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1

Kováč, Robert. "Virtuální svět." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2016. http://www.nusl.cz/ntk/nusl-254464.

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The goal of this thesis is to describe the issue of computer game creation and to develop a race game for people connected to the Virtual World using Unity 3D game engine. The first part of this thesis is dedicated to the history of video games, platforms and to describing of development processes and development tools. The next part is about Unity 3D game engine, which was used for creating the game. The resulting application is described in the last part.
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Balcárek, Daniel. "Virtuální svět." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2015. http://www.nusl.cz/ntk/nusl-232032.

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Main goals of this work are to present game development process and game engine Unity3D and develop game server with application programming interface including framework for using the server. The first part of this work is tageted on history of game genres and game development process. The second part of the thesis is dedicated to describing Unity3D game engine with focus on Unity3D networking. Development tools used in implementation and server desing included framework for use of the server are described in the third part of the thesis. In the last chapter of this work are described most important classes used in developed application.
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JORGE, LUIS PAULO FERNANDES BRETANHA. "PRODUCT DISCOVERY IN THE PC GAMES MARKET." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2017. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=31789@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE EXCELENCIA ACADEMICA
Esse trabalho investiga o papel da descoberta de produto na demanda por jogos eletrônicos. Nós mostramos que o padrão de vendas para jogos eletrônicos é bastante variado, com alguns jogos tendo suas vendas imediatamente depois de seus lançamentos, e outros com caldas de venda maiores. Para entender essas diferenças nós propomos um modelo de demanda em que consumidores são periodicamente informados sobre a existência de um jogo e exploramos o padrão de vendas que isso implica. Em seguida aplicamos o modelo aos dados usando dados de preços e vendas da plataforma digital Steam e dados e busca online do google trends. Nossos resultados sugerem que vendas três meses depois do lançamento são em média metade do que seria caso consumidores tivessem informação completa.
This paper investigates the role of product discovery in the demand for video games. We show that the lifetime sales patterns for video games vary widely, with some games selling most of their units in the first months after launch and others having longer tails. To understand these differences we propose a demand model in which consumers are periodically informed about the existence of a game and explore the lifetime sales patterns that this implies. We then take it to the data using price and sales figures from the Steam digital platform and web search figures from google trends. Our results imply that sales three months after launch are on average half of what they should be were consumers fully informed.
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Smårs, Jonathan. "Implementing Digital Fun : Locating success factors in PC games." Thesis, Karlstads universitet, Handelshögskolan, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-39160.

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The purpose of this paper is to explore the technical implementation of common game design theory in successful PC games today. The study uses a quantitative study to analyze 23 modern successful PC games to identify common success factors which are connected to Arrasvuors et al. (2009) theory of the Playful Experiences Framework, Sutton-Smiths (2001) seven rhetorics of play and Max-Neefs (1991) human needs matrix. The results is a practical checklist of 63 success factors for use in game development. These success factors are present in the successful games and described for implementation in game design for the PC platform. These success factors are then divided into the 7 categories: freedom, immersion, challenge, multiplayer, personal, preference and human needs to provide a better overview of the success factor checklist and connect them to proven game design theory.
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Messegué, Buisan Arnau. "Network creation games: structure vs anarchy." Doctoral thesis, Universitat Politècnica de Catalunya, 2020. http://hdl.handle.net/10803/670627.

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In an attempt to understand how Internet-like network and social networks behave, different models have been proposed and studied throughout history to capture their most essential aspects and properties. Network Creation Games are a class of strategic games widely studied in Algorithmic Game Theory that model these networks as the outcome of decentralised and uncoordinated interactions. In these games the different players model selfish agents that buy links towards the other agents trying to minimise an individual function. This cost is modelled as a function that usually decomposes into the creation cost (cost of buying links) and the usage cost (measuring the quality of the connection to the network). Due to the agents' selfish behaviour, stable configurations in which all players are happy with the current situation, the so-called Nash equilibria, do not have to coincide with any socially optimal configuration that could be established if a centralised authority could decide by all players. In this way, the price of anarchy is the measure that quantifies precisely the ratio between the most costly Nash equilibrium versus any optimal network from a social point of view. In this work, we study the price of anarchy and Nash equilibria in different scenarios and situations, in order to better understand how the selfish behaviour of agents in these networks affects their quality of the resulting networks. We propose this study from two different perspectives. In the first one, we study one of the most emblematic models of Network Creation Games called sum classical network creation game. This is a model that is based on two different parameters: n, the number of nodes, and a, a function of n that models the price per link. Throughout history it has been shown that the price of anarchy is constant for a =O(n^(1-6)) = 1/(log(n)), and for a > 4n-13. It has been conjectured that the price of anarchy is constant regardless of the parameter a. In this first part we show, first of all, that the price of anarchy is constant even when a > n(1+E) with =>0 any positive constant, thus enlarging the range of values a for which the price of anarchy is constant. Secondly, regarding the range a 4 any positive constant, we know that equilibria induce a class of graphs called distance-uniform. Then, we study the diameter of the distance-uniform graphs in an attempt to obtain information about the topology of equilibria for the range a< n/C with C>4 any positive constant. Secondly, we study the diameter of the distance-uniform graphs in an attempt to obtain information about the topology of the equilibria for the range a 4 any positive constant. In the second perspective we propose and study two new models that we call celebrity games. These two models are based on the analysis of decentralized networks with heterogeneous players, that is, players with different degrees of relevance within the corresponding network, a feature that has not been studied in much detail in the literature. To capture this natural property, we introduce a weight for each player in the network. Furthermore, these models take into account a critical distance B, a threshold value. Each player aim to be not farther than ß from the other players and decides whether to buy links to other players depending on the price per link and their corresponding weights. Moreover, the larger is the weight of a player farther than B, larger is the corresponding penalty. Thus, in these new models players strive to have the minimum possible number of links and at the same time they want to minimise as much as possible the penalty for having players farther from B. They differ in how the penalty corresponding to the players further than ß is computed. For both models we obtain upper and lower bounds of the price of anarchy as well as the main topological properties and characteristics of their equilibria.
En un intent per entendre com xarxes de naturalesa similar a les de l'Internet i les xarxes socials es comporten, al llarg de la història s'han proposat i estudiat diferents models que tracten de capturar-ne els aspectes i les propietats més essencials. Els jocs de formació de xarxes són una classe de jocs estratègics molt estudiats en teoria de jocs algorísmica que modelitzen aquestes xarxes com el resultat de la interacció descentralitzada dels agents que la integren. En aquests jocs els diferents jugadors modelitzen agents egoistes que compren enllaços cap als altres jugadors intentant minimitzar una funció individual. Aquest cost es modela com una funció que es descomposa en dues components: el cost de creació (cost relatiu a la compra dels enllaços del mateix jugador) i, en segon lloc, el cost d’utilització (mesura de la qualitat de connexió a la xarxa resultant). Degut al comportament egoista dels agents, les situacions estables que s'assoleixen, els anomenats equilibris de Nash, no tenen per què coincidir amb les configuracions òptimes des del punt de vista social que es podrien establir si existeix una entitat centralitzadora que decideix per tots els jugadors. Justament, el preu de l'anarquia és la mesura que quantifica la diferència que hi ha entre l'equilibri de Nash més costós versus l'òptim des del punt de vista social. En aquesta tesis, estudiarem aquests dos conceptes claus, el preu de l'anarquia i els equilibris de Nash, en escenaris i situacions diferents, per tal d'entendre millor com el comportament egoista dels agents d'aquestes xarxes n'afecta la seva qualitat. Proposem dues perspectives diferents a aquest estudi. En primer lloc, estudiem un dels models més emblemàtics dels jocs de formació de xarxes que anomenem sum classical network creation game. Aquest és un model de xarxes que es basa en dos paràmetres diferents: n, nombre de nodes, i α, una funció de n que modelitza el preu per enllaç. Al llarg de la història s'ha demostrat que el preu de l'anarquia és constant per a α= O (n1-δ ) i δ ≥1 log/n, així com per a α > 4n-13. A més s'ha conjecturat que el preu de l'anarquia és constant independentment del paràmetre α . Pel que fa al rang α< n=C amb C > 4 constant, sabem que els equilibris indueixen una classe de grafs que s'anomenen distance-uniform. En aquesta primera part es demostra, en primer lloc, que el preu de l'anarquia és constant inclús quan α> n(1 + ε) amb ε > 0 qualsevol constant positiva allargant, doncs, el rang de valors del paràmetre α pels quals el preu d'anarquia és constant. En segon lloc, s'estudia el diàmetre dels grafs distance-uniform en un intent d'obtenir informació sobre la topologia dels equilibris per al rang α < n=C amb C > 4 constant. El segon punt de vista que considerem consisteix en proposar i estudiar dos nous models de creació de xarxes que anomenem els celebrity games. Aquests dos models parteixen de l’anàlisi de les xarxes decentralitzades amb agents heterogenis, com és el cas d'agents que tenen diferents graus de rellevància dins de la xarxa corresponent, un tret fins ara poc estudiat en els models de la literatura. Per capturar aquesta característica natural s'introdueixen pesos, un per a cada agent de la xarxa. D'altra banda, una altra característica que es considera en la proposta d'aquests dos models nous és el concepte de distància critica que captura el llindar Β a partir del qual, nodes que estiguin més llunyans que el valor B del jugador en consideració penalitzen a tal jugador. Així, el que es persegueix en aquests dos nous models és tenir el mínim nombre d’enllaços possibles i al mateix temps, minimitzar el màxim possible la penalització dels jugadors més llunyans de Β d'acord amb els seus pesos. Els dos models que estudiem es diferencien en com es calcula l’afectació o penalització dels jugadors més llunyans de Β. Pels dos models obtenim fites superiors i inferiors del preu de l'anarquia així com les propietats i característiques topològiques principals dels equilibris.
En un intento para entender como redes de naturaleza similar a las del Internet y las redes sociales se comportan, al largo de la historia se han propuesto y estudiado modelos que tratan de capturar los aspectos y las propiedades más esenciales. Los juegos de formación de redes son una clase de juegos estratégicos muy estudiados en la teoría de juegos algorítmica que modelizan estas redes como el resultado de la interacción descentralizada de los agentes que la integran. En estos juegos los distintos jugadores modelizan agentes egoístas que compran enlaces hacia los otros jugadores intentando minimizar una función individual. Este coste se modeliza como una función que se descompone en el coste de creación (coste relativo a la compra de los enlaces del mismo jugador) y, en segundo lugar, el coste de utilización (mesura de la cualidad de conexión a la red resultante). Debido al comportamiento egoísta de los agentes, las situaciones estables que se consiguen, los llamados equilibrios de Nash, no coinciden necesariamente con las configuraciones óptimas des del punto de vista social que se podrían establecer si existiera una entidad centralizadora que tomara una decisión por todos los jugadores. Justamente, el precio de la anarquía es la medida que cuantifica la diferencia que hay entre los equilibrios de Nash más costosos versus el óptimo des del punto de vista social. En esta tesis, estudiaremos estos dos conceptos claves, el precio de la anarquía y los equilibrios de Nash en escenarios y situaciones diferentes, con la intención de entender mejor como el comportamiento egoísta de los agentes de estas redes afecta su cualidad. Proponemos dos perspectivas distintas para este estudio. En primer lugar, estudiamos uno de los modelos más emblemáticos de los juegos de formación de redes que llamamos sum classical network creation game. Este es un modelo de redes que se basa en dos parámetros distintos: n, el número de nodos de la red, y _, una función de n que modeliza el precio por enlace. Al largo del tiempo se ha demostrado que el precio de la anarquía es constante para α= O (n1-δ ) y δ ≥1 log/n, como para α > 4n-13. Además se ha conjeturado que el precio de la anarquía es constante independientemente del parámetro α. Respecto al rango α< n=C con C > 4 constante, sabemos que los equilibrios inducen una clase de grafos que se llama distancia-uniforme. En esta primera parte se demuestra, primero, que el precio de la anarquía es constante incluso cuando α> n(1 + ε) con ε > 0 con ε > 0 cualquier constante positiva engrandeciendo, pues, el rango de valores del parámetro _ por los cuales el precio de la anarquía es constante. En segundo lugar, se estudia el diámetro de los grafos distancia-uniforme en un intento de obtener información sobre la topología de los equilibrios para el rango α < n=C con C > 4 constante. El segundo punto de vista que consideremos consiste en proponer y estudiar dos modelos de creación de redes nuevos que llamamos los celebrity games. Estos dos modelos parten del análisis de las redes descentralizadas con agentes heterogéneos, como puede ser el caso de agentes que tienen distintos grados de relevancia dentro de la red correspondiente, una característica hasta ahora poco estudiada en los modelos de la literatura. Para capturar esta característica natural se introducen pesos para cada agente de la red. Por otro lado, otra característica que se considera en la propuesta de estos dos modelos nuevos es el concepto de distancia crítica que captura el nivel _ a partir del cual, nodos que estén más lejanos que el valor _ del jugador en consideración penalizan a tal jugador. Así, lo que se persigue en estos dos nuevos modelos es tener el mínimo número de enlaces posibles y al mismo tiempo minimizar la máxima de las penalizaciones de los jugadores más lejanos de Β de acuerdo con sus pesos. Los dos modelos que estudiamos se diferencian en cómo se calcula la afectación o penalización de los jugadores más lejanos de Β. Para los dos modelos obtenemos cotas superiores e inferiores del precio de la anarquía, así como las propiedades y características topológicas principales de los equilibrios.
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Cord-Landwehr, Andreas [Verfasser]. "Selfish network creation : on variants of network creation games / Andreas Cord-Landwehr." Paderborn : Universitätsbibliothek, 2016. http://d-nb.info/1082624322/34.

