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Dissertations / Theses on the topic 'Computer game'

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1

Hu, Mengchen. "Game Design Patterns for Designing Stealth Computer Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20294.

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Design patterns are widely used in game design, especially in action games. Design patterns can be seen as a group of concluded gameplay. A stealth game is a video game genre that rewards the player for using stealth (conceal avatar of player in order to avoid enemies) to overcome antagonists. In some cases there is a conflict between difficulty and game experience in stealth game. In order to solve this problem, we researched design patterns in stealth games. We observed a set of stealth game design patterns from three different stealth games. The collection used a different template of game design pattern.Then we created a questionnaire to collect opinions from designers that have experience in stealth game area. Based on such data, we designed and created a prototype of application. Unlike other websites or books, the application shown game design pattern for a single type of game(stealth game). From the application designers can check stealth game design patterns based on design document. The application can introduce stealth game design patterns to designers, and show how to use them in stealth game design.
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2

Muaweyah, Amer. "Game skeletons in Game Maker for the course Design and Programming of Computer Games." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50777.

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This report is written as a summary of the solution to the problem that the staff for the course TDDD23 at the Swedish university Linköpings universitet wanted two computer game skeletons. One for a scrolling shooter game and one for a strategy game. The games the staff wanted were to be like two existing games. The scrolling shooter was to be like the scrolling shooter from the tutorial GM Tutorial Scrolling Shooter[1]. The strategy game was to be like an existing game called Ancient War[2]. There were some additional requirements that the games had to fulfill. The games were created using Game Maker. It is an easy to use program for creating small computer games. The result of the project was two game skeletons. One for a scrolling shooter game and one for a strategy game. The skeletons were according to the requirements stated.

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Berg, Hovard Alexander. "The Computer Game Industry." Thesis, Norwegian University of Science and Technology, Department of Telematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-10172.

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This thesis presents an analysis of 184 of the best selling PC games from 1985 to 2009. Results show that 92% of the analyzed games support singleplayer game mode, and roughly 7% are massive multiplayer online games (MMOGs). The latter game type is represented by 100% role-playing games. The action and strategy genres are each represented as the primary game genre in around 1/3 of the games. Results indicate that the popularity of game genres vary with game platform (PC vs. consoles). Moreover, franchises, games with expansion(s) or in series, dominate the compiled best seller list. Furthermore, this thesis contributes with case studies explaining the business models of three different games (World of Warcraft, Anarchy Online and FarmVille), created by three distinct game companies (Blizzard, Funcom and Zynga). The three business models are presented using the business model ontology defined by Osterwalder in his PhD dissertation. The product, customer relationship, infrastructure, and the various revenue models available to game publishers, are among the elements explained and studied in detail.

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DeRouin-Jessen, Renee. "GAME ON: THE IMPACT OF GAME FEATURES IN COMPUTER-BASED TRAINING." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3142.

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The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's Army" was estimated at $7 million. Given their increasing use and high costs, it is important to understand whether game-based learning systems perform as billed. Research suggests that games do not always increase learning outcomes over conventional instruction. However, certain game features (e.g., rules/goals, fantasy, challenge) might be more beneficial for increasing learner motivation and learning outcomes than other game features. This study manipulated two specific game features: multimedia-based fantasy (vs. text-based fantasy) and reward (vs. no reward) in a computer-based training program on employment law. Participants (N=169) were randomly assigned to one of the four experimental conditions or to a traditional computer-based training condition. Contrary to hypotheses, the traditional PowerPoint-like version was found to lead to better declarative knowledge outcomes on the learning test than the most game-like version, although no differences were found between conditions on any of the other dependent variables. Participants in all conditions were equally motivated to learn, were equally satisfied with the learning experience, completed an equal number of practice exercises, performed equally well on the declarative knowledge and skill-based practice, and performed equally well on the skill-based learning test. This suggests that adding the "bells and whistles" of game features to a training program won't necessarily improve learner motivation and training outcomes.
Ph.D.
Department of Psychology
Sciences
Psychology PhD
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5

Friis, Nicolai. "Computer game based learning - SimComp." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9207.

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This report is the result of a computer architecture simulation game development project. The goals of the project were to develop conceptual ideas for a game that could be used in teaching computer architecture at a university level and develop a prototype of game. The game should be based on simulation and the BSPlab simulator. Two types of simulation games were identified; observer and participant. The observer type puts the player outside the simulation and the participant type puts the player inside the simulation. The observer type of simulation game was selected as best suited for a game about computer architecture and simulation. Three conceptual ideas for types of observer simulation games were developed; Computer Tycoon, which puts the player in charge of a company. Computer Manager, which puts the player in the role of manager of a computer team and Computer Builder, which lets the player construct a computer city. The Computer Manager idea was developed further. The player is put in the role of the manager of a computer team. The team competes in a league against other teams, playing a series of matches against each other. A ranking system shows how well the teams have done and in the end of the series a winner will be declared. This is similar to a football-league. A simple prototype of the Computer Manager idea was designed and implemented in Java for use in evaluation of the idea.

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6

Miles, Jonathan David. "Machine Learning for Adaptive Computer Game Opponents." The University of Waikato, 2009. http://hdl.handle.net/10289/2779.

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This thesis investigates the use of machine learning techniques in computer games to create a computer player that adapts to its opponent's game-play. This includes first confirming that machine learning algorithms can be integrated into a modern computer game without have a detrimental effect on game performance, then experimenting with different machine learning techniques to maximize the computer player's performance. Experiments use three machine learning techniques; static prediction models, continuous learning, and reinforcement learning. Static models show the highest initial performance but are not able to beat a simple opponent. Continuous learning is able to improve the performance achieved with static models but the rate of improvement drops over time and the computer player is still unable to beat the opponent. Reinforcement learning methods have the highest rate of improvement but the lowest initial performance. This limits the effectiveness of reinforcement learning because a large number of episodes are required before performance becomes sufficient to match the opponent.
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7

Djordjevic, Jelena. "YOUNG MEN'S ATTITUDE TOWARDS COMPUTER- AND VIDEO GAMES. AN INTERVIEW STUDY ABOUT YOUNG MEN’S EXPERIENCES OF COMPUTER- AND VIDEO GAMES." Thesis, Malmö högskola, Fakulteten för hälsa och samhälle (HS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-26768.

