, ISO, and other styles
16

Janssen, Michael. "Balansering av ett rundbaserat strategispelsystem : En reflekterande text rörande arbetet att skapa ett verktyg för balansering av precautionstridsystemet i spelet Dreamlords – The Reawakening." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1114.

Full text
Abstract:
<p>Följandet arbete är en reflekterande text som handlar om hur jag skapade ett verktyg för att balansera det rundbaserade precautionstridsystemet av spelet Dreamlords – The Reawakening.</p><p>I början förklaras mitt syfte och mål med arbetet som följs av en frågeställning kopplat till det. Jag kommer även att beskriva olika teorier som jag tittade närmare på angående spelbalansering. För att inleda läsaren till spelet Dreamlords ska jag även förklara den generella spelprincipen av hela spelet. Därefter tar jag upp min arbetsprocess som handlar om hur jag strukturerade upp mitt arbete. I denna
APA, Harvard, Vancouver, ISO, and other styles
17

Turečková, Šárka. "Using player's facial emotional expressions as a game input : Effects on narrative engagement." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12883.

Full text
Abstract:
Even self generated facial expression could hypothetically affect emotional engagement in narrative and with it possibly even other aspects of narrative engagement. This thesis evaluates effects of using player's facial emotional expressions as a game decision input in a social situation on narrative engagement and its dimensions. To evaluate this, players' experiences from each of the versions of for this purpose developed game are collected, compared and analysed. The data collection is conducted through Busselle's and Bilandzic's (2009) narrative engagement scale, additional questions, obse
APA, Harvard, Vancouver, ISO, and other styles
18

Pack, Alicia. "New Media Photographic Representations of Women`s Collegiate Volleyball: Game Faces, Action Shots, and Equipment." Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/3278.

Full text
Abstract:
Researchers consistently find that mainstream media often represent women athletes in stereotypical ways including trivialization, sexualization, infantilization, passivity, and utilization of camera down-angles. However, research on new media's visual representation of women athletes is still in its infancy. This study adds to the growing literature on new media's representation of women athletes and concurs with previous findings suggesting that new media might be an outlet that can counter old media gender stereotypes. This thesis used mixed methods of qualitative content analysis and ph
APA, Harvard, Vancouver, ISO, and other styles
19

Hasslund, Mikael. "Analysis and improvement of tools used in a game-pipeline." Thesis, Linköping University, Department of Science and Technology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-12548.

Full text
Abstract:
<p>Tools development is a sometimes overlooked process that is crucial for developing high quality games. The experience of the users will vary which makes usability an important issue as well as having good guidelines for communications and development of user interfaces. This report presents the development process of two different tools used in production of high-quality projects at Avalanche Studios and describes both the added functionality as well as the methods used to provide them.</p><br><p>Programmering av verktyg är en process som ofta är förbisedd men som är mycket viktig för utvec
APA, Harvard, Vancouver, ISO, and other styles
20

Stenvall, Jamie. ""ARE YOU A BOY OR A GIRL?" Nonbinary character design in gaming." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19996.

Full text
Abstract:
Nonbinary game characters are often designed based on harmful stereotypes such asfollowing a strict androgynous aesthetic or as not being human. This thesis studies both howthese stereotypes are perceived by the represented gaming audience, and also if analternative method can be successful in nonbinary character design. Two sets of fournonbinary characters were created in which two characters were based on existingstereotypes, and two were inspired by nonbinary celebrities and members of a nonbinaryforum. The artefacts were included in a survey in which the participants chose the most andleas
APA, Harvard, Vancouver, ISO, and other styles
21

Punako, Ronald Jr. "Computer-Supported Collaborative Learning Using Augmented and Virtual Reality in Museum Education." Thesis, Nova Southeastern University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10841922.

Full text
Abstract:
<p> Recent advancements in the cost, availability, and capability of augmented reality (AR) and virtual reality (VR) devices and software are spurring their mass distribution to the public. This fundamental shift in the use of AR and VR predominantly from military and academic research laboratories to the public presents new opportunities and challenges for the design of instructional technology. While studies of AR and VR have been conducted to inform the design of individual instructional products, few studies have focused on computer-supported collaborative learning (CSCL) products in which
APA, Harvard, Vancouver, ISO, and other styles
22

Dymek, Mikolaj. "Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation." Doctoral thesis, KTH, Industriell ekonomi och organisation (Avd.), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-13084.