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van, Aller Marcus. "Transgender and genderqueer experiences of avatar creation in games." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-356221.

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The objective of this thesis is to examine how respondents who self identify as transgender or genderqueer experience avatar creation systems in digital games. In the wake of GamerGate, gender has become a more prevalent topic of discussion, as such, this thesis seeks to survey transgender and genderqueer people in order to gain a better insight into their their experiences with avatar creation in games, and do they perceive the status quo of current avatar creation systems to be in need of change? If so, how? The results of the survey shows that the respondents use avatar creation systems as a means to experiment in a safe environment with aspects of their identity expression, and to improve avatar creation systems, more options need to be added for diverse body types and non-binary identities.
Syftet med denna studie är att examinera erfarenheterna bland respondenter som identifierar sig som trans eller icke-binära personer av avatar skapande system i digitala spel. I kölvattnet av GamerGate har genus blivit ett mer förekommande ämne för diskussion. På grund av detta kommer denna studie att utföra en undersökning bland trans och icke-binära personer om deras erfarenheter med avatar skapande system i spel, och om de anser att förändringar bör genomföras för mer inkluderande avatar skapande system? Och i så fall, vad? Resultaten från undersökningen visar att respondenterna använder avatar skapande system som ett verktyg för att experimentera i en säker miljö med aspekter av deras identitets uttryck, och för att förbättra avatar skapande system bättre krävs mer alternativ för olika kroppstyper och icke-binära identiteter.
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Kestner, Randolph. "The Impact and Creation of Level Music for Video Games." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/326.

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This thesis explores the creation of music for a video game level utilizing industry tools for music compositions as well as level design. Music as an element of game design and its resulting impact is also examined.
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Nieznanska, Marta. "Experimental evaluation of the smartphone as a remote game controller for PC racing games." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4000.

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Context. Both smartphones and PC games are increasingly commonplace nowadays. There are more and more people who own smartphones and – at the same time – like playing video games. Since the smartphones are becoming widely affordable and offer more and more advanced features (such as multi-touch screens, a variety of sensors, vibration feedback, and others), it is justifiable to study their potential in new application areas. The aim of this thesis is to adapt the smartphone for the use as a game controller in PC racing games and evaluate this solution taking into account such aspects as race results and user experience. Objectives. To this end, two applications were developed - a game controller application for Android‑based smartphones (i.e. the client application) and a PC server application. The applications support a selected open-source PC racing game called SuperTuxKart. The evaluation of the smartphone encompasses both race results (whether the smartphone enables players to achieve comparable results to the keyboard – a standard game controller) and user experience (whether this game controller may be satisfying to players). Methods. An experiment was conducted where 20 participants controlled the SuperTuxKart game using first the smartphone, and then the keyboard or vice versa. The experiment was followed by a questionnaire-based survey of the user experience. Results. The experiment results indicate that the smartphone may achieve results which are comparable to those achieved by the keyboard. The race times corresponding to the smartphone were somewhat longer than those obtained with the keyboard, but the average relative difference was below 18%. The questionnaire results show that more than half of the participants enjoyed the smartphone more than the keyboard, despite the fact that the smartphone turned out to be a more challenging game controller for many players and did not provide so good control of the racing game as the keyboard. Conclusions. Overall, this study shows that the smartphone has a potential to be a suitable, satisfying and enjoyable controller for PC racing games.
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Roden, Timothy E. "Procedural content creation and technologies for 3D graphics applications and games." Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4726/.

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The recent transformation of consumer graphics (CG) cards into powerful 3D rendering processors is due in large measure to the success of game developers in delivering mass market entertainment software that feature highly immersive and captivating virtual environments. Despite this success, 3D CG application development is becoming increasingly handicapped by the inability of traditional content creation methods to keep up with the demand for content. The term content is used here to refer to any data operated on by application code that is meant for viewing, including 3D models, textures, animation sequences and maps or other data-intensive descriptions of virtual environments. Traditionally, content has been handcrafted by humans. A serious problem facing the interactive graphics software development community is how to increase the rate at which content can be produced to keep up with the increasingly rapid pace at which software for interactive applications can now be developed. Research addressing this problem centers around procedural content creation systems. By moving away from purely human content creation toward systems in which humans play a substantially less time-intensive but no less creative part in the process, procedural content creation opens new doors. From a qualitative standpoint, these types of systems will not rely less on human intervention but rather more since they will depend heavily on direction from a human in order to synthesize the desired content. This research draws heavily from the entertainment software domain but the research is broadly relevant to 3D graphics applications in general.
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Micciolo, Matthew. "Designing a Visual Programming Language for the Creation of Multiplayer Embodied Games." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/1272.

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Games as a means of education have been starting to become more of an everyday reality. Not only are games used in classrooms, but they are used in industry to train soldiers, medical staff, and even surgeons. This thesis focuses on physically active (i.e. embodied) multiplayer games as a means of education; not only by having students play, but also by having students create games. The embodied multiplayer aspect allows for a more interactive experience between players and their environment, making the game immersive and collaborative. In order to create these games, students must exercise their computational thinking abilities. The Wearable Learning Cloud Platform has been developed to enable students to design, create, and play multiplayer games for STEM. This platform allows users to create, edit and manage the behavior of mobile technologies that act as support to players of these games, specified as finite-state machines. The platform provides a means of testing created games, as well as executing (running) these games wirelessly by serving them to smartphones (or smart watches) so that students can play them with other students, in teams, or as individual players. The platform features a full drag and drop game editor with a sophisticated validation engine that prevents users from making syntax errors. Visually programmed games transpile to JavaScript for execution on the game server and provide two separate levels of programming abstraction. This platform has been successfully tested with 18 participants and they have shown significant improvements in their understanding of Finite State Machines and have shown an increase in their Computational Thinking abilities.
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Tryggvadottir, Valgerdur. "Customer Churn Prediction for PC Games : Probability of churn predicted for big-spenders usingsupervised machine learning." Thesis, KTH, Optimeringslära och systemteori, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254198.

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Paradox Interactive is a Swedish video game developer and publisher which has players all around the world. Paradox’s largest platform in terms of amount of players and revenue is the PC. The goal of this thesis was to make a churn predic-tion model to predict the probability of players churning in order to know which players to focus on in retention campaigns. Since the purpose of churn prediction is to minimize loss due to customers churning the focus was on big-spenders (whales) in Paradox PC games. In order to define which players are big-spenders the spending for players over a 12 month rolling period (from 2016-01-01 until 2018-12-31) was investigated. The players spending more than the 95th-percentile of the total spending for each pe-riod were defined as whales. Defining when a whale has churned, i.e. stopped being a big-spender in Paradox PC games, was done by looking at how many days had passed since the players bought something. A whale has churned if he has not bought anything for the past 28 days. When data had been collected about the whales the data set was prepared for a number of di˙erent supervised machine learning methods. Logistic Regression, L1 Regularized Logistic Regression, Decision Tree and Random Forest were the meth-ods tested. Random Forest performed best in terms of AUC, with AUC = 0.7162. The conclusion is that it seems to be possible to predict the probability of churning for Paradox whales. It might be possible to improve the model further by investi-gating more data and fine tuning the definition of churn.
Paradox Interactive är en svensk videospelutvecklare och utgivare som har spelare över hela världen. Paradox största plattform när det gäller antal spelare och intäk-ter är PC:n. Målet med detta exjobb var att göra en churn-predikterings modell för att förutsäga sannolikheten för att spelare har "churnat" för att veta vilka spelare fokusen ska vara på i retentionskampanjer. Eftersom syftet med churn-prediktering är att minimera förlust på grund av kunderna som "churnar", var fokusen på spelare som spenderar mest pengar (valar) i Paradox PC-spel.För att definiera vilka spelare som är valar undersöktes hur mycket spelarna spenderar under en 12 månaders rullande period (från 2016-01-01 till 2018-12-31). Spelarna som spenderade mer än 95:e percentilen av den totala spenderingen för varje period definierades som valar. För att definiera när en val har "churnat", det vill säga slutat vara en kund som spenderar mycket pengar i Paradox PC-spel, tittade man på hur många dagar som gått sedan spelarna köpte någonting. En val har "churnat" om han inte har köpt något under de senaste 28 dagarna.När data hade varit samlad om valarna var datan förberedd för ett antal olika maskininlärningsmetoder. Logistic Regression, L1 Regularized Logistic Regression, Decision Tree och Random Forest var de metoder som testades. Random Forest var den metoden som gav bäst resultat med avseende på AUC, med AUC = 0, 7162. Slutsatsen är att det verkar vara möjligt att förutsäga sannolikheten att Paradox valar "churnar". Det kan vara möjligt att förbättra modellen ytterligare genom att undersöka mer data och finjustera definitionen av churn.
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Wolfram, Jakub, and Rebecka Näsberg. "In what ways do game design students perceive microtransactions in free-to-play online PC games?" Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-395292.