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Kunskapen om TV- och datorspelmissbruk bland ungdomar är idag väldigt begränsad. Stillasittande/fysisk inaktivitet, som TV- och datorspel ofta innebär och som kan innebära negativa konsekvenser, blir allt vanligare. En semistrukturerad intervjustudie har genomförts på sju män i åldersgruppen 17-29 år i syfte att undersöka drivkrafterna bakom mäns spelbeteende i tonåren. Dessutom har information om spelmissbruk bland ungdomar inhämtats av fyra yrkesverksamma inom spelområdet. Detta samt kopplingar mellan TV- och datorspel och spel om pengar har gjorts p g a bristen på forskning om TV- och datorspel. De före detta spelmissbrukarna har kategoriserats som fritidsspelare och spelproblematiker (som lyckats sluta missbruka spel på egen hand), samt spelberoende, som fått avstå helt från spel för att få ett slut på sitt missbruk, medan övriga än idag kan spela i måttlig och ytterst liten mängd. Verklig och upplevd kontroll över sig själva och omgivningen har varit viktiga determinanter för informanternas spelmissbruk. Anledningarna till att de slutade/minskade på spelandet är att de i huvudsak tappade intresset för spel (dock inte helt), fick andra prioriteringar och/eller inte ville få återfall där de återgår till sitt gamla missbruksbeteende. Spelandet har haft en funktion som flykt från en problematisk livssituation, vilken med tiden endast förvärrats för de spelberoende parallellt med missbruket. Även upplevelsen av direkt, tillfällig tillfredsställelse har varit en stor drivkraft samtidigt som det har lett till spelmissbruket. Det tidsödande fritidsintresset fick konsekvenser på den psykiska och fysiska hälsan och beteendet, utvecklingen, relationer till närstående, familjesituationen, skolgången, den sociala etableringen samt den socioekonomiska situationen, vilket sammanfattningsvis ledde till att informanterna utvecklade en ohälsosam och ofta destruktiv livsstil.
The knowledge of computer- and video game abuse and addiction among young people is very limited today. The sedentary lifestyle and physical inactivity that computer- and video games often involve can have negative consequences, and are becoming more common. A semi-structured interview was conducted on seven men between the ages of 17-29 in order to examine the driving forces behind men’s gaming behavior in their adolescence. In addition, information about game abuse among young people was gathered from professionals in the area of computer- and video games. This and links between computer- and video games and gambling have been made due to the lack of research on video and computer games. The former video game addicts have been categorized as recreational players, game problematics (who by themselves managed to stop abusing games) and game addicts, who have completely abstained from gaming to put an end to their addiction, while the others still play moderately and very little today. Actual and perceived control over themselves and their environment has been important determinants for the player’s former addiction. The reason why they stopped/decreased the gaming is essentially because they lost interest in games (not completely though), got other priorities and/or did not want to relapse and return to old problematic behavior. Gaming as an escape from a problematic life situation was a common feature among the addicts. The situation for the game addicts only worsened with time along with their game abuse. Although the experience of direct, incidental satisfaction has been a major driving force, it simultaneously led to game abuse. The time-consuming leisure activity had consequences on the mental and physical health, behavior and social development, as well as on the relationships to relatives, family situation, school attendance, social establishment and socioeconomic situation. To sum up, the informants developed an unhealthy and often destructive lifestyle because of the game habits.
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8

Patel, Ushma Kesha. "IMPROVING BEHAVIOR OF COMPUTER GAME BOTS USING FICITITOUS PLAY." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/562.

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In modern computer games, `bots' - Intelligent realistic agents play a prominent role in success of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games' player, a player might lose interest in the game. We propose the use of a game theoretic based learning rule called Fictitious Play for improving behavior of these computer game bots which will make them less predictable and hence, more enjoyable to a game player.
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9

Tan, Wee Hoe. "Game-based learning in formal educational contexts : how subject matter experts and game experts could collaborate to design and develop games." Thesis, University of Warwick, 2010. http://wrap.warwick.ac.uk/35620/.

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This doctoral research aimed to investigate how subject matter experts (SMEs) and game experts can collaborate to design and develop games for use in formal educational contexts. The research began with a literature review of key concepts and issues associated with game-based learning (GBL), which led to the process of defining and redefining the overarching research question, along with its scope and position in academia. A three-phase strategy was adopted to segregate the research into exploratory, confirmative and explanatory phases, wherein each phase comprised interrelated studies. These studies were integrated through the Spiral Research model to enable temporal focus shift, cross-case analyses and cross-case syntheses. In the exploratory studies, the perceived potentials of games and GBL in the formal educational context were examined revealing the differing views between SMEs and game experts. This in turn guided the conduct of the confirmative studies which compared the attitude of SMEs and game experts in both the 'usual' and the 'ideal' conditions towards GBL practice and collaboration that involves teachers, SMEs and educational game experts. Two questionnaire surveys were carried out, and the findings revealed that, under ideal conditions, both SMEs and game experts held positive attitudes to GBL—the games used, the teachers who use games in teaching, the studios that develop educational games, and the collaboration between SMEs and game experts. However, the respondents were uncertain whether the perceived 'ideal' GBL conditions were usually the case or not. Follow-up interviews were conducted in the explanatory phase in order to uncover the reasons behind these changes in attitudes. While a variety of reasons were found and presented as parts of the findings of the research, particularly the challenges faced in GBL practice and the problems encountered in GBL collaboration, this thesis asserts that effective communication between SMEs and game experts is the key success factor in resolving issues associated with GBL. Besides, there was a pressing need for models of GBL collaboration; hence the integrated GBL model was also developed. The model not only incorporates GBL practice into GBL collaboration, but also highlights the importance of effective communication in those processes. Despite being limited by methodological constraints and available resources, both the Spiral Research model and the integrated GBL collaboration model have made substantial contributions to the research into GBL, particularly for formal educational contexts.
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10

Patel, Purvag. "Improving Computer Game Bots' behavior using Q-Learning." Available to subscribers only, 2009. http://proquest.umi.com/pqdweb?did=1966544161&sid=3&Fmt=2&clientId=1509&RQT=309&VName=PQD.

