Dissertations / Theses on the topic 'Digital game design'
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Tahmassebi, Shadi. "Digital Game Design for Elderly People." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20133.
Full textFaltin, Elias, and Mikael Ferroukhi. "From conceptual level to playable game : An exemplary investigation of applying game design theory to practice through the process of design and development." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-415728.
Full textI Rilla Khaled´s (2018) teori Reflective game design theory, argumenterar hon för fördelen med att skapa omvälvande upplevelser i syfte att uppmana spelaren till reflektion. Vi beslöt oss för att designa och utveckla ett spel baserat på hennes teori, för att sedan undersöka och utvärdera teorin. Vi definierar spelutvecklande som en process i tre steg, bestående av ”ideation” (grundat ur Khaleds teori), artikulering av designen baserat på ett ramverk s.k. ”SGDA Framework” ( Mitgutsch & Alvarado, 2012), och slutligen realisering (grundat på principer framtagna av Boyer, 2010 och Swink, 2009). Vi argumenterar för besluten som ligger bakom vår design, utför praktiska test av spelet i en användarstudie och diskuterar sedan framgångar samt eventuell tillkortakommanden med vår design. Slutsatsen består av en redogörelse för hur våra upptäckter står i förhållande till applikationen av teori till praktik. Vi upptäckte att genomtänkta och välmotiverade beslut inom spelutveckling inte alltid når spelaren, då interaktionen mellan spelare och spel hindras av tillkortakommanden i hur dessa beslut tillämpats. Vi identifierade ytterligare klyftor mellan teori och realisering, och konstaterar vad spelutvecklare bör vara uppmärksamma på under utveckling av s.k. ”reflective games”.
Flanagan, Mary. "Playculture : developing a feminist game design." Thesis, University of the Arts London, 2005. http://ualresearchonline.arts.ac.uk/2304/.
Full textHowell, Peter Mark. "Disruptive game design : a commercial design and development methodology for supporting player cognitive engagement in digital games." Thesis, University of Portsmouth, 2015. https://researchportal.port.ac.uk/portal/en/theses/disruptive-game-design(cac71c4d-74b4-491b-a7e2-cb28e1fac235).html.
Full textLarsson, Andreas, and Jonas Ekblad. "Physical vs Digital Tabletop Games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20793.
Full textCress, Bradley D. "Design and Development of a Digital Game-Based Learning Module on Transportation." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1245724226.
Full textSouza, Jaderson Aparecido de. "Paradigm shift: uma aventura em busca do jogo." Pontifícia Universidade Católica de São Paulo, 2011. https://tede2.pucsp.br/handle/handle/18082.
Full textThis study addresses the issue of the production of games and its scope as objects of knowledge and learning. Part of the current discussion is about theoretical elements of the games from the ontologically pragmatic assumptions of the metaphilosophy and of the general ontology of the metaverses and games. Methodologically, the production of a game is conceived as the production of a cultural and cognitive object which is organized according to the principles of the narrative designs, three-dimentional environments and characters integrated in the current cultural movement of the digital natives. It is discussed the relation among the methodological assumptions of the approach of the new technologies, the narratology and playful and the current educational reflections that take the games as cognitive objects. It approaches the production contexts of a game, focusing the hypermedia research areas which show the games as cultural agents that promote the human creativity and freedom in the digital era, its relevance as playfulness sense producer and as horizons of knowledge production. It resumes the discussion of the use of games in the educational process confronting them with the entertainment issues and the scientific research that uses the new technologies. It locates and delineates the methodological parameters and conceptual limits for the production of a game which has concepts as objects. It proposes the normative structure of a game design document, its parameter and its development in a high fidelity digital phototype. It culminates in the perspective of the games complexities as digital and cultural objects that locates in the horizons among art, ethics and science, fundamental to the development of the postmodern culture