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In recent years, microtransactions have become a norm for monetization and a standardbusiness model in free-to-play games. This is something that affects multiple individuals andhas caused quite a stir among players. Through this research, we want to gain anunderstanding of why some microtransaction types might be considered more acceptable thanothers. In addition, to gaining potential data that could possibly give us a look into the futureof the design of microtransactions. We have gathered our data by conducting online chatbased semi-structured interviews with current and former university students studying gamedesign at Uppsala University.The research found that game design students have a predominantly negative opinion aboutmost microtransactions, especially when they were affecting the gameplay, contrary to whenthey were not.
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Van, Zyl Cecile. "A script development model for the creation of computer games / Cecile van Zyl." Thesis, North-West University, 2008. http://hdl.handle.net/10394/4196.

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The concept of game development has traditionally not implemented the skills of professional writers to develop the scripts for a computer game. However, due to the growth in complexity and size of the computer game development process, as well as the growing teams of people involved in the development of computer games, the need to employ skilled writers has emerged in modern computer game development. It has, however, become clear that the role of the writer within the collaborative game development process is still ill-defined. And therefore, the writer who wishes to start writing for the games industry, is faced with a great deal of obstacles. It was therefore deemed necessary to develop a script development model for the creation of computer games that can assist the writer of a computer game by means of thorough guidance. The aim of this research project is therefore to develop such a model. The first step towards the establishment of a script development model, would be to determine the position of the writer in the collaborative game production communication process. In order to establish this, a communication model was developed for the communication process of the computer game development process, based on Roman Jakobson's communication model. After the position of the writer in the communication process was established, a game development model was developed to determine the position of the writer within the entire game development process. This was done so that the functions and responsibilities of the writer - within a greater collaborative development process - could be determined. This model was developed based on existing software development models, as well as two different models from the games industry that focus on different aspects within the game development process. With the position, functions and responsibilities of the writer determined, it was possible to postulate a script development model for the creation of computer games. This model was developed with an emphasis on the game context, creative strategies and analytical frameworks available to the writer. Furthermore guidelines were provided on the actual scripting of the computer game script, based on elements from drama theory. To test the script development model, a non-functional prototype (thin-slice) computer game script was developed based on the Fritz Deelman-series (Leon Rousseau). The script development model was used as guideline to establish whether the script development model could in future be used to develop a full-scale, implementable computer game script.
Thesis (M.A. (Afrikaans and Dutch))--North-West University, Potchefstroom Campus, 2008.
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Dupuy, Sandra. "Co-creation in serious digital game development: innovation and participatory method for entertainment-education." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23427.

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This research proposes to investigate the contribution that innovative development projects involving digital games can make to the field of entertainment-education (EE), which has been considered as a communication strategy falling under the media for development approach in the broader field of communication for development (Manyozo, 2012). Studies have shown that EE scholarship and practice is largely rooted in theories of individual behaviour change, but also that new theoretical perspectives deriving from participatory and empowering, as well as cultural approaches to communication are emerging in the field. The prevalence of innovation and of the application of EE principles to new mediums like digital games has also been brought to light (Obregon & Tufte, 2014). Digital games as a vehicle for EE have been analysed through the concept of serious games, or games with a utilitarian purpose, and from a behaviour change perspective (Wang & Singhal, 2009). The present research project aimed at reflecting on serious games and EE from a new perspective through the notion of innovation, and was conducted by means of exploratory and comparative qualitative case study. Findings show that innovation is closely associated with the notions of co-creation and participation. By focusing on a participatory approach to game design, innovative development projects involving digital games fit predominantly in emergent theories in EE, and combine elements of multiple approaches to communication for development, not principally the media for development approach.
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Mattsson, Viktor, and Timmy Mårtensson. "Viability of Using Markerless Motion Capture : In the Creation of Animations for Computer Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-227788.

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This thesis presents a study on how to create a production pipeline using a markerless motion capture system for the creation of animations in computer games. The questions the authors desire to answer are: Is it possible to create a pipeline that uses markerless motion capture for the creation of animations in computer games? And also: Can a markerless motion capture system fit in an animation pipeline for games? This thesis is based on previous work by Kakee Lau (Lau, 2012), a former student of Gotland University College. He describes a pipeline for working with passive optical motion capture for games. To fit the markerless motion capture system, there must be some changes to Lau’s already established pipeline. The method used in this thesis is based on a pipeline described in Lau’s thesis (Lau, 2012). The authors have made some alterations to this pipeline for it to be more suitable for markerless motion capture. The pipeline that the authors propose covers the setup of two Kinect cameras, the calibration, the recording, the cleaning and the preparation for MotionBuilder. Due to some factors that were not taken into consideration during testing, there cannot be any quantitative conclusion in this thesis to which system is the better one. Based on the findings of this study the authors can conclude that a markerless motion capture system is a viable method for game animation creation, yet not giving the same quality of results as a passive optical motion capture system.
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Mazzoli, Valentina. "The creation and use of an international reference glossary specific for horror role-playing games." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/9215/.

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This thesis focuses on the technical approach to the translation of the Italian horror role-playing game Sine Requie into English. It aims to prove that both the role-playing and horror aspects of the genre are important to convey an enjoyable experience to the players, and that it is possible to create and international reference glossary to better translate the horror genre itself. Following a brief introduction of the history of role-playing games (RPGs), we will look at the RPG technical vocabulary in Sine Requie, and analyze which of these elements can be translated following the great models of the history of role-playing games. A brief introduction will follow regsrding the horror genre and its core characteristics based on the work of worldwide famous horror writer H.P. Lovecraft. Lastly, a description on how the international reference glossary for the horror genre was created will be presented along with a few examples of its practical use.
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Dyreson, Mark Sanford, and Mark Sanford Dyreson. "America's athletic missionaries: The Olympic Games and the creation of a national culture, 1896-1936." Diss., The University of Arizona, 1989. http://hdl.handle.net/10150/184706.

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During the late nineteenth century American reformers crafted a physical culture designed to help adjust their nation to the social changes fostered by industrialization, urbanization and immigration. The creators of modern sport considered athletics a "technology" for building a modern liberal civilization. Their "sporting republic" quickly gained a prominent place in American life. America's Athletic Missionaries examines the impact that United States participation in the Olympic Games, from 1896 to 1936, had on American culture. The idea of the sporting republic united politics and the strenuous life. In the Olympics Americans discovered a particularly rich environment for both athletic and political demonstrations. The architects of the sporting republic thought that sport could create livable urban environments, fight crime, promote democracy, Americanize the recently acquired empire, and assimilate immigrant populations. American Olympic teams earned the moniker of "America's athletic missionaries" for their performances at the first five Olympic Games. American Olympians enjoyed the active support of the political, business and academic elite. Lionized by the press and showered with public acclaim, the Olympians became symbols of the power of sport in channeling human energy in socially productive directions. During the 1920s the role of the sporting republic underwent a transformation. Sport, as had many other facets of Progressive reform, had been accepted as part of the orthodoxy of American values. But the political nature of sport changed. Abandoned by intellectuals who associated it with middle-class materialism, sport was increasingly cast as a form of escapism and disassociated from political action. The new version of sport became one of the totems of consumer culture. The press depicted the Olympic Games of the 1920s as sensational spectacles, without any significant political overtones. By the 1930s Americans had rediscovered the political uses of sport. Much of the world had come to view the Olympic Games as tests of national strength and many countries devoted great resources in the pursuit of athletic conquest. This study examines the relationship between political and physical culture, the uses of athletic ideology in the construction of American civilization, and the function of sport as a cultural tool.
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Malm, Karl. "Seven Chunks Of Character Creation : Examining Acceptance of Ranges for Attributes in Role-Playing Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355859.

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Digital game developers often struggle with creating games that are challenging but inviting towards new audiences. One of these challenges revolves around the complexity of character creation, specifically in Role-Playing Games. Presenting and utilizing statistics that a player can alter is done at a critical moment of play, often before a player has begun playing the main portion of the game. A risk therefore exists of confusing or alienating those who have adopted the game with too much information that has a significant effect on later experiences with said game. This paper sought to determine which player demographics seek or may avoid specific numerical complexity within digital games and suggests which range of decisions they would accept when presented with a new gaming experience, focusing specifically on character attributes (also known as statistics).
Digitala spelutvecklare måste ofta kämpa med att skapa spel som både lockar nya spelare men samtidigt är svåra nog att klara för att vara utmanande. En utmaning kopplad till detta är skapandet av karaktärer, specifikt i rollspel. Presentationen av karaktärsattribut som spelare kan ändra sker vid ett kritiskt moment av spelande (dess början), oftast innan en spelare har börjat spela huvuddelen av ett spel. Det existerar därför en risk av att förvirra eller skrämma bort de som införskaffat spelet, då de överväldigas av för mycket information om spelelement som har markant effekt, speciellt senare i det nämnda spelets delar. Denna uppsats hade därför som uppgift att bedöma vilka grupper av spelare som söker eller undviker viss numerisk komplexitet inom digitala spel. Uppsatsen föreslog även en skala av det antal val som spelare skulle acceptera när de får en ny spelupplevelse presenterad för sig, med fokus specifikt på karaktärsattribut.
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Oakley, Samuel. "White by Default: An Examination of Race Portrayed by Character Creation Systems in Video Games." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1563874480029597.

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Veselá, Anna. "Vliv online uživatelských hodnocení na poptávku po PC a video hrách." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-150234.

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The thesis examines impact of online user reviews, expressed in 5-star rating system, on demand for PC and video games. Used weekly data are collected from www.amazon.co.uk for period 2000 - 2012. The thesis contributes to discussion which takes place between supporters of superstar theory and supporters of long tail theory. Panel structure of the dataset referred to application of fixed effects model for estimation of basic and extended model. Both estimates proved negative influence of assigned number of stars on sales rank. Basic model estimated influence of one unit change of stars on rank by 9 positions, extended model estimated this change to be 10 positions. Quantile estimate also proved negative influence of stars on sales rank. The influence is strongest for the lowest quantile of dependent variable (tau = 0,05) representing 5 % best-selling titles, where one unit change of stars causes change of 35 positions in opposite direction. With increasing quantiles this influence decreases to zero. It proves that within the market for PC and video games online user reviews contribute to superstar effect.
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Nguyen, Cong Duc. "Creation and distribution of real-time content a case study in provisioning immersive voice communications to networked games /." Access electronically, 2006. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20070110.164837/index.html.

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Lewis, Joshua. "A COMMON COMPONENT-BASED SOFTWARE ARCHITECTURE FOR MILITARY AND COMMERCIAL PC-BASED VIRTUAL SIMULATION." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2301.