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11

Molin, Jonas. "GAID : a practical model of game approachability testing of computer games." Thesis, Umeå University, Department of Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-35023.

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In this thesis an attempt is made to improve on the heuristic model presented by Desurvire and Wiberg from their paper published at the CHI 2008 conference (Desurvire & Wiberg, 2008).  The goal is to create a tool to help identify the types of problems that are found in the article on GAP (Desurvire & Wiberg, 2010).   The improvement that is presented in this work is a flowchart that uses material from GAP. This will simplify the identification of limitations in game designs, using the material collected by Desurvire and Wiberg (2010). The benefit that the implementation of a flowchart hopes to bring to the research and design society is to make the GAP tool more accessible to less informed users. The approach taken in this work, to strengthen the GAP tool was inspired by the solution presented by Barendregt, Bekker and Speerstra in Empirical evaluation of usability and fun in computer games for children (Barendregt, Bekker, & Speerstra, 2003), who made a flowchart to help identify the type of problem that could be found in connection to children playing computer games. The function of such a chart in comparison to a list is to make it more available to personal less experienced in game design and the rules of good game design (Malone, 1982). The flowchart was tested on an expert to verify the issues being used in it and on a usability test material. It was found that the Game Approachability Issue Definition (GAID) flowchart is able to identify, approachability issues, and thereby did improve on GAP as intended.

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12

Buckthal, Eric D. ebucktha. "JUICINESS IN CITIZEN SCIENCE COMPUTER GAMES: ANALYSIS OF A PROTOTYPICAL GAME." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1278.

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Incorporating the collective problem-solving skills of non-experts could ac- celerate the advancement of scientific research. Citizen science games leverage puzzles to present computationally difficult problems to players. Such games typ- ically map the scientific problem to game mechanics and visual feed-back helps players improve their solutions. Like games for entertainment, citizen science games intend to capture and retain player attention. “Juicy” game design refers to augmented visual feedback systems that give a game personality without modi- fying fundamental game mechanics. A “juicy” game feels alive and polished. This thesis explores the use of “juicy” game design applied to the citizen science genre. We present the results of a user study in its effect on player motivation with a prototypical citizen science game inspired by clustering-based E. coli bacterial strain analysis.
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Towle, Bradford Allen. "Combining role playing game constructs toward real time strategy games." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1447598.

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14

DeRouin-Jessen, Renée E. "Game on the impact of game features in computer-based training /." Orlando, Fla. : University of Central Florida, 2008. http://purl.fcla.edu/fcla/etd/CFE0002439.

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Hawes, Nicholas Andrew. "Anytime deliberation for computer game agents." Thesis, University of Birmingham, 2004. http://etheses.bham.ac.uk//id/eprint/100/.

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This thesis presents an approach to generating intelligent behaviour for agents in computer game-like worlds. Designing and implementing such agents is a difficult task because they are required to act in real-time and respond immediately to unpredictable changes in their environment. Such requirements have traditionally caused problems for AI techniques. To enable agents to generate intelligent behaviour in real-time, complex worlds, research has been carried out into two areas of agent construction. The first of these areas is the method used by the agent to plan future behaviour. To allow an agent to make efficient use of its processing time, a planner is presented that behaves as an anytime algorithm. This anytime planner is a hierarchical task network planner which allows a planning agent to interrupt its planning process at any time and trade-off planning time against plan quality. The second area of agent construction that has been researched is the design of agent architectures. This has resulted in an agent architecture with the functionality to support an anytime planner in a dynamic, complex world. A proof-of-concept implementation of this design is presented which plays Unreal Tournament and displays behaviour that varies intelligently as it is placed under pressure.
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Katsikas, Stamatios. "Game theoretic models of networks security." Thesis, University of Warwick, 2017. http://wrap.warwick.ac.uk/102611/.

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Decision making in the context of crime execution and crime prevention can be successfully investigated with the implementation of game-theoretic tools. Evolutionary and mean-field game theory allow for the consideration of a large number of interacting players organized in social and behavioural structures, which typically characterize this context. Alternatively, `traditional' game-theoretic approaches can be applied for studying the security of an arbitrary network on a two player non-cooperative game. Theoretically underpinned by these instruments, in this thesis we formulate and analyse game-theoretic models of inspection, corruption, counter- terrorism, patrolling, and similarly interpreted paradigms. Our analysis suggests optimal strategies for the involved players, and illustrates the long term behaviour of the introduced systems. Our contribution is towards the explicit formulation and the thorough analysis of real life scenaria involving the security in network structures.
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Pang, Josh. "World Game| An MS Thesis on Engineering Buckminster Fuller's Unfinished Computer Game." Thesis, University of California, Santa Cruz, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10600417.

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My thesis explores the idea that Buckminster Fuller’s World Game is really a formal calculus capable of representing world-scale sustainability problem-solving according to the fundamental principles of a (blockchain) database + (Fuller projection) map + (machine learning) simulation in the form of a game . These computational media comprise an operational formalism which embraces all effective procedures for world-scale problem-solving. If this hypothesis is true, then that would mean World Game’s comprehensive use of the aforementioned fundamental principles are necessary for a sustainable Earth-scale civilization. Furthermore, the protocol for solution formation in the form of World Game “game” is sufficient for solving the problem of “making the world work for 100% of humanity in the shortest possible time through spontaneous cooperation without ecological offense or the disadvantage of anyone”—the objective of World Game. If this hypothesis of sufficiency is true, that means World Game’s principles are in effect synonymous with the process of making the world work. In plain English, a problem-solving engine like World Game is necessary for the survival of humanity, period.

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Dimovski, Aleksandar. "Compositional software verification based on game semantics." Thesis, University of Warwick, 2007. http://wrap.warwick.ac.uk/2398/.