Full text
Abstract:
The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. The global gaming culture receives substantial attention from society, media and academia – but the industry itself appears in comparison as an enigmatic terra incognita with astonishingly little dedicated research. This thesis aims to amend this situation
APA, Harvard, Vancouver, ISO, and other styles
23

Charbonneau, Emiko. "Bridging the Gap Between Fun and Fitness: Instructional Techniques and Real-World Applications for Full-Body Dance Games." Doctoral diss., University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5780.

Full text
Abstract:
Full-body controlled games offer the opportunity for not only entertainment, but education and exercise as well. Refined gameplay mechanics and content can boost intrinsic motivation and keep people playing over a long period of time, which is desirable for individuals who struggle with maintaining a regular exercise program. Within this gameplay genre, dance rhythm games have proven to be popular with game console owners. Yet, while other types of games utilize story mechanics that keep players engaged for dozens of hours, motion-controlled dance games are just beginning to incorporate these
APA, Harvard, Vancouver, ISO, and other styles
24

Isaksson, Albin. "Interaktivitet inom cutscenes : Immersion och hur den påverkas." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12392.

Full text
Abstract:
I denna rapport dokumenteras en studie som undersöker hur spelare reagerar på en interaktiv cutscene jämfört mot hur de reagerar på en icke-interaktiv cutscene. Studien undersöker också huruvida en cutscene påverkar spelarens immersion. För att samla in information används en kvalitativ studie, där deltagarna observeras och sedan intervjuas i samband med att de spelar igenom en kort artefakt. Artefakten är uppbyggd som ett plattformsspel som innehåller två cutscenes, varav en är interaktiv och den andra icke-interaktiv. Resultatet av studien visar att en interaktivcutsceneinte stör spelaren li
APA, Harvard, Vancouver, ISO, and other styles
25

Lundgren, Beatrice. "Online game design theories for interactive marketing : Gamification is not enough." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-65927.

Full text
Abstract:
This research looks at how interactive marketing can become more motivating for customers by designing it as a full game, not only by adding some game elements like in gamification. The result of the research gives marketers an alternative and complementary way of incorporating game design in marketing.The theory builds on fundamental online game elements and player types, assembled into a model for analysis also useful as a planning tool. The research conducted a qualitative case study of the Volvo XC90 First Edition campaign which gave insight on how game theories can be applied for more eng
APA, Harvard, Vancouver, ISO, and other styles
26

Årman, Erik. "Grå dilemman i dataspel : Konsekvensers inverkan på spelares agerande i moraliska dilemman." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11087.

Full text
Abstract:
Arbetet redogör för konsekvensers inverkan på spelares agerande i moraliska dilemman i dataspel. Arbetet försöker även underlätta framtida debatt inom området genom att definiera begreppen svart-vita dilemman, grå dilemman, moraliska konsekvenser och praktiska konsekvenser. Tidigare statistik visar att ungefär 15 % av spelare agerar omoraliskt i spel som inte ger några incentiv till att göra så, arbetet testar hypotesen att andelen spelare som agerar omoraliskt ökar om spelet uppmuntrar omoraliskt beteende. Arbetet lät åtta testpersoner spela ett spel där de ställdes inför åtta svart-vita dile
APA, Harvard, Vancouver, ISO, and other styles
27

Robertson, Michael James. "Using Diffusion of Innovations to Explore Digital Gaming in Undergraduate Library Instruction." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc11011/.