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Commercially available military-themed virtual simulations have been developed and sold for entertainment since the beginning of the personal computing era. There exists an intense interest by various branches of the military to leverage the technological advances of the personal computing and video game industries to provide low cost military training. By nature of the content of the commercial military-themed virtual simulations, a large overlap has grown between the interests, resources, standards, and technology of the computer entertainment industry and military training branches. This research attempts to identify these commonalities with the purpose of systematically designing and evaluating a common component-based software architecture that could be used to implement a framework for developing content for both commercial and military virtual simulation software applications.
Ph.D.
Other
Engineering and Computer Science
Modeling and Simulation
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Howland, Katherine. "Narrative threads : supporting young people in developing writing skills through narrative-based game creation." Thesis, University of Sussex, 2012. http://sro.sussex.ac.uk/id/eprint/42603/.

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This thesis examines how narrative-based game creation can be used as an activity to improve writing skills for young people aged 11-15, and how additional representational support in a game creation tool can increase the benefits of the activity. Creating narrative-based games can involve traditional writing skills as well as requiring the 21st century skills of multimodal and interactive writing. Toolsets make it possible for young people to create 3D role-playing games with a commercial look and feel, but they do not provide support for the complex task of interactive and multimodal narrative creation. To investigate the desirable features of a tool that would support this task and the associated learning, an extensive learner-centred design process was conducted. This involved teachers and young people, and also incorporated relevant theory synthesised into a design model. A suite of tools, Narrative Threads, was designed and developed through an iterative process to provide the support highlighted as important. Two evaluative studies were conducted in different learning contexts; a secondary school and a vacation workshop. A mixed-methods approach was used to examine the overall potential for the activity to support writing skills development and the impact made by additional representational support. Comparative studies between groups showed some evidence that writing skills were improved for those taking part in game creation, and there were further benefits for groups using Narrative Threads in the workshop setting, but not in the school setting. Additionally, a multimodal analysis of the games created showed that many participants demonstrated a developing proficiency in using 3D graphical elements, text and sound to convey an interactive narrative. The findings indicate promise for the approach, although additional curricular and pedagogical support would be crucial if the potential is to be actualised in a classroom context.
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Borchert, Otto Jerome. "Harnessing User Generated Multimedia Content in the Creation of Collaborative Classification Structures and Retrieval Learning Games." Diss., North Dakota State University, 2015. http://hdl.handle.net/10365/25238.

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This paper describes a software tool to assist groups of people in the classification and identification of real world objects called the Classification, Identification, and Retrieval-based Collaborative Learning Environment (CIRCLE). A thorough literature review identified current pedagogical theories that were synthesized into a series of five tasks: gathering, elaboration, classification, identification, and reinforcement through game play. This approach is detailed as part of an included peer reviewed paper. Motivation is increased through the use of formative and summative gamification; getting points completing important portions of the tasks and playing retrieval learning based games, respectively, which is also included as a peer-reviewed conference proceedings paper. Collaboration is integrated into the experience through specific tasks and communication mediums. Implementation focused on a REST-based client-server architecture. The client is a series of web-based interfaces to complete each of the tasks, support formal classroom interaction through faculty accounts and student tracking, and a module for peers to help each other. The server, developed using an in-house JavaMOO platform, stores relevant project data and serves data through a series of messages implemented as a JavaScript Object Notation Application Programming Interface (JSON API). Through a series of two beta tests and two experiments, it was discovered the second, elaboration, task requires considerable support. While students were able to properly suggest experiments and make observations, the subtask involving cleaning the data for use in CIRCLE required extra support. When supplied with more structured data, students were enthusiastic about the classification and identification tasks, showing marked improvement in usability scores and in open ended survey responses. CIRCLE tracks a variety of educationally relevant variables, facilitating support for instructors and researchers. Future work will revolve around material development, software refinement, and theory building. Curricula, lesson plans, instructional materials need to be created to seamlessly integrate CIRCLE in a variety of courses. Further refinement of the software will focus on improving the elaboration interface and developing further game templates to add to the motivation and retrieval learning aspects of the software. Data gathered from CIRCLE experiments can be used to develop and strengthen theories on teaching and learning.
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Lenzner, Pascal. "On selfish network creation." Doctoral thesis, Humboldt-Universität zu Berlin, Mathematisch-Naturwissenschaftliche Fakultät II, 2014. http://dx.doi.org/10.18452/16991.

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Untersuchungsgegenstand dieser Arbeit ist ein spieltheoretisches Modell für die dezentrale Erzeugung von Netzwerken durch eigennützige Agenten. Diese Akteure verfolgen das Ziel, ein zusammenhängendes Netzwerk aufzubauen, welches ihre individuelle Verbindungsqualität maximiert. Direktverbindungen im Netzwerk haben Kosten, weshalb die Agenten ihre Ausgaben für das Erstellen von Direktverbindungen und die damit erzielten Kommunikationskosten ausbalancieren müssen. Dieses Modell wurde vor einem Jahrzehnt von Fabrikant, Luthra, Maneva, Papadimitriou und Shenker eingeführt, um reale Netzwerke, welche aus der Interaktion von eigenützigen Parteien entstanden sind, zu verstehen. Zu solchen Netzwerken zählen das Internet und auch soziale Netzwerke. Die vorliegende Arbeit trägt zu diesem Forschungsvorhaben bei, indem die sogenannten Network Creation Games aus drei Perspektiven betrachtet werden. Die erste Sichtweise ist die Approximationsperspektive. Es wird untersucht, welche Netzwerke von sehr einfachen, in ihrer Berechnungsstärke eingeschränkten Agenten erzeugt werden und wie diese im Vergleich mit Netzwerken von Agenten, die beliebige Berechnungsstärke haben, abschneiden. Als zweite Sichtweise wird die Dynamikperspektive betrachtet. Dazu werden sequentielle Versionen des Modells definiert und anhand dieser wird explizit der Prozess der Netzwerkerzeugung untersucht. Die Hauptfragestellung ist, ob unter der natürlichen Annahme, dass Agenten stets ihre Situation verbessern wollen, der Prozess zu einem Gleichgewicht konvergiert und, falls dem so ist, wie dieser Prozess beschleunigt werden kann. Die Abhandlung wird mit der dritten Sichtweise, der Strukturperspektive, abgerundet. Es werden eine Vielfalt neuer Struktureigenschaften für verschiedene Gleichgewichtskonzepte bewiesen und neue Werkzeuge, die bei der Analyse von Gleichgewichtsnetzwerken mit hohen Direktverbindungskosten hilfreich sind, vorgestellt.
The subject of study in this thesis is a game-theoretic model for decentralized network creation by selfish agents. These agents aim to create a connected network among themselves which maximizes their individual connection quality. Links in the network are costly and therefore agents try to find a trade-off between their cost spent on creating edges and their cost incurred by communicating within the network. This model was proposed a decade ago by Fabrikant, Luthra, Maneva, Papadimitriou and Shenker with the goal of understanding real networks which emerge from the interaction of selfish entities without explicit central coordination, e.g. the Internet or social networks. We contribute to this research endeavor in many ways by considering these so-called Network Creation Games from three perspectives. Our first point of view on these games is the approximation perspective. We analyze which networks are created by very simple computationally bounded selfish agents and how these networks compare to networks built by agents having unlimited computational resources. The second point of view is the dynamics perspective. We turn the model into a sequential version and focus on the process of selfish network creation. For this, we investigate whether natural dynamics like best response dynamics are guaranteed to converge to an equilibrium of the game and if so, how this convergence process may be sped up. We complete the treatment of Network Creation Games with our third point of view: the structure perspective. We provide new structural insights for several equilibrium concepts and introduce new tools which shed light on the structure of equilibrium networks for high edge-cost.
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Clinton, Jonathan. "Using Membership Categorisation Analysis to Study Identity Creation in the Digital game Dota2." Thesis, Södertörns högskola, Institutionen för kultur och lärande, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-28704.

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One aspect of the internet that has been discussed in relation to identity creation is whether we can transcend our physical selves when we enter an online environment, thus potentially creating the internet as a space where we could leave our bodies when performing our identity. The purpose of this master thesis is to investigate the accomplishment of membership categorization within the domain of online gaming and through it identity in an online gaming environment. This thesis argues that the discourse within Dota2 constructs the identity of the unsuccessful gamer as an outsider or deviant in terms of nationality, sexuality, and mental capability. Games of Dota2 have been observed and the interaction via the in game chat system has been transcribed and analyzed using Membership Categorization Analysis. The study found that membership was not commonly assigned but when it was, it was associated with the incumbent being on one’s own team and performing lower than expected. Also, in the cases where categories were assigned to players, these were assigned to unsuccessful players (This interactive feature is supported previous research by Eklund (2011) and Linderoth & Olsson (2010) in that they created the game as male centric western European space. The expectations of a successful player were not accomplished in order to inform the identity creation process of successful gamers. The results suggest that identity in Dota2 is structured around a players displayed skill and that the identity created is often based on stereotypes associated with certain nationalities, genders and mental capabilities. The use of MCA offered a holistic approach to how identities were created in online gaming that allowed the researcher to approach the subject without any preconceptions as to what would be found. The study also showed that the use of MCA may be useful when it comes to identity creation within virtual worlds.
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Gregg, Elizabeth Anne. "Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming." Digital Commons at Loyola Marymount University and Loyola Law School, 2014. https://digitalcommons.lmu.edu/etd/199.

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Critical media literacy (Kellner & Share, 2005) may better equip children to interpret videogame content and to create games that are nonviolent and socially just. Videogames are growing in popularity in classrooms. Yet educators and parents have concerns about the violent and stereotypical content they include. An earlier study based on the curriculum Beyond Blame: Challenging Violence in the Media (Webb, Martin, Afifi, & Kraus, 2009) examined the value of a media awareness curriculum. In this mixed-method study, I explored the effectiveness of a critical media literacy program that incorporated collaboratively creating nonviolent or sociallyjust games in teaching fourth-grade students the factors of awareness of violence, marketing, and critical media literacy. Qualitative data collected from teacher reflection notes, student journals, Scratch projects, and interviews revealed the positive effects of the program. Quantitative data supported these conclusions. This highlights the need for schools to engage students in computer programming as a means to learn academics, while educating students in critical media literacy to better enable them to navigate wisely the media saturated world in which they live. In learning programming, students engage in collaborative work, their interactions helping them to collectively create meaning for the symbols they create. Set in a framework of critical media literacy and symbolic interactionism (Blumer, 1969; Mead, 1934), this study provides an innovative model for teaching computer programming and critical media literacy skills to students.
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Silva, Erica Oliveira Lopes. "Desenvolvimento de jogos digitais: uma experiência com alunos do Ensino Fundamental II." Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/19795.