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One of the major challenges in computer science is to put programming on a firmer mathematical basis, in order to improve the correctness of computer programs. Automatic program verification is acknowledged to be a very hard problem, but current work is reaching the point where at least the foundational�· aspects of the problem can be addressed and it is becoming a part of industrial software development. This thesis presents a semantic framework for verifying safety properties of open sequ;ptial programs. The presentation is focused on an Algol-like programming language that embodies many of the core ingredients of imperative and functional languages and incorporates data abstraction in its syntax. Game semantics is used to obtain a compositional, incremental way of generating accurate models of programs. Model-checking is made possible by giving certain kinds of concrete automata-theoretic representations of the model. A data-abstraction refinement procedure is developed for model-checking safety properties of programs with infinite integer types. The procedure starts by model-checking the most abstract version of the program. If no counterexample, or a genuine one, is found, the procedure terminates. Otherwise, it uses a spurious counterexample to refine the abstraction for the next iteration. Abstraction refinement, assume-guarantee reasoning and the L* algorithm for learning regular languages are combined to yield a procedure for compositional verification. Construction of a global model is avoided using assume-guarantee reasoning and the L* algorithm, by learning assumptions for arbitrary subprograms. An implementation based on the FDR model checker for the CSP process algebra demonstrates practicality of the methods.
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Rören, Jonas. "Best of Both Worlds: A Platform for Hybrids of Computer Games and Board Games." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22398.

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This report describes my work with developing a game for a gaming platform that enables hybrids between board games and computer games. My ambition has been to develop a game that takes advantage of the novel possibilities that this platform permits. Among those are to operate with a combination of the computer game traits of complexity in the games and ease of playing; as well as the board game / card game traits of combining social dynamics around a game session with ability to keep information hidden from other players. This is accomplished by a combination of mobile phones and a computer connected to the Internet. The screen of the computer will serve as board and the phones will display cards and other private information to the players, as well as functioning as the players' means for interaction with the game. The game developed, Wind Bugs, takes advantage of the complexity of game states that a computer easily can handle. Effort has been put into finding mechanics with a level of complexity while still implementing them in way that makes them both playable and enjoyable. Rather than focusing on immersion, which has become common in the design of computer games, hopes are that games for this platform, including the game developed in this project, will give room to social dynamics among the players. Though operating with the use of mobile phones, the platform will not support "mobile gaming"; the proposed setting is a group of players surrounding a big screen.
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Hung, Cheng-Yu. "Multi-user game development." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3122.

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This project included the development of a multi-user game that takes place in a 3 dimensional world of the computer science department. Basically, the game allows prospective students to meet existing students and faculty in a virtual open house that takes place within the third floor of Jack Brown Hall. Users can walk around Jack Brown Hall and type text messages to chat with each other.
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Günzel, Stephan, Michael Liebe, and Dieter Mersch. "Logic and structure of the computer game." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4302/.

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This paper comprises four parts. Firstly, an overview of the mathematics of decision logic in relation to games and of the construction of narration and characters is given. This includes specific limits of the use of decision logic pertaining to games in general and to storytelling in particular. Secondly, the rule system as the medial unconsciousness is focused on. Thirdly, remarks are made on the debate between ludology and narratology, which had to fail as it missed the crucial point: the computer game as a medium. Finally, gaming in general, as well as its relationship to chance, coincidence, emergence, and event is discussed.
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Falconi, Robert F. "Usability and game design : improving the MITAR Game Editor." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61283.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 59-60).
Creating MIT Augmented Realty (MITAR) games can be a daunting task. MITAR game designers require a usable game editor to simplify this process. The MITAR Game Editor was the first editor to provide game designers with the means to effectively create MITAR games, however, there were several areas that needed improvement. This motivated the development of several other incarnations of MITAR editor, each with its own unique usability strengths. However, these editors haven't seen much use by the game designers, and so much of the usability research that went into their development has gone to waste. In this project a new MITAR editor, the Full Editor, was developed. It combines the most usable portions of the newer editors together with the features of the original Game Editor into one game development solution. In addition, the Full Editor also introduces a new feature, the Flow View, which increases its usability further. Heuristic analysis and informal testing suggest that the Full Editor is a highly usable MITAR editor that will replace the Game Editor as the primary development platform for MITAR games.
by Robert F. Falconi.
M.Eng.
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Areizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.

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There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the different programming concepts. This dissertation addresses this problem and analyses which fundamental programming concepts that are represented in commercial games for programming learning. The study also identifies game design patterns used to represent these concepts. The result of this study shows topics that are represented more commonly in commercial games and what game design patterns are used for that. This thesis identifies a set of game design patterns in the 20 commercial games that were analysed. A description as well as some examples of the games where it is found is included for each of these patterns. As a conclusion, this research shows that from the list of the determined fundamental programming topics only a few of them are greatly represented in commercial games where the others have nearly no representation. This shows potential spots for future research in games for programming teaching.
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Bradshaw, Hazel. "The Structural Playability Process (SPP) - An Effective Design Process for Educational Computer Games." Thesis, University of Canterbury. HIT Lab NZ, 2014. http://hdl.handle.net/10092/9921.

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How to best develop educational computer games is an open question and an active area of research. It is clear that computer games are able to instill the desire for players to rise to challenges, learn new and complex skills, and most of all to be entertained. Researchers are now trying to identify the underlying motivational nature of computer gameplay to harness it for teaching and learning. This research explores the world of educational game design and development within the field of Serious Games, and presents the Structural Playability Process (SPP) for educational game design and implementation. Serious Games are games designed for a primary purpose other than pure entertainment. The development of the Structural Playability Process was undertaken through the design and production of two serious games; GeoThermal World, which provides a virtual geothermal field‐trip experience; and Ora – Save the Forest!, a simulation‐driven game for pest management in New Zealand forests. Using these games as case studies we describe the four SPP spaces of; education, translation, design, and engine, in support of research into the delivery of effective game design methods that facilitate engagement with educational topics. The main contributions of this research are in the development of a new, generalisable model of educational game design combined with a practical method for implementing the design into a game engine. The results infer that the SPP approach provides a means for ‘designing‐in’ conditions that can support motivation through ‘gameflow’ mapping, and provide support for the impact of serious games on learning; the games designed with the new model increased learning gains post‐play and supported knowledge retention. Finally, this research contributes empirical evidence to the field, as the SPP allows for the measurement of learning outcomes which are tracked throughout the design and development process.
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Björklund, Benjamin, and Simon Hjertson Nilsson. "Customisable game interfaces impact on game experience." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1286.

