Dissertations / Theses on the topic 'Computer game'
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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.
Full textMuaweyah, 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.
Full textThis 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.
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.
Full textThis 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.
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.
Full textPh.D.
Department of Psychology
Sciences
Psychology PhD
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.
Full textThis 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.
Miles, Jonathan David. "Machine Learning for Adaptive Computer Game Opponents." The University of Waikato, 2009. http://hdl.handle.net/10289/2779.
Full textDjordjevic, 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.
Full textThe 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.
Patel, Ushma Kesha. "IMPROVING BEHAVIOR OF COMPUTER GAME BOTS USING FICITITOUS PLAY." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/562.
Full textTan, 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/.
Full textPatel, 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.
Full textMolin, 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.
Full textIn 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.
Buckthal, Eric D. ebucktha. "JUICINESS IN CITIZEN SCIENCE COMPUTER GAMES: ANALYSIS OF A PROTOTYPICAL GAME." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1278.
Full textTowle, 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.
Full textDeRouin-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.
Full textHawes, Nicholas Andrew. "Anytime deliberation for computer game agents." Thesis, University of Birmingham, 2004. http://etheses.bham.ac.uk//id/eprint/100/.
Full textKatsikas, Stamatios. "Game theoretic models of networks security." Thesis, University of Warwick, 2017. http://wrap.warwick.ac.uk/102611/.
Full textPang, 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.
Full textMy 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.
Dimovski, Aleksandar. "Compositional software verification based on game semantics." Thesis, University of Warwick, 2007. http://wrap.warwick.ac.uk/2398/.
Full textRören, 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.
Full textHung, Cheng-Yu. "Multi-user game development." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3122.
Full textGünzel, Stephan, Michael Liebe, and Dieter Mersch. "Logic and structure of the computer game." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4302/.
Full textFalconi, Robert F. "Usability and game design : improving the MITAR Game Editor." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61283.
Full textCataloged 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.
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.
Full textBradshaw, 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.
Full textBjörklund, 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.
Full textLange, Andreas. "Der Computer schlägt zurück." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-139247.
Full textBoggus, 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.
Full textMarston, Hannah. "Wii like to play too : computer gaming habits of older adults." Thesis, Teesside University, 2010. http://hdl.handle.net/10149/112681.
Full textkebritchi, 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.
Full textPh.D.
Department of Educational Research, Technology and Leadership
Education
Education PhD
Yim, Jeffrey W. H. "Computer-aided exercise." Thesis, Kingston, Ont. : [s.n.], 2008. http://hdl.handle.net/1974/1267.
Full textFORSSLUND, 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.
Full textFör 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.
Prayaga, Lakshmi. "Game development environment to teach computer science concepts." [Pensacola, Fla.] : University of West Florida, 2007. http://purl.fcla.edu/fcla/etd/WFE0000089.
Full textMartineau, 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.
Full textKoirikivi, 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.
Full textCooper, Simon. "DISE : a game technology-based digital interactive storytelling framework." Thesis, Liverpool John Moores University, 2011. http://researchonline.ljmu.ac.uk/6101/.
Full textMüller, 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.
Full textTollefsrud, 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.
Full textThis 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.
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.
Full textA 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.
Surangi, Vani Indrani. "Game design and development." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3098.
Full textKoffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.
Full textRoberts, Samuel. "Evolutionary design of game vehicles and their controllers." Thesis, University of Essex, 2016. http://repository.essex.ac.uk/16594/.
Full textJonsson, 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.
Full textAt the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 4: Submitted.
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.
Full textNäckros, 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.
Full textAllison, 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.
Full textThe 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.
Hutchins-Korte, Laura. "Learning by game-building in theoretical computer science education." Thesis, University of Edinburgh, 2008. http://hdl.handle.net/1842/3162.
Full textTrigo, 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.
Full textBlomqvist, 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.
Full textDesto 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.
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.
Full textKubik, 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.
Full text