Full text
Abstract:
Digital games and simulations are receiving considerable notice within the Library and Information Science (LIS) community. This study adds to the depth of knowledge in this area by providing research on the likelihood a hypothetical digital game delivery method for library instruction achieves sufficient adoption to justify its development. Furthermore, this knowledge will assist decision making processes for individuals debating the current or potential role of digital gaming at their institutions. In this mixed methods study, over 300 undergraduates were surveyed about their technology pref
APA, Harvard, Vancouver, ISO, and other styles
28

Ståhl, Daniel. "En digital hjälte? : En klassisk narratologisk analys av ett nytt medium – tv-spelet som medietext." Thesis, Jönköping University, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-1134.

Full text
Abstract:
<p>The digital games take an increasing part of our western society. The time when gaming was excluded to the most frantic computer fans is long gone. Today the gaming industry competes with both the film- and music industry for the consumers’ attention.</p><p>Despite this, research regarding the digital games has been put aside for a long time. But there is an ongoing process in establishing game studies regarding content and expression aspects that go beyond the question about possible psychological effects and such. But this process is still young and disagreements occur concerning how the
APA, Harvard, Vancouver, ISO, and other styles
29

Tengzelius, Benjamin. "Engagerande Karaktärer : En studie av Murray Smiths teorier applicerat på film och dataspel." Thesis, Karlstad University, Karlstad University, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-358.

Full text
Abstract:
<p>Uppsatsen handlar om de faktorer som gör att vi engagerar oss för karaktärer i film och huruvida de är de samma för dataspel. Syftet med uppsatsen är att testa en teori av Murray Smith som gäller filmkaraktärer och se om den går att använda även när man tittar på dataspel. Den exakta frågeställningen i uppsatsen är som följer: Murray Smith har skapat en teori för hur engagerande karaktärer skapas i film. Hur pass applicerbara är hans teorier för engagerande karaktärer när det kommer till ett annat visuellt medium som dataspel? Måste teorin tillämpas annorlunda? Är andra aspekter av teorin v
APA, Harvard, Vancouver, ISO, and other styles
30

Vedrashko, Ilya. "Advertising in computer games." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/39144.

Full text
Abstract:
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2006.<br>Includes bibliographical references (leaves [67]-[74]).<br>This paper suggests advertisers should experiment with in-game advertising to gain skills that could become vital in the near future. It compiles, arranges and analyzes the existing body of academic and industry knowledge on advertising and product placement in computer game environments. The medium's characteristics are compared to other channels' in terms of their attractiveness to marketers, and the business environment is analyzed to
APA, Harvard, Vancouver, ISO, and other styles
31

Sandqvist, Ulf. "Digitala drömmar : en studie av den svenska dator- och tv-spelsbranschen 1980-2005." Licentiate thesis, Umeå University, Department of Economic History, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1470.

Full text
Abstract:
<p>This licentiate thesis describes the development of the Swedish computer and video game industry. The main focus is on the Swedish game development industry. Little research on the industry has been done and the purpose is to define the companies involved and to create an initial overview of the development of the industry. This overview will later be used as a platform for the doctorial thesis.</p><p>Games are a growing culture form and today a lot of people are playing different types of computer and video games. Internationally the industry has expanded and some of the successful games h
APA, Harvard, Vancouver, ISO, and other styles
32

Nilsson, Daniel. "Morpho-semantic processes in the English language used in a Massively Multiplayer Online Role Playing Game : A case study of neologisms in Warhammer Online." Thesis, Växjö University, School of Humanities, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-2626.

Full text
Abstract:
<p>The language used in Massively Multiplayer Online Role Playing Games (or MMORPGs) is a form of computer-mediate communication. It consists of elements from both written and spoken language, but it is a highly abbreviated and innovative form of written language. This study focuses on the English language used in a MMORPG called Warhammer Online. The aim of this study is to identify abbreviations, interpret their meanings and to analyze the word formation processes and semantic changes that are involved in new words. The method used in this study is a qualitative case study of the English lan
APA, Harvard, Vancouver, ISO, and other styles
33

Walls, Richard. "Using Computer Games to Teach Social Studies." Thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-183039.