conhecimento e de aprendizagem. Parte da discussão atual acerca dos fundamentos teóricos dos games, a partir dos pressupostos ontopragmáticos da topofilosofia e da ontologia geral dos metaversos e games. Metodologicamente, concebe a produção de um game como a produção de um objeto cultural e cognitivo que se organiza segundo princípios do design de narrativas, ambientes tridimensionais e personagens, integrados no movimento cultural atual dos nativos digitais. Discute a relação entre os pressupostos metodológicos da abordagem das novas tecnologias, com o binômio narratologia-ludologia e com as atuais reflexões educacionais que tomam os games como objetos cognitivos. Aborda os contextos de produção de um game, enfocando as pesquisas da área hipermídia, que mostram os games como agentes culturais que promovem a criatividade e liberdade humanas na era digital, a sua pertinência como ludicidade produtora de sentidos e como horizonte de produção de conhecimento. Retoma o debate do uso dos games nos processos educativos confrontando-os com as questões do entretenimento e da pesquisa científica que utiliza as novas tecnologias. Situa e delineia os parâmetros metodológicos e limites conceituais para a produção de um game que tenha por objeto conceitos. Propõe a estrutura normativa de um game design document, sua parametrização e seu desenvolvimento em um protótipo digital de alta fidelidade. Culmina na perspectiva da complexidade dos games como objetos digitais e culturais que se situam no horizonte entre arte, ética e ciência, fundamentais para o desenvolvimento da cultura pós-moderna
Nguyen, Vuong D. "Duck Hunt FPGA game, a project on UML and digital design." Thesis, California State University, Long Beach, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10137441.
Full textField Programmable Gate Array (FPGA) is rarely associated with video games. Software video games can be made using the Unified Modeling Language (UML) and high level languages such as the Extensible Hypertext Markup Language (XHTML), Cascading Style Sheets (CSS), Javascript, and jQuery; however, FPGA video games require the building of complex hardware. The goal of this project is to create an FPGA video game by combining UML and digital design.
There are advantages to starting from the hardware level such as having more control, thus giving more freedom to create design and functional specifications. The disadvantages include creating device drivers. By using the Rational Unified Process (RUP) as the development process, a Duck Hunt FPGA Game is created that proves how software video game development is different compared to FPGA game development.
Moulana, Sultana Jesmine. "SYNERGY: GAME DESIGN + QUR'AN MEMORIZATION." VCU Scholars Compass, 2017. https://scholarscompass.vcu.edu/etd/5199.
Full textBufe, Johannes Verfasser], Detlef [Akademischer Betreuer] [Krömker, and Wolfgang [Akademischer Betreuer] Müler. "Game-Design Paradigmen und Lernprozesse im Digital Game Based Learning / Johannes Bufe. Gutachter: Detlef Krömker ; Wolfgang Müler." Frankfurt am Main : Univ.-Bibliothek Frankfurt am Main, 2011. http://d-nb.info/1045005673/34.
Full textBufe, Johannes [Verfasser], Detlef [Akademischer Betreuer] Krömker, and Wolfgang [Akademischer Betreuer] Müler. "Game-Design Paradigmen und Lernprozesse im Digital Game Based Learning / Johannes Bufe. Gutachter: Detlef Krömker ; Wolfgang Müler." Frankfurt am Main : Univ.-Bibliothek Frankfurt am Main, 2011. http://nbn-resolving.de/urn:nbn:de:hebis:30:3-237083.
Full textMACIEL, Gabriela Albuquerque. "Objetos lúdico-digitais educativos: uma análise de aspectos da interface voltada para o game design e a usabilidade." Universidade Federal de Pernambuco, 2017. https://repositorio.ufpe.br/handle/123456789/18434.