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This research is a further essay about a teacher experience, focused in the creation of Digital Games for mobile gadgets, made by 7the Grade students. This is a descriptive study from an exploratory view, in which the narrative is part of a reflexive process that aims to focus the aspects that show the experience from the teaching point of view. One of the motives for the study was the confirmation that the current student is a subject that is immersed in a virtual world with digital mobile devices found everywhere including in the classroom, requiring teacher with a change in their behavior. Another justification for the choice, in within the subject of educational technology, was to observe, through previous studies, the growth in the use of games in the classrooms, and even more, verify that by this way, those games can be used to increase the interest of the kids for the class. The data of this investigation were built during the teaching experience in the games creation guidance for mobiles. The interpretative analysis focused the process and was unrolled by a reflection on the successes and the perceived difficulties. The research realized that through the developed experience, the students were motivated and enrolled in the games creation, besides assuming a protagonism about their learning route. Besides that the research showed that it is possible to involve teachers from other areas, besides some resistance, which was overcome by the desire of the students in developing their products
Este estudo trata da narrativa de uma experiência docente, focada no processo de criação de jogos digitais para mobile, por alunos do 7º ano do Ensino Fundamental II. É um estudo descritivo de caráter exploratório, no qual a narrativa é parte de um processo reflexivo que procura focar os aspectos que caracterizam a experiência sob ponto de vista do docente. Um dos motivos do estudo foi a constatação de que o aluno da contemporaneidade é um sujeito imerso em um mundo virtual com dispositivos móveis presentes em toda parte, inclusive em sala de aula, exigindo de professores uma mudança de postura. Outra justificativa da escolha do tema de pesquisa, dentro do assunto tecnologia educacional, foi observar, através de estudos anteriores, o crescimento do uso de jogos em sala de aula, e ainda mais, verificar de que maneira esses jogos podem ser utilizados para aumentar o interesse dos alunos pela aula. Os dados dessa investigação foram construídos no decorrer da experiência docente de orientação do processo de criação de jogos para mobile. A análise interpretativa focou o processo e desenrolou-se por meio de uma reflexão sobre os aspectos exitosos e dificuldades percebidas. A pesquisa concluiu que por meio da experiência desenvolvida, os alunos se motivam e se envolvem no processo de criação de jogos, além de assumirem um protagonismo sobre seu percurso de aprendizagem. Além disso a pesquisa mostrou que é possível envolver professores de outras disciplinas, apesar de alguma resistência, que foi vencida pelo desejo expresso dos alunos em desenvolver seus produtos
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Prüschenk, Nathalie [Verfasser], and Markus [Akademischer Betreuer] Kurscheidt. "Social Capital Creation Through Olympic Games - Theoretical Modelling and Evidence on Olympic Values / Nathalie Prüschenk ; Betreuer: Markus Kurscheidt." Bayreuth : Universität Bayreuth, 2020. http://d-nb.info/1207389811/34.

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Walsh, Eric. "Hermes, Technical Communicator of the Gods: The Theory, Design, and Creation of a Persuasive Game for Technical Communication." Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5147.

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For my thesis, I have undertaken the creation of a persuasive game to advance a particular argument of the way that work is performed in the field of technical communication. Designed using procedural rhetoric, with an attention to aesthetics, fun, and the qualities that make games viable pedagogical tools, my game has been programmed using HTML5 and JavaScript, and made freely available online at RhetoricalGamer.com. This written document is meant to serve as a supplement to the game, providing a rationale for the use of games in education and in technical communication; a definition of procedural rhetoric and the necessary qualities of game design to ensure that the rhetoric operates correctly; and a detailed breakdown of the final elements and mechanics in place within my game. It is my hope that this work will serve as an exemplar for others interested in pursuing the creation of persuasive games, as a case study for the application of procedural rhetoric to education, and as a means of advancing technical communication's study of games and their relationship with such emerging technologies.
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Sharp, Briony. "The role of major events in the creation of social legacy : a case study of the Glasgow 2014 Commonwealth Games." Thesis, Queen Margaret University, 2017. https://eresearch.qmu.ac.uk/handle/20.500.12289/7321.

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The importance of major event legacy has become increasingly vital for host cities and their organising partners. Much of the earlier studies in this area focused on tangible legacies such as economic and infrastructural. Contemporary research has seen a shift towards potential intangible legacies including social legacies and how events engage with their communities. The Glasgow 2014 Commonwealth Games is used a case study in order to establish pathways towards the creation of social legacies. This study aims to advance the current literature on the notion of social legacy by conceptualising legacy planning and implementation through the experiences of local policy makers, organisers and coordinators; local community members living within the regeneration area; and, a wider demographic of volunteers involved in Games related programmes. A mixed method approach was employed for this research consisting of interviews, focus groups and an online survey. The data collected was analysed in line with emerging themes. The main themes in this thesis focus upon social impacts relating to individuals, communities, and image, status and sense of place. First, the social impacts for individuals emerging from volunteering, personal development, and an increase in social capital are examined to determine potential routes to create social legacies. Second, an analysis of potential social legacy routes relating to communities examines social impacts of community engagement, post-industrial event-led urban regeneration, the development of social capital, and issues relating to social impacts in communities. Next, social impacts concerning image, status, and sense of place are presented in relation to the Glasgow 2014 Commonwealth Games to highlight social legacy creation routes through changes in reputation, civic pride, and sense of identity. Before concluding, stakeholder perspectives are analysed with regard to the creation of a social legacy from hosting the Glasgow 2014 Commonwealth Games with consideration to partnership legacies, knowledge exchange, and future implications.
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Jackson, Nicholas Allen. "The Creation, Performance, and Preservation of Acousmatic Music." The Ohio State University, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=osu1619144438948909.

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Ljung, Kenth. "Effects of Field-of-View in First-Person Video Games : A Study on Camera Field-of-View in Relation to Game Design." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-254330.

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Field of view in virtual environments such as games is the angular cone-of-vision a camera uses to display content on screen, and is subject to various characteristics and effects. Some of these effects have been documented based on simulation. However little to no research is readily available regarding video games. This paper set out to document and verify if field of view can reliably be used to affect potential game design aspects, particularly for first-person cameras. Several factors were identified and tests constructed which had participants play through a virtual first-person environment on regular computer hardware (no head-mounted display or other viewing mediums). The measured properties were distance, scale and speed as a function of field of view. According to the results, distances appear longer, objects appear smaller and movement faster at higher field of view, however at varying amounts depending on the context, scenario and viewing angle of the camera. In addition it was also shown that text readability and peripheral vision were significantly affected. It was concluded that field of view can be used within games and virtual applications to enable certain game design elements, and that field of view also should be a consideration in designing a game as it may be interpreted differently given a different field of view.
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Isaksson, Susanne. "Character Creation Processes in MMORPGs : - A qualitative study of determining important factors." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-21028.

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Virtual worlds give us the opportunity to explore another self, a virtual character of the real life you. Massively Multiplayer Online Role Playing Games (MMORPGs) have become extremely popular over the last decade. It has also grown into a lucrative business. To keep the players, the game needs to be more than just a game. This study aimed at finding out what factors that determine which features of the character creation interface that are most important to players. The following research question was formed; “Which underlying factors affect how important different features of the character creation interface are to experienced MMORPG players? To be able to answer the question an extensive literature review was conducted. A qualitative approach was taken. Long interviews were made with five participants, two female and three male players. The interviews took place while they created a number of avatars in different MMORPGs. The interviews were then followed up. During the follow-ups, the impact the character creation process had for the players, were discussed. The findings indicate that the character creation interface is important for the players to get a good gaming experience. However different types of players require different things. Important features for the users to change were mainly; the head; the name; and adding parts of yourself on your character. The factors that determined the importance of these features were found to be; Player types; Identity types; Immersion levels; and whether or not the game or the gaming experience were new to the player. Another finding showed that the longer you have played a game the less bizarre the different races, classes and gender will seem. The study also indicated that the female participants had a hard time identifying with their male characters.
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Declercq, Julian. "Developing a modular extendable tool for Serious Games content creation : Combining existing techniques with a focus on narrative generation and player adaptivity." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16231.

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A large part of any game development process consists of content creation, which costs both time and effort. Procedural generation techniques exist to help narrative generation, but they are scattered and require extensive manual labour to set up. On top of that, Serious Games content created with these techniques tend to be uninteresting and lack variety which can ultimately lead to the Serious Games missing their intended purpose. This paper delivers a prototype for a modular tool that aims to solve these problems by combining existing narrative generation techniques with common sense database knowledge and player adaptivity techniques. The prototype tool implements Ceptre as a core module for the generation of stories and ConceptNet as a commonsense knowledge database. Two studies have been conducted with content created by the tool. One study tested if generation rules created by commonsense can be used to flesh out stories, while the other one evaluated if adapted stories yield better scores. The results of the first test state that adding rules retrieved through common sense knowledge did not improve story quality, but they can however be used to extend stories without compromising story quality. It also shows that ideally, an extensive natural language processing module should be used to present the stories rather than a basic implementation. The statistically insignificant result of the second test was potentially caused by the compromises taken when conducting the test. Reconduction of this test using real game data, rather than data from the compromised personality test, might be preferable.
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Frossard, Frédérique. "Fostering teachers’ creativity through the creation of GBL scenarios." Doctoral thesis, Universitat de Barcelona, 2013. http://hdl.handle.net/10803/130831.

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Social, economic and global changes make it difficult to predict what the future might hold. Creativity is one possible response to these changes. Indeed, creative skills enable students to face the complex nature of life. As a result, creativity has become significant in education, and is regarded as an important objective to be addressed in the curriculum. Nevertheless, creativity is not always promoted in schools. Rather, there are those who claim that many educational systems hinder creativity. Indeed, institutional pressures often prevent teachers from engaging in creative teaching practices. Furthermore, there is a lack of guidelines for helping teachers to adopt pedagogical strategies that foster creativity. Hence, the need has emerged for teachers to have models and tools for including creativity in their daily practices. In this context, the present study seeks to provide new models for promoting teachers’ and learners’ creativity. The thesis investigates the potential of Game-Based Learning (GBL) for promoting creative teaching practices. Indeed, digital games, when applied to educational contexts, can promote creative pedagogies: they have proved to enhance students’ intrinsic motivation towards learning; they are interactive systems which promote learning by doing processes; they also provide meaningful learning experiences by simulating highly interactive scenarios where students face real-world problems; finally, they provide risk-free environments which enable learners to explore and experiment. Literature identifies some barriers to the implementation of digital games in formal educational settings, such as the difficulty to reach a balance between fun and learning, as well as to align games with curriculum requirements. To tackle these obstacles, my research proposes an approach in which teachers create their own learning games, specially designed to reach their specific teaching outcomes. My study answers the following question: how can teachers’ creativity be enhanced by an approach where they design and apply their own learning games? It attempts to contribute to a greater comprehension of the phenomenon of creativity as applied in educational contexts, through a game design approach. It also aims to contribute to bridging the current literature gap regarding the possibilities of educational game design by teachers. Finally, it intends to provide educational practitioners with concrete examples of creative practices, based on innovative approaches in which teachers design their own educational resources. In the context of a multiple case study, nine Spanish primary and secondary school teachers designed their own learning games, especially tailored to their educational contexts, and applied them with their students. Within four cases, my research investigated teachers’ creativity according to three different dimensions: (a) process (the different stages of educational game design); (b) product (the learning games created); and (c) teaching (the practices at stake during the application of the games). My study proposes and validates the CEGAD model (Creative Educational GAme Design), which represents the different stages of educational game design by teachers, as well as the influences of the personal and environmental components, from the perspective of creativity. Furthermore, results show that many characteristics of creative pedagogies are supported by the game design approach. Finally, the research highlights the opportunities, facilitators and challenges to the approach, proposing new research directions in the field.
Los cambios sociales y económicos hacen que sea difícil predecir lo que el futuro puede deparar. La creatividad se considera una posible respuesta a estas transformaciones. Las capacidades creativas permiten a los estudiantes enfrentarse a la compleja naturaleza de la vida. La creatividad se ha convertido, así, en un concepto importante en la educación. Sin embargo, la creatividad no siempre se promueve en la escuela. Las presiones institucionales impiden que los profesores empleen prácticas de enseñanza creativa. Por lo tanto, surge la necesidad, para el profesorado, de tener modelos y herramientas para la integración de la creatividad en el aula. En este contexto, la presente investigación tiene como objetivo proporcionar nuevos modelos para el desarrollo de la creatividad del profesorado, y por ende, la del alumnado. La tesis investiga el potencial de las metodologías de aprendizaje basado en juegos para la promoción de prácticas de enseñanza creativa. En efecto, pueden promover pedagogías creativas, aumentando la motivación de los estudiantes hacia el aprendizaje y promoviendo procesos de aprendizaje activo. La literatura científica identifica algunas barreras para la implementación de videojuegos en contextos educativos formales, tal como la dificultad para llegar a un equilibrio entre la diversión y el aprendizaje, así como adecuar los juegos a los requisitos curriculares. Para superar estos obstáculos, esta investigación propone un enfoque en el que los profesores crean sus propios videojuegos educativos, especialmente diseñados para sus contextos de enseñanza. En un estudio de casos múltiples, nueve profesores y profesoras de educación primaria y secundaria diseñaron y realizaron sus propios videojuegos educativos y los aplicaron con sus alumnos. La tesis investiga la creatividad de los docentes en función de tres dimensiones distintas: (a) proceso (las diferentes etapas de diseño de videojuegos educativos), (b) producto (los videojuegos educativos creados), y (c) enseñanza (las prácticas de enseñanza durante la aplicación de los videojuegos en el aula). La tesis propone y valida el modelo CEGAD (Creative Eduducational GAme Design - diseño creativo de juegos educativos), que representa las diferentes etapas del diseño de videojuegos educativos por el profesorado. Además, los resultados ponen de manifiesto que el enfoque de diseño de videojuegos educativos potencia pedagogías creativas. Finalmente, la tesis destaca las oportunidades, facilitadores y retos propios de este enfoque.
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Zhang, Yanzhi. "A Study on the Impact of Virtual Community Characteristic on the Willingness of Chinese Gamers to Participate in Value Co-Creation." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-354797.