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A graphical user interface (GUI) is the bridge between the software and the user. In video games the user interface must be easily understandable and apprehensive. In fact, if a user interface is poorly done it will often break the game and make the user choose another game. If a user has the ability to configure and change the look of the user interface, will it then result in improved game experience? That’s what we investigated in this thesis. To carry out the investigation we developed a fully customisable user interface to a game called “World of Warcraft”. We then compared the original “World of Warcraft” GUI with our own developed customisable GUI; this was conducted with a usability test with five participants. The result of the investigation showed that the participants in fact noticed an improvement in game experience and were intrigued to continue playing. With the customisable GUI the users felt that they could make more important abilities more accessible by either position them in a certain way or change the size of them.
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Lange, Andreas. "Der Computer schlägt zurück." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-139247.

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Boggus, Matthew J. "Modeling, Evaluation, Editing, and Illumination of Three Dimensional Mazes and Caves for Computer Games." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1340034360.

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Marston, Hannah. "Wii like to play too : computer gaming habits of older adults." Thesis, Teesside University, 2010. http://hdl.handle.net/10149/112681.

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This thesis introduces the innovative idea of the use of computer games and interactive entertainment by second-and third-age adults, specifically in the area of game content and interaction. This form of entertainment and technologies has become varied recently, with increased and widening participation of groups such as older adults of differing ages. The purposes of using technology involve well-being, intergenerational relationships and learning; these are some aspects primarily associated with the study of gerontology and game studies. This investigation encompassed two phases. Phase One examined the type of computer games older adults would like to play relating to hobbies, dreams and interests. Qualitative and quantitative data was collected in a step-by-step approach enabling participants to design their own game idea in an informal, jargon-free environment allowing for ease of understanding and coherence. Phase Two of the investigation involved older adults playing one of two consoles (Wii and PS-2). The games chosen were from the sports genre (golf, tennis and boxing) and were required to play for 15 minutes each. Results from Phase One indicated that participants were able to devise and design a number of game genres, and having prior knowledge of gaming did not necessarily aid when trying to design a game concept. Results from Phase Two indicated participants’ playing on the Wii was easier due to the nature of the console pad, rather than the traditional game pad used on the PS-2. Qualitative and quantitative data analysis interaction mechanism was far more influential on participants’ experience of flow than content. Extensive technological developments have enabled audiences in recent years to interact with gaming platforms easier than before, using motion sensor and natural body movement during game play. Preliminary design guidelines established from this investigation stipulate a multitude of aspects relating to interaction and content to enhance the experience of gaming for older adults.
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kebritchi, Mansureh. "EFFECTS OF A COMPUTER GAME ON MATHEMATICS ACHIEVEMENT AND CLASS MOTIVATION: AN EXPERIMENTAL STUDY." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2945.

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In the last few years educational computer games have gained attention as a tool for facilitating learning in different sectors of society including but not limited to military, health, and education. However, advances in computer game technology continue to outpace research on its effectiveness. Few empirical studies have investigated the effects of educational games in the context of formal K-12 settings. The purpose of this study was to examine the effects of a series of mathematics computer games on mathematics achievement and motivation of high school students. In addition, the role of prior mathematics knowledge, computer skill, and English language skill of the participants on their mathematics achievement and motivation when they played the games were investigated. A total of 193 students and 10 teachers from an urban high school in the southeast of the United States of the America participated in this study. The teachers were randomly assigned to treatment and control groups. Students' mathematics achievement was measured using school district benchmark exams and a game performance test generated by the developers of the mathematics games. A mathematics motivation questionnaire based on Keller's (1987a) ARCS model of motivational design measured students' mathematics motivation. Multivariate Analysis of Co-Variance (MANCOVA) was conducted to analyze the data. In addition, interviews were conducted to cross validate the results of the quantitative data. The MANCOVA results indicated significant improvement of the mathematics achievement of the experimental versus control group. No significant improvement was found in the motivation of the experimental versus control group. However, a significant improvement was found on the motivation scores of the students who played the games in their school lab and classrooms compared to the ones who played the games only in the school labs. In addition, the findings indicated that prior mathematics knowledge, computer skill and English language skill did not play significant roles in achievement and motivation of the experimental group. Teachers' interviews revealed that these individual differences had indeed played significant roles in game-playing at the beginning of using the games, but the impacts gradually diminished as the students gained the required game-playing skills. The overall results indicated that the mathematics games used in this study were effective teaching and learning tools to improve the mathematics skills of the students. Using the games in mathematics education was suggested by the teachers as an appropriate alternative way of teaching, as one of the teachers stated: "This is definitely the way that we have to go to teach mathematics in the future." Mathematics games should be integrated with classroom activities if teachers want to increase mathematics class motivation. Teachers' helps and supports are vital in using the games effectively in a population with different prior mathematics knowledge, computer skills, and English language skills.
Ph.D.
Department of Educational Research, Technology and Leadership
Education
Education PhD
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30

Yim, Jeffrey W. H. "Computer-aided exercise." Thesis, Kingston, Ont. : [s.n.], 2008. http://hdl.handle.net/1974/1267.

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FORSSLUND, OSKAR. "Evaluating Lua for Usein Computer Game Event Handling." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-137430.