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CAPES
A presente pesquisa tem um caráter exploratório, na qual tive como objetivo montar um modelo de analise para interface de Jogos Digitais e Gamificações Educativos referindo-me aos dois como Objetos Lúdico-Digitais de Educação, OLUDEs, partindo do Game Design e da Usabilidade e seus aspectos contribuintes para a educação. Antes de tudo, fiz um panorama geral do assunto abordado: o mercado de jogos, a história dos jogos educativos, a Gamificação, o aprendizado e a imersão. Ainda neste ponto comparei princípios de Usabilidade e Game Design, nas perspectivas de Rouse (2005), Schuytema (2008), Nielsen (1995) e Jordan (1998), para compreender em que pontos estas áreas coincidem e divergem e basear a fase de análise. Na pré-metodologia usei da metodologia de design de pesquisa de Lankoski & Björk (2015) e acrescida da meta-teoria de Morgan & Smircich (1980). Já na Análise, montei e apliquei um modelo de análise para OLUDEs, numa amostra de 16 sistemas, sendo 8 Gamificações e 8 Jogos educativos com questões em escala Likert (1932), seguidas de um campo de resposta subjetiva, podendo ser preenchido com pontos para comentário posterior. Para esta fase utilizei também Turkay & Adinolf (2012, p.3-4), Gee apud Klopfer, Osterweil & Salen (2009). Por fim, como principal resultado obtive que o modelo gerado parece ser eficiente na análise dos objetos da pesquisa nos moldes aqui delimitados, podendo também ser útil em análises de artefatos específicos, grupos de objetos de um determinado gênero, em análises de similares ao até em pesquisas de natureza quantitativa. Sobre os OLUDEs avaliados em si a principal informação adquirida foi a confirmação da suspeita de que a maior diferença entre as Gamificações e os Jogos voltados para a educação parece estar em seu foco, pois enquanto as gamificações estão mais focadas na educação os jogos o está na diversão.
This research has an exploratory character, in which I had intended to make an analysis model for Digital Games and Educational Gamification interface, naming the two as Ludic-Digital Educational Objects - OLUDEs, starting from Game Design and Usability and their contributing aspects to education. First of all, I did an overview of the subject matter: the gaming market, the history of educational games, the gamification, learning and immersion. At this point too, I compared principles of Usability and Game Design, by the follow authors: Rouse (2005), Schuytema (2008), Nielsen (1995) and Jordan (1998), to understand at what points these areas overlap and diverge and base the analysis phase. In the pre-methodology it was used the Lankoski & Björk (2015) research design methodology and increased Morgan & Smircich (1980) meta-theory. In the analysis, I set up and applied an analytical model for OLUDEs in a sample of 16 systems, 8 Gamifications and 8 Educational games with questions in Likert (1932) scale, followed by a subjective response field, which can be filled with points for further comment. For this phase I also used Turkay & Adinolf (2012, p.3-4), Gee cited Klopfer, Osterweil & Salen (2009). Finally, as the main result got that the generated model appears to be effective in the analysis of the research object in the manner herein defined, may also be useful in specific artifacts analysis, groups of a particular gender objects in similar analyzes, even in research of quantitative nature. About OLUDEs evaluated itself the main information acquired was to confirm the suspicion that the biggest difference between Gamifications and Educational Games seems to be in their focus because while gamificações are more focused on education, games are in fun.
Tam, Long-fai Frankie, and 譚朗暉. "Develop problem solving skills in secondary mathematics classroom through digital game design." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B47469262.
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Education
Master
Master of Science in Information Technology in Education
Vogt, Spencer. "Middle School Teachers' Use and Perceptions of Digital Game-Based Learning." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/6290.
Full textGrassi, Nicholas Bruggner [UNESP]. "A gamificação como recurso estratégico para interatividade entre mídias digitais e usuários." Universidade Estadual Paulista (UNESP), 2016. http://hdl.handle.net/11449/136424.
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A rápida ascensão da tecnologia e a transição para as mídias digitais trazem consigo certas dificuldades de adaptação. Essa “corrida digital” pode criar produtos com design confuso e que muitas vezes não agradam seu público-alvo. Nesse contexto, novas estratégias estão surgindo com o intuito de auxiliar essas mídias a serem mais colaborativas, interativas, intuitivas e divertidas. Um dos recursos que tem ganhado destaque é a gamificação, que propõe o uso de elementos de jogos em contextos não jogos. Esse trabalho tem como objetivo analisar a relevância da gamificação como estratégia para facilitar a interatividade entre os usuários e as mídias digitais, observando aplicações e fazendo uma pesquisa exploratória para identificar se os usuários de mídias digitais podem se beneficiar com o uso da gamificação. Para isso são apresentados os conceitos desse método: como aplicar, quando aplicar, além de sua história e origem nas mídias digitais e educação. Por último, este trabalho estuda alguns casos para identificar as técnicas de game design utilizadas com o intuito de facilitar a aplicação da gamificação nas mídias digitais, para que designers, professores ou qualquer desenvolvedor que opte pela gamificação como estratégia, entenda como aplicá-la de forma eficiente.