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Value co-creation is a popular marketing research topic in recent years, and there were already some studies regarding raising consumers’ involvement in co-creation. However, virtual communities such as online games have seldom been addressed in this topic. This thesis aimed to shed light on mobile gamers’ co-creation from the perspective of the characteristics of the virtual community. Hence, this study applied the theory of value co-creation and the characteristics of virtual communities to propose a research model. After analyzing 167 valid online questionnaire respondents from game players, the results indicated that Incentive Mechanism, Members’ Communication, Norm of Reciprocity had significantly positive effects on players’ involvement in co-creation. In addition, the finding’s practical implication suggested that the game companies need to provide unique services so that consumers could voluntarily and actively participate in value co-creation activities.
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Alba, Begazo Nadia Alejandra, Pérez Santiago Alonzo Barrios, Angeles Olga Alexandra Blanco, Ruiz Angela Maria Ganoza, and Velasco Cristian Noe Huamantupa. "Plataforma web de rifas online: Rifus." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/651771.

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En la actualidad los consumidores enfrentan problemáticas al adquirir un bien o servicio, ya sea por problemas con la disponibilidad de dinero, tiempo o algún otro tipo de limitante. Asimismo, al enfocar esta escena en el panorama digital, las variables antes descritas se mantienen, añadiendo la desconfianza a la lista. Por tal motivo, este trabajo de investigación plantea una nueva forma de adquirir bienes y servicios, de una manera novedosa que pretende eliminar las negativas mencionadas anteriormente. Esta iniciativa será llevada cabo mediante la implementación de una plataforma llamada Rifus que digitalice, casi en su totalidad, el proceso de venta de rifas. Esta se llevará a cabo mediante la adquisición de productos llamativos para el público en general y se venderá una cantidad previamente establecida de tickets virtuales para que el usuario pueda participar por ganar el producto de su agrado. Para poder conocer los atributos que el usuario valora al actuar en este entorno se realizaron investigaciones que permitieron moldear Rifus de acuerdo con lo que los usuarios consideraban pertinente. Algunas de estas fueron las motivaciones que tienen los usuarios para participar en ese tipo de sorteos, los productos por los que prefieren participar, entre otros. Finalmente, para poder conocer la viabilidad de Rifus se utilizaron diferentes indicadores financieros como el VAN y la TIR que respaldan que es rentable. Asimismo, mediante las encuestas ya mencionadas se pudo conocer la opinión de los entrevistados sobre el proyecto y se validó que la propuesta de valor es de su agrado.
Currently, people suffer from problems when they want to acquire a good or service, whether due to problems with the availability of money, time or some other type of limitation. Also, by focusing this scene on the digital landscape, the variables described above could be added, adding distrust to the list. For this reason, this research paper proposes a new way of acquiring goods and services, in a novel way that aims to eliminate the previously required refusals. This initiative will be carried out by implementing a website called Rifus that digitizes, almost entirely, the raffle sale process. This initiative will be carried out by acquiring flashy products for the general public and a previously established amount of virtual tickets will be sold so that the user can participate to win the product of their choice. In order to know the attributes that the user values in acting in this environment, research that allows Rifus to be molded according to what users consider relevant is investigated. Some of these were the motivations that users have to participate in this type of society, the products for which they prefer to participate, among others. Finally, in order to know the viability of Rifus, different financial indicators will be used, such as the NPV and the IRR that support that it is profitable. In the same way, through the surveys and the results, the opinion of the interviewees on the business model was known and the value proposal was endorsed by them.
Trabajo de investigación
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Vindbergaitė, Laura. "3D redaktorių taikymas mokomųjų žaidimų kūrimui." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2009. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2009~D_20090629_123922-53877.

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Šiame darbe buvo siekiama ištirti ir panaudoti 3D redaktorių galimybes kuriant mokomuosius žaidimus, t. y. atlikti populiariausių žaidimų 3D redaktorių lyginamąją analizę ir ištirti pasirinktų redaktorių galimybes kurti matematikos mokomuosius žaidimus, sukurti mokomąjį žaidimą, jį įdiegti mokykloje bei atlikti praktinio taikymo mokykloje tyrimą. Siekiant įvykdyti iškeltus uždavinius, buvo susipažinta su 3D redaktoriais, jie suskirstyti į tris tipus, atsižvelgiant į tai, ar jie gali būti panaudoti mokomųjų žaidimų kūrime. Pasirinktu video žaidimo Half-Life redaktoriumi Valve Hammer Editor buvo sukurtas mokomasis žaidimas „Rodiklinių lygčių labirintas“. Šis žaidimas buvo panaudotas vienuoliktokų rodiklinių lygčių ir jų sprendimo būdų įtvirtinimo pamokoje. Siekiant ištirti žaidimo efektyvumą buvo lyginami dviejų lygiagrečių klasių, kurių viena pamokoje dirbo su mokomuoju žaidimu, kita dirbo tradiciškai, testo rezultatai. Taip pat norint išsiaiškinti mokinių nuomonę apie mokomuosius žaidimus bei mokomąsias programas, buvo atliktas anketinis tyrimas. Atsakydami į anketos klausimus, mokiniai išreiškė savo nuomonę apie mokomąsias programas ir mokomuosius žaidimus, apie su mokomuoju žaidimu vykusią pamoką bei patį mokomąjį žaidimą.
This master thesis presents the investigation how to use the possibilities of 3D editors to create educative games. Main goals of this work: to make a comparative analysis of 3D editors of the most popular games, to study the opportunities of the chosen 3D editors to create math’s educative games, to create educative game, to introduce it in school and to make the analysis of the practical application in school. In order to achieve the raised goals it was acquainted with 3D editors. According to their possibilities to be used in the creation of the educative games they are divided into 3 types. After the analysis we chose Valve Hammer editor (game Half-Life) and created an educative game „Rodiklinių lygčių labirintas“. This game was used in the consolidative lesson of the 11th form during which an exponential equations and their way of solution was studied. Seeking to investigate the effectiveness of the game, the test results of two parallel classes were compared – one of them was working with an educative game the other - traditionally. Also, a questionnaire survey was made in order to find out the pupils’ opinion. While answering the questionnaire the pupils expressed their opinion about the educative games and the educative programs also about the lesson during which an educative game was used, and about the educative game itself.
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Bazan, Sanchez Andy Alí, Garcia Oscar Bernales, Arotinco Ines Odaliz Huauya, Espino Pedro Franco Leon, and Bonifaz Gerson Jose Palomino. "Proyecto Game Legend." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/651772.

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El presente proyecto de investigación consta de una tienda online de juegos de mesa para personas que buscan salir de la rutina y practicar nuevas formas de recreación sana y divertida, en base a la investigación realizada en Lima Metropolitana, se detectó que algunos grupos de personas buscan nuevas formas de pasar el tiempo en familia o con amigos por lo cual muchos compran juegos de mesa para tener horas de diversión sana. Asimismo, se identificó que muchas de estas personas tienen cada vez menos tiempo para desempeñar sus actividades diarias o prefieren invertir su tiempo realizando nuevas actividades y por eso recurren o prefieren los servicios delivery al momento de comprar productos a través de páginas web o redes sociales. Por último, se identificó que muchas personas van a las tiendas de juegos de mesa para adquirir los productos, sin embargo, muchas veces pierden tiempo en ir a estos lugares por el tráfico en Lima o la distancia de sus casas a las tiendas. En base a esto, se decidió crear una tienda online para la venta exclusiva de juegos de mesa. Para poner en marcha el proyecto de la tienda online llamada Game Legend se hizo un análisis de la industria: clientes y potenciales clientes, proveedores en Lima, competencia directa e indirecta y otros factores externos como productos sustitutos. Además, se desarrollaron los siguientes planes: Plan Estratégico, Plan de Operaciones, Plan de Marketing, Plan de Recursos Humanos y Responsabilidad Social Empresarial y el Plan Financiero. Los cuales se enfocan en las estrategias necesarias para la viabilidad de este proyecto.
This research project consists of an online store of board games for people looking to get out of the routine and practice new forms of healthy and fun recreation, based on the research carried out in Metropolitan Lima, it was detected that some groups of people are looking for new ways to spend time with family or friends so many buy board games to have hours of healthy fun. Likewise, it was identified that many of these people have less and less time to carry out their daily activities or prefer to spend their time doing new activities and that is why they use or prefer delivery services when buying products through web pages or social networks. Finally, it was identified that many people go to the board games stores to acquire the products, however, many times they lose time in going to these places because of the traffic in Lima or the distance from their houses to the stores. Based on this, it was decided to create an online store for the exclusive sale of board games. To start the project of the online store called Game Legend, an industry analysis was made: customers and potential customers, suppliers in Lima, direct and indirect competition and other external factors such as substitute products. In addition, the following plans were developed: Strategic Plan, Operations Plan, Marketing Plan, Human Resources Plan and Corporate Social Responsibility and the Financial Plan. Which focus on the strategies necessary for the viability of this project.
Trabajo de investigación
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Schliemann, Erik. "Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet." Thesis, Umeå universitet, Institutionen för informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73312.