Full text
Abstract:
This study investigates the effectiveness of two computer games as learning tools in comparison to established learning tools teaching two different topics in the course Social Studies 1b of the Swedish Upper Secondary School Curriculum. The use of computer games in education is placed in the context of changing ideas of the aims for education systems in the 21st Century with regard to student skills rather than content, including digital skills. The findings indicated that using these particular computer games as learning tools for these topics was at least as effective as the alternative, mo
APA, Harvard, Vancouver, ISO, and other styles
34

Johnson, Matthew S. S. "The subject at play computer games and composition studies /." [Bloomington, Ind.] : Indiana University, 2006. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3229570.

Full text
Abstract:
Thesis (Ph.D.)--Indiana University, Dept. of English, 2006.<br>"Title from dissertation home page (viewed July 3, 2007)." Source: Dissertation Abstracts International, Volume: 67-08, Section: A, page: 2969. Adviser: John L. Schilb.
APA, Harvard, Vancouver, ISO, and other styles
35

Dahle, Theo. "Culture and 3D animation : A study of how culture and body language affects the perception of animated 3D characters." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17242.

Full text
Abstract:
This study examined the differences and similarities in how animated 3D characters were perceived by individuals from Sweden and China. The study also attempted to examine how cultural aspects influenced the participants’ perceptions. Parts of the study were conducted through collaboration with the Chinese game company, Focus Games. A literature study focusing on body language and culture was conducted, as well as a game animation analysis featuring games from both western and East Asian developers. Based on the game analysis, 6 animations were created with movement qualities inspired by each
APA, Harvard, Vancouver, ISO, and other styles
36

Pekkari, Niklas. "”Jag skulle aldrig se mig själv som en gamer” : En kvalitativ studie om dataspelande medelålders män." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74747.

Full text
Abstract:
Under den senaste 20-års perioden har dataspelande ökat i popularitet bland stora delar av befolkningen i den industrialiserade västvärlden (Interactive Software Federation of Europe, 2012). Dataspel har gått från att vara en fritidssysselsättning som ungdomar ägnar sig åt till att ha blivit ett signifikant kulturellt fenomen som stora delar av befolkningen ägnar sig åt. Dataspelande är dock fortfarande vanligast förekommande bland ungdomar av manligt kön (Verheijen, Burk, Stoltz, van den Berg, &amp; Cillessen, 2019). Denna studies syfte är att undersöka vilka drivkrafter medelålders män har t
APA, Harvard, Vancouver, ISO, and other styles
37

Hillborg, Linus. "Återbruk och återgivning : Om att finna det nya i det gamla och det imaginära ur det materiella." Thesis, Kungl. Musikhögskolan, Institutionen för komposition, dirigering och musikteori, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-4110.

Full text
Abstract:
Detta arbete består av ett antal verk skapade med olika återbrukade teknologier och de kompositionsmetoder som uppstår till följd av deras begränsningar, samt en text som behandlar verken utifrån några definitioner av mediearkeologisk konstnärlig praktik som föreslagits av medieteoretikern Jussi Parikka. Verken – Orphan Works, Magelungsverket och Temporal Canons: No. 1 - 3 – utgör den konstnärliga delen av arbetet. Texten tar även upp tankar om bl.a. mitt eget användande av teknik och betydelsen det haft för mitt skapande, att finna det suggestiva genom att utforska det materiella i skapandet,
APA, Harvard, Vancouver, ISO, and other styles
38

Hadzinsky, Chad. "A Look into the Industry of Video Games Past, Present, and Yet to Come." Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/cmc_theses/842.

Full text
Abstract:
Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past will need to find wa
APA, Harvard, Vancouver, ISO, and other styles
39

Krogestad, Sara, and Emma Larsson. "Vi kallar personlighetstypen för kreativa dagdrömmare : En kvalitativ studie av professionellas erfarenheter och åsikter kring ungas dataspelsproblematik." Thesis, Örebro universitet, Institutionen för juridik, psykologi och socialt arbete, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-29872.