The fast rise of technology and the transition to digital media brings with it several adaptation difficulties. This "digital rush" generally creates products with confusing design which usually do not please the general public. So, new strategies are emerging in order to assist these media to be more collaborative, interactive, intuitive and fun. One of the features that have gained prominence is gamification, which suggests the use of game elements in non-gaming circumstances. This work aims to analyze the relevance of gamification as a strategy to facilitate interactivity between users and digital media, noting applications and making an exploratory study to identify whether users of digital media can take advantage of gamification or not. Therefore, the general concepts of this method are: how to apply, when to apply, as well as its history and origin in digital media and education. Finally, this paper studies some cases to identify game design techniques used in order to facilitate the application of gamification in digital media so that designers , teachers or any developer who opt for gamification as a strategy, understand how to apply it efficiently.
Lindell, Tomas, and Wennergren Nils. "Is What You See What You Get? : A Study of the Elements that Influence and Distort a Player’s Perception of the Behavior of Digital Opponents." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-295541.
Full textSom ett kandidatexamensarbete undersöktes vilka element som kan påverka eller förvränga spelares uppfattning om motståndares beteende i spel. Mer specifikt i stationära karaktärsdrivna spel så som Texas Hold ‘em Poker. Element som utvaldes för undersökningen utgjordes av visuell karaktärsdesign och medverkandes tidigare erfarenheter, så som kunskap om spel i allmänhet och kännedom om Texas Hold ‘em Poker. En spelprototyp skapades som ett verktyg för att undersöka ämnet. I spelprototypen sattes spelare vid ett Texas Hold ‘em Poker-bord och mötte två motståndare. En motståndare var utformad att vara visuellt aggressiv och den andra visuellt defensiv. Medverkande i studien blev tillfrågade via ett frågeformulär och de resulterande svaren analyserades i ett försök att hitta relevant information gällande ämnet. Studiens resultat antyder att elementen som valdes verkligen påverkar spelares uppfattning om motståndares beteende i spel.
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 textKenobi, Ben Tuhoe. "Hiding in a hollow tree." AUT University, 2010. http://hdl.handle.net/10292/886.
Full textSchiffler, Andreas. "New game physics : added value for transdisciplinary teams." Thesis, University of Plymouth, 2012. http://hdl.handle.net/10026.1/923.
Full textShearer, James D. "Development of a Digital Game-Based Learning Best Practices Checklist." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1303865257.
Full textHaji, Mohammad Ali Sabbagh Shabnam. "Digital Interactive Games for Assessment: A Study of the Effectiveness of a Digital Game as a Measure of Students' Understanding of Boolean Logic." Master's thesis, University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/6284.
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Masters
Visual Arts and Design
Arts and Humanities
Emerging Media; Digital Media
Sjöström, Johan. "Morphology of a digital narrative : prototyping digital narratives using the theories of Vladimir Propp." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1929.
Full textPerkins, Kyle Eric. "Lifesigns: Successful Storytelling in Open-World Games." Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1290205847.
Full textHagström, Anders. "Poetically Man Dwells in Game Space : A Phenomenological Investigation of Video Games as Art." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326132.
Full textCouceiro, Rosana Margarida Fernandez dos Santos. "Design of a computer game for an information technology class." Master's thesis, Universidade de Aveiro, 2010. http://hdl.handle.net/10773/17039.