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As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate to each other, which presents interesting new opportunities foranonymity to create identities. An aspect of this radically evolving technology thatexhibits strong possibilities for altering or producing identities is the rapidly growingonline game genre MMOG (Massive Multiplayer Online Game) which isentertainment that millions of people all over the globe engage in daily. Thisrelatively new platform for socialising has become of cultural and social significance,which is why it calls for examination and research. Thus, the main research questionsasked in this thesis are as following: How does players of MMOGs utilise the nighcomplete anonymity to present or modify their identities online? In which ways areMMOGs used as a platform for socialising and development of social groupdynamics? After observing a large group of players in a popular MMOG, as well asconducting several interviews with key identities within the group, I discovered three fundamental parts of identity creation, and created a model for use and applicationin different social situations and constellations.
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Jerling, P. A. (Petra Adriana). "Music therapy for second language English-speaking learners in an english-medium school : a case study." Diss., University of Pretoria, 2013. http://hdl.handle.net/2263/41587.

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In many South African schools where English is used as the language of instruction learners with a different mother tongue are accepted, yet they may experience many challenges. In this research study I investigated whether group music therapy sessions can have a positive impact on such learners in relation to particularly two of these difficulties. The first difficulty is social interaction and integration. The second difficulty is their negative attitude towards English, the school and their school work. This difficulty develops because of their weak competency in the language. The paradigm in which this study falls is interpretive and a qualitative approach was used. A case study design was utilised. Ten music therapy sessions were offered to a group of nine grade eight boys from three different linguistic backgrounds: three English home language speakers, three Portuguese home language speakers and three siSwati home language speakers. Music therapy offers a non-threatening environment in which group members can creatively interact. I made use of an array of techniques including improvisation, movement, song writing and musical games where group members had opportunities to express themselves in an unconventional way. Three different sources of naturally-occurring data were used. Questionnaires were filled in by all participants before the commencement of the sessions, five video excerpts were selected from the music therapy group sessions and a focus group was held with all participants after the last session. Data was analysed according to Ansdell and Pavlicevic’s (2001) qualitative content analysis. Responses from the questionnaires and focus group and thick descriptions from the selected video excerpts were coded and categorised according to Gibb’s (2007) proposed technique of open coding. Results generated from the analysed data indicated that, through the opportunities afforded to the group in music therapy sessions, social interaction was experienced in a novel way and integration was enhanced. Findings also indicated that, through this unique way of interacting, the attitude of some members towards English improved. There were also indications that improvement was not across the board and individuals reacted differently to the process. A much longer process could hold far more convincing results.
Dissertation (MMus)--University of Pretoria, 2013.
lmchunu2014
Music
unrestricted
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Yamamoto, Karina Ribeiro. "Riso e temor: trajetórias teatrais no internato Pirituba - Fundação Casa." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/27/27155/tde-19112010-090557/.

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Este trabalho aborda as transformações que o teatro pode provocar no corpo, no convívio e na visão de mundo de jovens aprisionados (jovens em cumprindo de medida socioeducativa) no Internato Pirituba da Fundação Casa, em São Paulo. A pesquisa teve início em 2005, e a análise abrange o período que se estende de 2005 a 2008. Através de jogos teatrais, dramáticos ou tradicionais, realizados em sala de aula com adolescentes do internato ou em ofi cinas extracurriculares a eles oferecidas, foram desenvolvidos processos de criação de cenas teatrais e de montagens cênicas e algumas destas foram apresentadas dentro e fora da instituição. Também foram realizadas algumas saídas culturais com os adolescentes, as quais se mostraram importantes para a trajetória dos processos teatrais vividos na instituição. Nessa trajetória, foi possível observar modifi cações na postura do corpo desses jovens e nas suas relações.
This work presents the way theater can change the body, the living and world vision of minors confi ned at Internato Pirituba Fundação Casa (a rehabilitation center for juvenile convicts) in São Paulo, Brazil. This research started in 2005, and the analysis comprehends the period between 2005 to 2008. Through drama, improv or tradicional games performed with this teenagers in the classroom or in extra courses offered, process of creation and constructions of scenes were developed and some of them were presented inside and out of the institution. The adolescents were also taken to watch some plays, wich have been important to the pathway of the drama process experienced in the rehabilitation center. On this way, it was possible to observe changes in their body postures and between their relationships as well.
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Uribe, Maria Magdalena Vila. "Criação de um training game: subsídios teóricos e práticos." Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/18104.

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The growing usage of games in training and development area indicates that organizations demand for changes and new technologies capable of fostering an involving, pleasant and stimulating apprenticeship environment. Meanwhile, every day companies receive more and more collaborators who have grown up in a digital world, full of mobile electronic devices that allow the access to information anytime, anywhere. This dissertation has as its objective to examine both the theoretical and practical subsidies for the creation of a training game in this case, a corporative electronic game at distance modality and is based on a qualitative investigation (using specific bibliography) as well as on the experience of professionals who work in this area (obtained through interviews in order to know how they develop games). After an initial contextualization, the research presents a brief overview of the technological trends in education, the usage of games in corporate training and development area and aligns some of the concepts used in trainings, such as experience, group dynamics, play and game. After that, it refers to perception and interactivity aspects in teaching / learning scope according to the complex thought and investigates authors who deal with games creation, presenting the result of the investigation performed along with the developers of this kind of game in order to understand the market practices. The study of some theoretical and practical aspects for the creation of a training game allow us to understand important criteria in the development of this kind of game, such as how to invest in initial data survey, get to know many different games in order to widen up the view about mechanics and narratives, present a riveting challenge to the players, guarantee that the foreseen mechanics is able to achieve the pedagogical objective of the game and allow that the activity fosters moments of exploration and exchanges, stimulating the collaborative construction of knowledge
A crescente utilização de jogos na área de treinamento e desenvolvimento indica que as organizações demandam por mudanças e novidades tecnológicas capazes de propiciar um ambiente de aprendizagem envolvente, agradável e estimulante. Ao mesmo tempo, cada vez mais as empresas recebem colaboradores que cresceram em um mundo digital, repleto de dispositivos móveis que possibilitam o acesso à informação a qualquer hora e em qualquer lugar. Esta dissertação tem como objetivo examinar os subsídios teóricos e práticos para a criação de um training game jogo eletrônico empresarial na modalidade a distância com base na investigação de cunho qualitativo (utilizando de bibliografia específica), acrescida da experiência de profissionais que atuam na área (obtida por meio de entrevistas para saber como desenvolvem games). Após uma contextualização inicial, o trabalho apresenta um breve panorama das tendências tecnológicas na área de educação, trata do uso de jogos na área de treinamento e desenvolvimento organizacional e alinha conceitos utilizados nos treinamentos, como vivência, dinâmica de grupo, jogo e game. Em seguida, aborda aspectos da percepção e da interatividade no âmbito do ensino / aprendizagem à luz do pensamento complexo e investiga autores que tratam de criação de games, apresentando o resultado da investigação realizada junto a desenvolvedores deste tipo de jogo para conhecer as práticas de mercado. O estudo de alguns aspectos teóricos e práticos para criação de um training game permite alinhavar critérios importantes no desenvolvimento deste tipo de jogo, tais como investir no levantamento inicial de dados, conhecer muitos games para ampliar a visão sobre mecânicas e narrativas, apresentar um desafio instigante para os jogadores, garantir que a mecânica prevista seja capaz de atingir o objetivo pedagógico do game e permitir que a atividade propicie momentos de exploração e de trocas, estimulando a construção conjunta do conhecimento
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46

Wahlsten, Christoffer. "”Run you bastards! I’m coming for you all!” : En narrativ och processretorisk analys av Tomb Raider." Thesis, Uppsala universitet, Avdelningen för retorik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296822.

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Uppsatsen tar sig – med utgångspunkt i en analys av spelet Tomb Raider (2013) – an frågan om hur karakterisering genomförs inom interaktiva dataspel. Wahlsten väljer att använda sig dels av Sonja K Foss metod för narrativ analys, dels av Ian Bogosts procedurala retorik för att visa hur karaktären Lara Croft konstrueras under loppet av spelet. Dessa två metoder används för att kartlägga verktygen med vilka spelets narrativ presenteras, såväl de interaktiva som de icke-interaktiva. Uppsatsen visar tydligt och med många exempel att det finns en spänning mellan narrativets krav och spelarens intressen som ifrågasätter idén om att interaktiva spel i första hand påverkar genom immersion - tvärt om är spelen uppbyggda på så sätt att spelaren förutsätts dels identifiera sig med huvudkaraktären, dels ta avstånd från och använda denna som ’en virtuell leksak’ under loppet av spelet. Därmed pekar också Wahlsten ut ett tämligen okänt men mycket intressant forskningsområde för retorikvetenskapen. Wahlsten är medveten om att hans val av studieobjekt inte är självklart inom retoriken, men argumenterar väl för behovet av att studier av spel/Virtual Reality är och i synnerhet i framtiden bör vara, ett centralt område inom retorikforskningen
The essay asks the question how characterization in video games is accomplished, with the subject of analysis being the video game Tomb Raider (2013). Wahlsten chooses to use the methodology of Sonja K Foss for the narrative analysis, in addition to Procedural Rhetoric coined by Ian Bogost. These two methodologies are used to map out the tools used to construct the narrative of the game, which includes interactive one as well as non-interactive ones.   The essay clearly shows that there is a definite tension between the demands of the narrative on the player that puts into question the idea of interactive games mainly influencing through immersion. On the contrary, the game is constructed in such a way that the player is expected to identify with the playable character, while also motivating the player to distance itself from the character and use it as a sort of “virtual plaything”. Wahlsten thus highlights a fairly obscure but also highly interesting field of study within the Rhetorical sciences. Wahlsten is aware the object of study is not an obvious one within the field Rhetoric, but argues for the need of studies of games and Virtual Reality, and the importance of them for Rhetorical sciences in the future.
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47

Kellermann, Marques Mariana. "Corpo lúdico no ensino-aprendizagem da dança." Escola de Teatro, 2012. http://repositorio.ufba.br/ri/handle/ri/27387.