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For this thesis I have studied the difference between using parsed scripts and embedded scripts (in this case Lua) in the context of evaluating computer game in-game events. The major focus of this thesis is the difference in performance between the two approaches and a minor focus has been the effect they have on the development process. The context of this thesis has been limited to the computer game Europa Universalis III (EU3) by Paradox Development Studio (Paradox) and the study has been performed by constructing a framework for evaluating in-game events using Lua in said game. Runtimes of the Lua version of events were then compared to runtimes of the original events. Lua is an embedded scripting language that has been used in computer games since the 1990s and is known to have a small memory footprint and to be fast. The original evaluation system in use in EU3 is based on parsed script files that are executed as C++ code. What are the benefits and drawbacks of the different approaches? Using an embedded scripting language like Lua clearly has some advantages compared to the more static method of parsing script files, mainly in the way of flexibility and the simplicity of adding new features. Parsed scripts, on the other hand, has a clear advantage when it comes to performance.
För detta arbete har jag undersökt skillnaderna mellan att använda parsade skriptfiler och att använda ett inbäddat skriptspråk (embedded scripting language, i det här fallet skripspråket Lua) för att utvärdera spelhändelser i datorspel. Tyngdpunkten för undersökningen är skillnaden i prestanda mellan de båda tillvägagångssätten men även effekten de har på utvecklingsarbetet har studerats. Arbetet har avgränsats till att bara innefatta datorspelet Europa Universalis III (EU3) av Paradox Development Studio (Paradox) och undersökningen har genomförts genom att konstruera ett ramverk för att evaluera spelhändelser med hjälp av Lua i detta spel. Körtider för de Luabaserade spelhändelserna har sedan jämförts med körtider för originalen. Lua är ett inbäddat skriptspråk som har använts i datorspel sedan 1990-talet och är känt för att ta upp små mängder minne och för att vara snabbt. Det ursprungliga händelsehanteringssystemet som används i EU3 bygger på skriptfiler som parsas och körs som C++-kod. Vad finns det för för- och nackdelar med de två tillvägagångssätten? Att använda ett inbäddat skriptspråk som Lua har helt klart sina fördelar jämfört med den mer statiska metoden att använda parsade skriptfiler, framförallt i fråga om flexibilitet och lättheten med vilken man kan lägga till ny funktionalitet. Parsade skript, å andra sidan, har ett klart övertag när det kommer till prestanda.
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Prayaga, Lakshmi. "Game development environment to teach computer science concepts." [Pensacola, Fla.] : University of West Florida, 2007. http://purl.fcla.edu/fcla/etd/WFE0000089.

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Martineau, Félix. "PNFG : a framework for computer game narrative analysis." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=99353.

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Narratives play a significant role in many computer games, and this is especially true in genres such as role-playing and adventure games. Even so, many games have narratives which possess a certain number of flaws that can deteriorate the playing experience. This less than satisfying gameplay experience can obviously affect the commercial success of a given game. Our research originates from the need to identify these narrative flaws. In response to this need, we present a, framework for computer game narratives analysis. Our work focuses on Interactive Fiction games, which are textual, command-line and turn-based games. We first describe a, high level computer narrative language, the Programmable Narrative Flow Graph (PNFG), that provides a high level, user-friendly interface to a low level formalism, the Narrative Flow Graph, (NFG) [38]. The PNFG language is delivered with a set of enhancements and low level optimizations that reduce the size of the generated NFG output. As part of our work on the analysis of narrative structures, we developed a proof of concept heuristic solver that attempts to automatically find solutions to games from a lightweight, high level representation. We also define narrative game metrics and present a, metrics framework that simplifies the measurement and development of such metrics. These metrics contribute to broadening our general knowledge about game narratives.
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Koirikivi, R. (Rainer). "The architecture and evolution of computer game engines." Bachelor's thesis, University of Oulu, 2015. http://urn.fi/URN:NBN:fi:oulu-201512112292.

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In this study, the architecture and evolution of computer game engines are analyzed by means of a literature review on the academic research body on the subject. The history of computer games, from early 1960s to modern day is presented, with a focus on the architectures behind the games. In the process, this study will answer a selection of research questions. The topics of the questions include identifying the common parts of a game engine, identifying the architectural trends in the evolution from early to present-day games and engines, identifying ways the process of evolution has affected the present state of the engines, and presenting some possible future trends for the evolution. As findings of the study, common parts of a game engine were identified as the parts that are specific to every game, with the suggestion that more detailed analyses could be made by concentrating on different genres. Increase in the size, modularity and portability of game engines, and improved tooling associated with them were identified as general trends in the evolution from first games to today. Various successful design decisions behind certain influential games were identified, and the way they affect the present state of the engines were discussed. Finally, increased utilization of parallelism, and the move of game engines from genre-specific towards genre-neutral were identified as possible future trends in the evolution.
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Cooper, Simon. "DISE : a game technology-based digital interactive storytelling framework." Thesis, Liverpool John Moores University, 2011. http://researchonline.ljmu.ac.uk/6101/.

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This thesis details the design and implementation of an Interactive Storytelling Framework. Using software engineering methodology and framework development methods, we aim to design a full Interactive Storytelling system involving a story manager, a character engine, an action engine, a planner, a 3D game engine and a set of editors for story data, world environment modelling and real-time character animation. The framework is described in detail and specified to meet the requirement of bringing a more dynamic real-time interactive story experience to the medium of computer games. Its core concepts borrow from work done in the fields of narrative theory, software engineering, computer games technology, HCI, 3D character animation and artificial intelligence. The contributions of our research and the novelties lie in the data design of the story which allows a modular approach to building reusable resources such as actions, objects, animated characters and whole story 'levels'; a switchable story planner and re-planning system implementation, allowing many planners, heuristics and schedulers that are compatible with PDDL (the "Planning Domain Definition Language") to be easily integrated with minor changes to the main classes; a 3D game engine and framework for web launched or in browser deployment of the finished product; and a user friendly story and world/environment editor; so story authors do not need advanced knowledge of coding PDDL syntax, games programming or 3D modelling to design and author a basic story. As far as we know our Interactive Storytelling Framework is the only one to include a full 3D cross-platform game engine, procedural and manual modelling tools, a story -editor and customisable planner in one complete integrated solution. The finished interactive storytelling applications are presented as computer games designed to be a real-time 3D first person experience, with the player as a main story character in a world where every context filtered action displayed is executable and the player's choices make a difference to the outcome of the story, whilst still allowing the authors high level constraints to progress the narrative along their desired path(s).
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36

Müller, Martin. "Computer go as a sum of local games : an application of combinatorial game theory /." [S.l.] : [s.n.], 1995. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=11006.