Full text
Abstract:
Dataspelsproblematik är ett eskalerande problem som har visat sig påverka många unga människors utveckling och välbefinnande. Syftet med denna studie var därför att undersöka ungas dataspelsproblematik, vilka konsekvenser ett överdrivet dataspelande medför samt vilken behandling som ges till unga med dataspelsproblematik. Empirin erhölls genom kvalitativa intervjuer med professionella som arbetar med denna typ av problematik vid verksamheterna Game Over och Theory in Action. Resultatet visade att dataspelsproblematik idag inte har en bestämd definition och att det är ett problem som inte är ti
APA, Harvard, Vancouver, ISO, and other styles
40

Sandqvist, Ulf. "Digitala drömmar och industriell utveckling : en studie av den svenska dator- och tv-spelsindustrin 1980-2010." Doctoral thesis, Umeå universitet, Institutionen för ekonomisk historia, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-33912.

Full text
Abstract:
The aim of this thesis is to explore and analyse the development of the Swedish video and computer game industry. The main focus is on the Swedish game development industry. The research was conducted with two different methods. First with a macro approach where all Swedish game developers were identified and general data from the annual reports was collected. The second part is a case study with three Swedish game developing companies focusing on the production and development of the firms. The game industry has expanded and some of the successful games have generated spectacular revenues. In
APA, Harvard, Vancouver, ISO, and other styles
41

Larsson, Jenny. "Learning vocabulary in English as a foreign language through the computer game Rebuild 2 : An experiment with adult learners at a university in Sweden." Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-95622.

Full text
Abstract:
Playing computer games in English affects one’s vocabulary size, and thus this project’s aim was to examine how the strategy and turn-based computer game Rebuild 2 can affect adult learners’ vocabulary acquisition according to their perceptions. This project also examined what effects note-taking has on vocabulary learning while playing the game. Two studies were conducted with university students with B1 to C2 level of English where one group took notes and the other group did not. The participants did a vocabulary test of 20 words from the game before playing and after playing the game. Then
APA, Harvard, Vancouver, ISO, and other styles
42

Valtin, Georg. "Prosoziales Verhalten in virtuellen Welten am Beispiel von Online‐Rollenspielen." Doctoral thesis, Universitätsbibliothek Chemnitz, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-156602.

Full text
Abstract:
Die vorliegende Dissertation untersucht am Beispiel von Online-Rollenspielen, wie sich prosoziales Verhalten in virtuellen Umgebungen im Vergleich zu dem in realen Umgebungen unterscheidet. Ausgangspunkt für die Untersuchungen sind die Modelle zum und Einflussgrößen auf das prosoziale Verhalten, die als Ergebnisse der einschlägigen Forschung realer Hilfesituationen vorliegen. Unter Berücksichtigung der Charakteristika und Besonderheiten von Online-Rollenspielen werden verschiedene Variablen wie Attraktivität des Hilfeempfängers, Ähnlichkeit zwischen Helfer und Hilfeempfänger, die Schwere der N
APA, Harvard, Vancouver, ISO, and other styles
43

Johannesson, Nick, and Simon Kevin. "Spelet Cave Generation : En Studie Om Procedurell Generering i 2D-Plattformsspel." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-14387.

Full text
Abstract:
Denna studie undersöker olika designval inom datorspel för att skapa intressanta och varierade nivåer som kan tilltala både erfarna spelare och nybörjare inom en av de populäraste fritidsaktiviterna i världen. Att designa en nivå i ett spel är en tidskrävande process, och ett sätt att korta ner på detta arbete är att låta en dator skapa nivåer efter specifika instruktioner, genom en process som kallas för procedurell generering. Målet med denna studie är att ta reda på vilka designval som behöver tas i åtanke för att skapa program för att procedurellt generera nivåer i spel som är anpassade ef
APA, Harvard, Vancouver, ISO, and other styles
44

Lindbergh, Patric. "Heuristiker för digitala spel : En studie om Game Approachability Principles." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9886.

Full text
Abstract:
Detta arbete har utformats för att besvara frågeställningen: ”Kan Game Approachability Principles (GAP) upptäcka användbarhets-, spelbarhets- och åtkomlighetsproblem i tidiga stadier av utvecklingsprocessen av ett spel?”. Teorier om användbarhet, åtkomlighet, spelbarhet, olika utvärderingsmetoder och användartestning samt Game Approachability Principles studerades för att skapa en teoribildning inom området. Två prototyper av ett spel skapades: en hi-fi prototyp och en lo-fi prototyp. Den första representerar det senare stadiet i utvecklingen av ett spel och den andra representerar det tidigar
APA, Harvard, Vancouver, ISO, and other styles
45

Linders, Johan. "The Game of Flow : En studie över spelandets effekter på reaktion, minne och perception." Thesis, University of Skövde, School of Humanities and Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4129.