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A presente tese investiga o processo de desenvolvimento da consciência corporal na criança que dança e intitula-se “O corpo lúdico no ensino-aprendizagem da dança”. As questões que nortearam a pesquisa foram: o que é atividade lúdica como vivência corporal e estética? Que efeito a experiência do lúdico na dança produz em relação ao conhecimento do próprio corpo? Partiu-se da hipótese de que a experiência lúdico-corporal é primordial na construção de um processo metodológico, para o ensino da dança, que favorece a consciência corporal. Esta pesquisa fundamenta-se no conceito de complexidade, elaborado por Morin (2002), compreendendo o corpo como simultaneamente uno e múltiplo e na ludicidade, abordada por Luckesi (2000) como fenômeno do interno e do integral, que está na base da educação de corpo integrado. A pesquisa de campo foi realizada em classe de Preparatório do Curso Experimental de Formação para Bailarinos, da Escola de Teatro e Dança da Universidade Federal do Pará (ETDUFPA) e envolveu nove crianças de sete a nove anos que participaram de um curso experimental. Como procedimento metodológico de pesquisa privilegiou-se o enfoque etnográfico, numa abordagem de pesquisa-ação. Foi aplicada a técnica de entrevista e, como instrumentos, o questionário, o diário de classe e storyboard. Os dados foram tratados qualitativamente, procedendo-se a análise dos resultados à luz de referencial teórico. Concluiu-se que o processo ludicidade, ou jogo/dança num trabalho de consciência através do movimento é significativo na preparação do corpo lúdico, tanto na infância, quanto na adolescência ou idade adulta.
The present thesis investigates the development process of the corporeal conscience in children who dance and is titled “The Ludic Body at the Teach-and-Learn of the Dance”. The questions that guided this research were: what’s ludic activity as corporeal experience and aesthetics? What effect the ludic experience at the dance produces about the corporeal knowledge? It parted from the hypothesis that the ludic corporeal experience is a basal in the construction of a methodological process, for the teaching of the dance, which encourages the corporeal conscience. This research is based on the concept of complexity, elaborated by Morin(2002), understanding the body as simultaneously one and multiple and on the ludicity, approached by Luckesi (2002) as phenomenon of the intern and the integral, that is on the basis of the integrated body education. The field Research was developed in the preparatory class of the experimental course of ballet dancers, of the School of Dance and Theater of Pará’s Federal University (ETDUFPA) and involved nine kids aged seven to nine years that participated of an experimental course. As methodological procedure for researching, the ethnographical emphasis was privileged, in a research-action approach. It applied an interview technique and, as tools, the quiz, the gradebook and the storyboard. The data were treated qualitatively, proceeding to the analysis of the results based on the theoretical reference. It concluded that the ludicity process or dance\playing in a conscience work through the movement is significant in the preparation of the ludic body, be it in childhood, adolescence or in adult age.
Questa tesi indaga il processo di sviluppo della coscienza corporale nel bambino che danza e si intitola “Il corpo ludico nell’insegnamento-apprendimento della danza”. Le domande che hanno guidato la ricerca sono: cos’è l’attività ludica come vissuto corporale e estetico? Che effetto produce l’esperienza del ludico nella danza nel processo di conoscimento del proprio corpo? Siamo partiti dall’ipotesi che l’esperienza ludico-corporale é primordiale nell’insegnamento della danza, favorendo la coscienza corporale. Questa ricerca si fondamenta nel concetto di complessità elaborato da Morin (2002) que interpreta il corpo come, contemporaneamente, uno e multiplo e nella ludicidade, abbordata da Luckesi (2000) quale fenomeno dell’interno e dell’integrale, che è alla base dell’educazione del corpo integrato. La ricerca di campo è stata effettuata nelle Aule Preparatorie del Corso Sperimentale per Ballerini della Scuola di Teatro e Danza dell’Università Federale del Pará (ETDUFPA) alle quali hanno partecipato nove banbini con età compresa tra sette e nove anni. Quale procedimento metodologico de ricerca abbiamo privilegiato l’approccio etnografico in una prospettiva di ricerca-azione. È stata applicata la tecnica dell’intervista e, come strumenti, il questionario, il registro di classe e lo storyboard. I dati sono stati trattati qualitativamente, avanzando nell’analisi dei risultati sulla base della referenza teorica. Abbiamo concluso che il processo di ludicità, o gioco/danza, in un contesto de presa di coscienza per mezzo del movimento, é significativo nella preparazione del corpo ludico, sia nell’infanzia quanto nell’adolescenza e nell’età adulta.
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48

Silva, Maria Elisa Toledo da. "A manifestação oculta da criação nos jogos de negócio." Pontifícia Universidade Católica de São Paulo, 2010. https://tede2.pucsp.br/handle/handle/18266.

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This paper aims to depict digital business games as a space of creation - a concept arisen from the theories of the English psychoanalyst Donald Woods Winnicott. He said that the space of creation allows a shared relationship between the individual and the reality around him, and structures unique approaches based on the way every human being presents himself in face of everyday situations. In addition to this concept, this paper focuses on the analysis of relevant integration of games with business education programs in corporate business. Through these games, a professional is faced with many complex situations presented throughout daily life, related to wandering issues between the subject, the corporation and the society. In this context, we seek for clues that show an ulterior demonstration of creation, whereas such clues tend to function as a possible springboard to get the players/peers to develop particular cognitive structures, through practical experience and perception. We will also reflect upon Merleau-Pontyan phenomenological concepts, especially because we believe that we're dealing with spaces filled with identities and meanings and awareness to be analyzed. The dialogue proposed in this study between psychoanalysis, games and business corporations tend to contribute to shaping the meaning and the feeling of the game experience, taking into account that such environments are spaces where human creation can flourish, aiming to integrate into an ever-changing model, a continuous flowing model, in which the rhizome sets the ground for everything and makes what is about to come the gathering of several confronting thoughts in a kind of endless expansion
O presente trabalho visa caracterizar os jogos de negócio digitais como um espaço de criação - conceito advindo das teorias do psicanalista inglês Donald Woods Winnicott. Segundo ele, o espaço de criação possibilita a relação compartilhada entre o indivíduo e a realidade que o cerca e estrutura formas singulares de cada ser humano se expor diante das situações do cotidiano. Somado a esse conceito, o olhar deste trabalho recai sobre a análise da relevante inserção dos jogos de negócio nos programas de educação corporativa das empresas. Nelas, o profissional encontra-se diante de diversas situações complexas atualmente apresentadas no seu cotidiano, relacionadas a questões perambulantes entre sujeito, corporação e sociedade. Neste contexto, buscaremos nos jogos pistas das manifestações ocultas da criação, considerando que tais pistas tendem a funcionar como um possível trampolim capaz de fazer com que os jogadores/colaboradores desenvolvam estruturas cognitivas diferenciadas, por meio da experiência prática e perceptiva. Recorreremos a concepções fenomenológicas merleaupontyanas, justamente por acreditar que lidaremos com espaços repletos de identidades e sentidos e prontos para serem contemplados. O diálogo proposto neste estudo entre psicanálise, jogos de negócio e empresas procura contribuir com a forma do sentido e do sentir da experiência do jogo. Leva-se em conta que tais ambientes são espaços de emergência da criação humana, cujo objetivo é integrar-se a um modelo em constante mutação, de fluxos contínuos, em que o rizoma forma a base de tudo e faz com que o devir se torne a união de vários pensares que se confrontam entre si numa espécie de expansão sem fim
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49

Isaksson, Susanne. "Karaktärsskapandets karaktär : En undersökning om karaktärsskapandets betydelse i MMORPGs." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-12972.

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Denna uppsats undersöker vad spelare vill uppleva i sitt karaktärsskapande iolika spel. Syftet med arbetet har varit att få bättre förståelse för vad enanvändare vill ha ut av sin karaktär och sitt karaktärskapande.Frågeställningen i arbetet löd: ”Vad är för en designer viktigast att tänka pånär man designar en karaktärsskapande del i ett spel?” Förhoppningen varatt få en djupare förståelse för karaktärsskapandets karaktär för att bättrekunna designa den karaktärsskapande delen i ett spel. Undersökningengenomfördes med en kvalitativ metod för att belysa frågorna djupare. Förstskapades en kvalitativ intervju, och efter intervjuerna skapades tre nyafrågor som lades ut på två internetforum med inriktning mot MMORPGs.De spelare som verkade vara mest intresserade av karaktärsskapande ochprocessen kring karaktärsskapandet, var de spelare som ibland ägnade sig åtrollspelande. De spelare som delvis eller helt ägnade sig åt Player versusPlayer verkade ha svårt att se någon mening med att skapa en identitet ellerett unikt utseende överhuvudtaget. Det viktigaste som framkom iundersökningen var att man måste känna sin publik. Som designer behöverman veta för vilka spelstilar man designar spelet. De faktorer som varviktiga för spelarna, för att kunna fördjupa sig i sina karaktärer, var att deraskaraktärer hade möjligheten att bli unika.
This paper is focused on a better understanding of what computer gameplayers want to get out of their character and the character creation. Thequestion addressed in the paper was: "What is most important for a designerto consider when designing a character-creation part of a game?" The aimwas to gain a deeper understanding of the nature of the character creationprocess in order to better design the character creation part of future games.The study has been conducted with a qualitative method to illuminate thequestions in more depth. First, a qualitative interview was made, and afterthe interviews, three new questions were created, which were then postedon two Internet forums focusing on MMORPGs. The players who were themost interested in character creation and the process of this, were theplayers who sometimes engaged in role play. The players who partially orfully engaged in Player versus Player combat, had difficulties seeing anypoint in creating an identity or a unique look at all. The most importantthing that emerged from the investigation was that the designer needs toknow his audience. As a designer, you need to take into account whatplaying styles you design the game for. The important factors for theplayers to immerse themselves in their characters, was that their characterscould be made unique.
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50

Cortez, Pisano Maria Giralda. "El proceso de creación de los juegos de mesa peruanos y la influencia de los juegos de mesa antecesores. Casos de estudio: C.T.M, Cholopoly y Presidente." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/654564.

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Esta investigación explica el proceso de creación de los juegos de mesa peruanos modernos, viendo cómo el diseño se ve involucrado en todo el proceso, desde la idea base hasta el aspecto visual del juego. Se parte de la hipótesis que existen dos procesos que son consecutivos y que se complementan entre sí para poder crear un juego. Además, se identifican tres tipos de influencia en los procesos de diseño de los juegos de mesa peruanos, como en C.T.M, Cholopoly y Presidente. La investigación es cualitativa y no experimental, ya que se observan los procesos en base al análisis visual de los juegos tomados como muestra y a las entrevistas realizadas a los creadores de esos juegos. Los resultados muestran que, antes de iniciar los procesos de diseño, se analizan referentes. Después, se realiza la idea de juego, donde se crean temáticas asociadas al contexto político peruano. Además, se emplean gráficas llamativas, exageradas y humorísticas, que guardan relación con el anterior proceso y que causan alto impacto en el usuario, así como también sirven de guía durante la partida. Por lo tanto, se concluye que el proceso de diseño de un juego de mesa se divide en propuesta de juego y propuesta gráfica. Estos procesos difieren en que en el primero se consolida la idea central de juego, mientras que en el segundo se realiza el aspecto visual; y se vinculan porque ambos reflejan la idiosincrasia política local.
This investigation explains the creation process of modern Peruvian board games, because graphic design gets involved in the whole process, from the central idea to the visual appearance of a board game. Starting from the hypothesis, which states that there are two consecutive processes that complement each other in order to create a board game. Furthermore, there are three types of influence in the Peruvian board games design processes, as in C.T.M, Cholopoly and Presidente. This is a qualitative and non-experimental research since the processes are observed based on visual analysis of the case study games and the interviews with the creators of those games. Results show that, before starting the design processes, referents were analyzed. Later, the game idea is created, where topics are associated with the Peruvian political context. Also, extravagant highly-coloured and jokey graphics, which are related to the previous process, are used in order to highly impact and also to guide players during the game. Therefore, it is concluded that the design process of a board game is divided into game proposal and graphic proposal. These processes differ in that the first one consolidates the central idea of ​​the game, whereas in the second one the game's visual aspect is carried out; and both are similar because they reflect the local political idiosyncrasy.
Trabajo de investigación
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