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37

Tollefsrud, John Ola. "The Educational Game Editor : The Design of a Program for Making Educational Computer Games." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9284.

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This report is about computer game based learning, how to make a program for making educational games, the possibilities to use a hypermedia structure for storage of the data in an educational game, and different learning theories related to computer game based learning. The first part is about the different learning theories behaviourism, cognitivism, constructivism, socio-constructivism, and situated learning. The different theories are related to learning games, and a classification of game based learning is also given. Hypermedia is a smart and efficient way of organizing data, and is a relevant solution for use in education and games. The relationship between data, information and wisdom is central, and how the hypermedia base is constructed and different information structures are described. The advantages and limitations of use of hypermedia in education are discussed, and examples of use, as in OPSYS and the Mobile instruction system, are given. There exist some computer games for use in higher education, and some of them are described. To make a good educational, many certain requirements have to be fulfilled both aspects in game design and learning aspects. The main part of the report is about the Educational Game Editor. The idea is to design a program for making computer games for use in education. Before the design, the Software Requirements Specification is presented, containing functional and quality requirements, and scenarios to exemplify the requirements. The conceptual design of the program gives an overall description and describes the phases of creating a game and the elements the game consists of: file management, object management, Library, and Tools. The main architectural drivers are usability and availability. The program must be easy to use and be stable and not crash. An example of making a simple game about the history of Trondheim explains how to use the program in steps, and gives a good guide for the users to make their own game.

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Rashidi, Danial. "Game Character : Concept to product." Thesis, University of Gävle, Ämnesavdelningen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-4723.

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A production pipeline of different game companies is explored with the idea of creating characters specifically designed for games. A character was created following the different components of a real game studio which produced a low poly count character that could be implemented into a game from a technical and aesthetic point of view. An aim of this research paper was to obtain a better understanding of how the idea of a game character is developed and also why industry professionals utilize some techniques and not others. A finished game character model was created from the design process concept stage to the final product for an online game contest.

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Surangi, Vani Indrani. "Game design and development." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3098.

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The project focuses on computer tools suitable for particular game genres and how they are used to develop 3D computer games. As part of learning about the tools, the author developed a 3D computer adventure game called "Adventures of Smiley" using Macromedia Director MX and 3D Studio Max. The game's purpose is to engage children using a friendly interface while they learn about different topics in various subject areas through lessons and puzzles. The research gathered information about the current game industry, technologies and game genres, which can be used as a reference for the beginning level game programmer. The project documentation and the game are also published on the Internet and can be freely accessed online.
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Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.

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The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
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Roberts, Samuel. "Evolutionary design of game vehicles and their controllers." Thesis, University of Essex, 2016. http://repository.essex.ac.uk/16594/.

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Procedural content generation (PCG) is a growing field of interest in the domain of computational intelligence as it relates to games. There are ever increasing examples and applications of PCG that have been studied in academic contexts. Player expectations of the amount of content in games increase as computers and video game consoles are capable of using more content, and automation of content creation becomes more desirable. While many means of procedural content generation using some form of search algorithm have been tried and tested, we examine evolutionary algorithms as a means to generate content, where it has not frequently been used before. We examine the generation of vehicles, specifically spaceships, within two dimensional game simulations. These simulations are based upon a simple Newtonian physics system with different physical rules, representing games such as Lunar Lander or Asteroids, and evolve linear vectors of real numbers that act as vehicle genotypes by encoding placement of components to a vehicle point mass, with a form defined by the placement of each component. We use simple 1-ply lookahead controllers, simple rule-based controllers, and MCTS-based controllers as means to test and therefore indirectly guide the evolution of vehicle designs. We are able to demonstrate that evolutionary algorithms can be used to generate effective vehicle designs, suitable for use by the same controller as used for testing, for simple tasks without much issue. We also show that there are some factors of a problem environment that impact the demands and the conditions affecting vehicle design evolution more than others, such as velocity loss factors and the topology of the game world used. It is also evident that the use of different controllers to test vehicles causes different designs to emerge based on the strengths of said controllers.
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42

Jonsson, Fatima. "Hanging out in the game café : Contextualising co-located computer game play practices and experiences." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-75793.

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What social practices are people involved when staying in a game café? What kind of social setting is the game café? What are the attitudes towards playing computer games at home and in public among parents? What are the media representations of co-located game playing in public? What are the sensory experiences of playing co-located game play in public? This dissertation gives a descriptive and analytical account of the contexts and meanings of playing co-located computer games in public settings such as game cafés and LAN parties. The overall aim with the dissertation is to describe and investigate the social and cultural meanings and contexts of playing computer games in a game café. The research questions have been investigated in four empirical studies. The dissertation shows that people are involved in various social practices and activities aimed at supporting and maintaining social relationships among friends and peers. The game café can be seen as a third place, as it used by players for recreation and an escape from the pressure of home and school, a place which feels like home, is familiar and welcoming. However the game café is a limited third place used by young men who likes to play online and network games. The dissertation also shows how the social environment provides for specific sensory experiences. These sensory experiences involve sitting together side by side slapping each other’s shoulders and legs, eating candies and drinking sodas, listening to music. The representations of co-located game playing in public reproduce traditional gender roles where professional gamers are represented by men and causal gamers are represented by women (and men) as well as construct youth as party lovers. The study also suggests that parents’ attitudes towards their children playing games in public draw on traditional values and ideas about children’s play and social relationships.

At the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 4: Submitted. 

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Ramström, Ola. "Visual attention using game theory." Licentiate thesis, KTH, Numerical Analysis and Computer Science, NADA, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-349.

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44

Näckros, Kjell. "Visualising security through computer games : investigating game-based instruction in ICT security : an experimental approach /." Kista : Department of Computer and Systems Sciences, Stockholm University : Royal Institute of Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-533.

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45

Allison, Jacqueline. "A computer-based mine development and production management game." Thesis, McGill University, 1994. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=28658.