Full text
Abstract:
<p>I denna studie är syftet att belysa vilka effekter som underhållningsspel kan ha på motivation och koncentration samt även undersöka om spel kan användas för att förbättra den kognitiva prestationen. Konkret ställs frågan vilka förändringar som sker i reaktion, korttidsminne och perception efter att ha spelat Gradius 3 samt vilka orsaker som ligger bakom dessa förändringar. Resultatet pekar entydigt mot att spelandet har en positiv effekt och förbättrar den kognitiva förmågan. Särskilt när det går bra i spelet och man får ett flow kan prestationen maximeras, vilket överensstämmer med Csíksz
APA, Harvard, Vancouver, ISO, and other styles
46

Vidlund, Anna. "English in video and online computer games : Potential enhancement of players’ vocabulary." Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-28402.

Full text
Abstract:
The aim of this essay is to distinguish whether the activity of playing video and online computer games as a leisure activity could be considered to be a learning situation. With the focus on vocabulary, this study investigates the possibility that gamers could improve their language proficiency while playing video and online computer games. The methodology is based on qualitative observations (Patel &amp; Davidson 2011) and on interviews with seven players of five different games. The observations mainly considered the vocabulary used in the games and how the players used the English language
APA, Harvard, Vancouver, ISO, and other styles
47

Olsén, Jonas. "Computer gaming’s facilitation of the English subject : A quantitative research on the influence of computer gaming on students' English performance." Thesis, Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-54770.

Full text
Abstract:
The focus of this study is the correlation between spent time on gaming and student grades. It is my hypothesis that computer gaming has potential for students to acquire communicative competences in English. The aim of the essay is to see what effect computer gaming have on grading outcomes in the English subject for upper secondary school students in Sweden. The study was conducted using a survey concerning: students’ gaming habits, how much time they spent gaming on a daily basis, what kinds of games they were playing and how they felt that they used English whilst playing those games. The
APA, Harvard, Vancouver, ISO, and other styles
48

Hollenberger, Jason. "A qualitative study on the use of computer gaming teaching methods in a high school social studies curriculum." Online version, 2009. http://www.uwstout.edu/lib/thesis/2009/2009hollenbergerj.pdf.

Full text
APA, Harvard, Vancouver, ISO, and other styles
49

Cloyd, Tristan Dane. "(r)Evolution in Brain-Computer Interface Technologies for Play: (non)Users in Mind." Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/25221.

Full text
Abstract:
This dissertation addresses user responses to the introduction of Brain-Computer Interface technologies (BCI) for gaming and consumer applications in the early part of the 21st century. BCI technology has emerged from the contexts of interrelated medical, academic, and military research networks including an established computer and gaming industry. First, I show that the emergence and development of BCI technology are based on specific economic, socio-cultural, and material factors, and secondly, by utilizing user surveys and interviews, I argue that the success of BCI are not determined by t
APA, Harvard, Vancouver, ISO, and other styles
50

Ericsson, Emil, and Martin Adolfsson. "Låt det förflutna tillhöra det förflutna : En studie om datorspel, socialt välbefinnande och kunskapsmässig utveckling." Thesis, Linnéuniversitetet, Institutionen för utbildningsvetenskap (UV), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-39663.

Full text
Abstract:
This study investigates the effects that commercial computer games have on young individuals social comfort and learning progress. As a systematic study of literature, scholarly articles have been analysed in order to illuminate the positive as well as negative effects on social comfort and learning progress that may come with playing computer games. The social effects have mainly been discussed with role-playing games, such as World of Warcraft, as starting point, while the learning effects have been coupled with strategy games, such as Civilization IV. The study does not simply declare how t
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!