Dissertations / Theses on the topic 'Creation of PC games'
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Kováč, Robert. "Virtuální svět." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2016. http://www.nusl.cz/ntk/nusl-254464.
Full textBalcárek, Daniel. "Virtuální svět." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2015. http://www.nusl.cz/ntk/nusl-232032.
Full textJORGE, 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.
Full textCOORDENAÇÃO 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.
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.
Full textMessegué, Buisan Arnau. "Network creation games: structure vs anarchy." Doctoral thesis, Universitat Politècnica de Catalunya, 2020. http://hdl.handle.net/10803/670627.
Full textEn 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.
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.
Full textvan, 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.
Full textSyftet 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.
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.
Full textNieznanska, 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.
Full textRoden, 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/.
Full textMicciolo, Matthew. "Designing a Visual Programming Language for the Creation of Multiplayer Embodied Games." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/1272.
Full textTryggvadottir, 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.
Full textParadox 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.
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.
Full textVan, 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.
Full textThesis (M.A. (Afrikaans and Dutch))--North-West University, Potchefstroom Campus, 2008.
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.
Full textMattsson, 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.
Full textMazzoli, 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/.
Full textDyreson, 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.
Full textMalm, 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.
Full textDigitala 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.
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.
Full textVeselá, 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.
Full textNguyen, 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.
Full textLewis, 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.
Full textPh.D.
Other
Engineering and Computer Science
Modeling and Simulation
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/.
Full textBorchert, 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.
Full textLenzner, Pascal. "On selfish network creation." Doctoral thesis, Humboldt-Universität zu Berlin, Mathematisch-Naturwissenschaftliche Fakultät II, 2014. http://dx.doi.org/10.18452/16991.
Full textThe 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.
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.
Full textGregg, 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.
Full textSilva, 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.
Full textMade available in DSpace on 2017-03-17T11:56:04Z (GMT). No. of bitstreams: 1 Erica Oliveira Lopes Silva.pdf: 1251340 bytes, checksum: 19ecc98f602da3a98882cf1a11525925 (MD5) Previous issue date: 2017-03-08
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
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.
Full textWalsh, 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.
Full textSharp, 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.
Full textJackson, Nicholas Allen. "The Creation, Performance, and Preservation of Acousmatic Music." The Ohio State University, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=osu1619144438948909.
Full textLjung, 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.
Full textIsaksson, 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.
Full textDeclercq, 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.
Full textFrossard, Frédérique. "Fostering teachers’ creativity through the creation of GBL scenarios." Doctoral thesis, Universitat de Barcelona, 2013. http://hdl.handle.net/10803/130831.
Full textLos 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.
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.
Full textAlba, 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.
Full textCurrently, 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
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.
Full textThis 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.
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.
Full textThis 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
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.
Full textJerling, 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.
Full textDissertation (MMus)--University of Pretoria, 2013.
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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/.
Full textThis 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.
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.
Full textThe 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
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.
Full textThe 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.
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.
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.
Full textThis 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
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.
Full textThis 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.
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.
Full textThis 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