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A model of the sequence of decisions required for mine development and production has been formulated and is operated as a computer-based game. The Mine Manager is an operations research game in which the user assumes the role of mine management in the exploitation of a mineral deposit. Potential applications of the game lie in experimentation, policy formulation and education in mine economics. The Mine Manager is described using the terminology of games.
The selection of parameters and of the level of detail in the model reflects a compromise between realism and simplicity. At the development stage, the selection of project specifications concerns the mining method and capacity installation. Decisions on cut-off grade and/or cut-off value, capacity utilization, the sequence of mining, stockpiling and expansion are made during the mine life. Decision making takes place within a framework provided by an abstraction of the operating environment of a mine, and must comply with a set of rules. These rules ensure that only feasible decisions are made. Within this constraint, the model offers a high degree of flexibility in setting the values of the decision variables.
The Mine Manager combines elements of geology, mining, management and gaming. Conditional simulation is used to generate grades of copper, zinc and gold in a massive sulphide deposit. Mining operations in both underground and open-pit mines are modelled, and hypothetical capital and operating cost functions are developed for the mine and mill. A pricing model generates new price series for each run of the game.
The Mine Manager is operated interactively on a microcomputer through the use of modular software. The user interface and a sample run of the game are described, and the information displays created by the game are presented.
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46

Hutchins-Korte, Laura. "Learning by game-building in theoretical computer science education." Thesis, University of Edinburgh, 2008. http://hdl.handle.net/1842/3162.

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It has been suggested that theoretical computer science (TCS) suffers more than average from a lack of intrinsic motivation. The reasons provided in the literature include the difficulty of the subject, lack of relevance to the informatics degree or future careers, and lack of enjoyment of the learning experience. This thesis presents evidence of these claims derived from the results of an expert survey. Increasing the students’ perceived control of the learning experience has been shown to increase student motivation in numerous different settings. A few of those also showed increased student performance. This thesis proposes that game-building can be such a setting for the area of TCS. Within the area of TCS, the focus will be on the modelling skills (finite state automata, push-down automata, Turing machines, CCS, etc.) since they form the majority of the curriculum at undergraduate level. It will be demonstrated how arbitrary TCS modelling skills can be mapped onto a game-building framework and allow the students to learn about the former by using the latter. It is hypothesized that the success of the approach depends on the amount of control given to the student. To test this claim, two experimental conditions were used in a repeated-measures design: (1) own-game and (2) pre-defined game. In the former, students are asked to write a game of their own, whereas in the latter, they are asked to copy a pre-defined game. A large demand for the own-game context was observed and results of its effect on performance and enjoyment are presented. Although no main effect of the owngame condition versus the pre-defined game condition was found in terms of either enjoyment or performance, some interesting interaction effects between condition and motivational type were unveiled.
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47

Trigo, Algar Antonio Rafael. "Serious Games For Overcoming Phobias : The Benefits of Game Elements." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9513.

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This thesis analyses the benefits of applying game elements to a Virtual Reality application for overcoming phobias, with a special focus on acrophobia, i.e. the fear of heights. Two different prototypes using the Oculus Rift head-mounted display were developed with a gradually exposure to heights. Both prototypes shared the same acrophobic scenario, but one included extra features from games such as engagement, motivation or goals. Twenty-four participants, divided into two groups of twelve, with moderate aversion to heights tested the prototypes. The participants’ heart rate and the time that they looked down from high altitudes were also measured and evaluated. The study showed slightly higher results regarding motivation for the prototype which included the additional game elements. Future studies should include a different head-mounted display, which would allow a longer time of play without motion sickness, and the participation of people diagnosed with acrophobia.
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48

Blomqvist, Jesper. "Evaluating the Game Approachability Principles for Designing Strategy Game Tutorials." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-177546.

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The approachability of a game is determined by the ease of which a player may learn how to play it. Most often, the player is taught how to play a game during a specially designed first level, called the tutorial level. In order to evaluate the approachability of a game, Desurvire et al. created the Game Approachability Principles (GAP) and suggested that GAP could potentially also be used to design game tutorials. This was tested in this paper by using GAP during an iterative design process of a strategy game tutorial. Each tutorial iteration was user-tested and heuristically evaluated. This study suggested that the use of GAP during the design process had resulted in a successful game tutorial. However, as there was a difference between identifying and solving an issue, some revisions to GAP were suggested to improve the usage during design processes’.
Desto större och mer avancerat ett spel är, desto svårare kan det vara att lära sig. Moderna spel böjar ofta med att låta spelaren spela en övningsbana,  även kallad “tutorial”, för att lära spelaren spelet. För att mäta hur väl ett spel går att lära sig tog Desurvire et al. fram “speltillgänglighetsprinciperna”, eller “The Game Approachability Principles” (GAP). Det föreslogs även att GAP skulle vara användbara vid skapandet av övningsbanor. I den här rapporten utvärderades det påståendet genom att applicera GAP vid skapandet av en övningsbana till ett strategispel. Slutsatsen blev att användandet av GAP resulterat i en framgångsrik övningsbana, men att principerna är möjliga att anpassa ytterliggare för användandet vid designprocesser. Därför föreslogs en reviderad version av principerna.
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Kofali, Ozgur. "Development of a Game Portal for Web-based Motion Games." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138094.

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The objective of this thesis project focuses on designing and implementing a game portal for web-based motion games whilst achieving high usability. Many systems lack the creativ- ity to design web-usability with all the technical requirements and this study addresses this problem by implementing a front-end system that uses agile methodology with competitive analysis and consumes the back-end system with RESTful architecture by using AngularJS web application framework. Users were involved in the implementation process repetitively and the usability test was done with think aloud protocol and System Usability Scale which involves a questionnaire on paper. It was concluded that a clear and interactive navigation bar made it very useful for users to hover through the website. Having the notifications fixed on the upper right side of the navigation bar made them easily perceived by the users and including all user-related functions under username helped the user reach them easily. It was also concluded that modal view prevented page reloading by gathering users, attention at one point. Adding visual feedback functions such as highlighting the hovered or clicked link were appreciated by the users.
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Kubik, Erica. "From girlfriend to gamer negotiating place in the hardcore/casual divide of online video game communities /." Bowling Green, Ohio : Bowling Green State University, 2010. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1260391480.

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