Full textActualmente algumas fontes de investigação científica consideram que o ensino tradicional, ao longo das décadas, tem sido menos apelativo (Foreman, 2003). Os alunos encontram-se rodeados por outros estímulos causados pelas novas tecnologias, novas formas de entretenimento e redes sociais (Prensky, 2001a; Raines, 2002), estímulos que se tornam mais apelativos do que o ensino tradicional. Uma das soluções apontadas e proposta pelos peritos na matéria é a inserção de jogos, um dos principais estímulos do entretenimento actual, como ferramentas de aprendizagem em ambientes formal escolar, como a sala de aula (Eck, 2006; Paras & Bizzocchi, 2005). O projecto que se apresenta foi desenvolvido no Departamento de Educação Física e Ciências do Desporto pertencente à Universidade de Thessaly e localizado em Trikala, Grécia, e apresenta um estudo sobre a aplicação do jogo como ferramenta de aprendizagem em contexto educacional. Este projecto consiste na conceptualização, desenvolvimento e avaliação de um protótipo de um jogo criado com o objectivo de motivar os estudantes do Departamento de Educação Física e Ciências de Desporto da Universidade de Thessaly, Grécia, a aprender conceitos da unidade curricular de Tecnologias da Informação. Considerado o propósito do jogo os conteúdos da unidade curricular foram adaptados para o jogo. Integrou-se a narrativa como elemento de motivação para os estudantes, foram conceptualizados cenários, personagens e level design, juntamente com a inserção de puzzles relacionados com os conteúdos da unidade curricular, mecânica do jogo e regras. O protótipo desenvolvido é constituído por um conjunto de puzzles com os quais se efectuou uma avaliação preliminar em dois grupos focais. A avaliação preliminar foi efectuada na Universidade de Thessaly, no pólo Trikala e na Universidade de Aveiro, com amostras de conveniência do público-alvo primário e secundário, respectivamente, para perceber se a estratégia do jogo e respectiva narrativa poderiam funcionar na unidade curricular em causa. Os resultados apontam que o jogo pode ser uma ferramenta a incluir na unidade curricular, depois das amostras do público-alvo primário terem demonstrado uma recepção positiva ao jogo e os seus conteúdos, sobretudo a narrativa e gráficos, e esperam que as próximas versões tragam mais puzzles e desafios como os que estiveram presentes no protótipo.
Anad, Donya, and Haojue Gong. "Situated Gaming: The story of the past, present and future in women's digital game world." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16550.
Full textI det här kandidatarbetet undersökes det ett problem som har varit centrum för många feministiska figurer och grupper i båda äldre och senaste innehåll där man har försökt på flera år och sätt att hitta lösning till; vilket är brist på mångfald inom spelutvecklingsföretag och skapandet, särskild när det gäller kvinnor. Då vår fråga blev; hur kan vi inkludera eller uppmuntra fler kvinnor att komma in i den digitala världen och delta i programmering samt spelframställning. Metoderna som har valts för denna avhandling sträcker sig från Critical Design: Att utforma och skapa ett unikt spel med hjälp av konceptet. Intervjuer: Fråga kvinnor från olika bakgrunder och åldrar för att ta reda på vad de vill / önskar med avseende på spel, till Kanban: där vi använder det här projektmetoden för att få vårt projekt ihop. Samtidigt kopplas hela arbetet till Situated-knowledge konceptet där vi fördjupar oss i om vad det betyder i diskussionsdelen med sambandet av resultat där upptäcker vi en väg/ potentiell lösning som kan användas enskild för att förändra spelbranschen.
Silva, Marcos Henrique de Paula Dias da. "Handles - a trajetória de desenvolvimento de um jogo digital para ensino de matemática." Universidade Estadual Paulista (UNESP), 2018. http://hdl.handle.net/11449/153837.
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A experiência em participar de dois grupos pouco associados e perceber que juntos teriam potencial de construir excelentes jogos digitais para ensino de Matemática, foi o motor desta pesquisa. Este trabalho focou nas dificuldades de um licenciado em Matemática, com poucos recursos e baixa experiência em computação, imerso de forma amadora e individual no meio do game design digital. Iniciou-se com uma revisão da literatura explicando sobre diversas teorias conceituadas relacionadas com jogos, sendo estas, abordagens que variavam desde a Psicologia, o Jornalismo, a Matemática, o Ensino, o Game design entre outras. Então, apresentamos o processo de documentação utilizado para registro das experiências, recursos e caracterização do sujeito, como seus computadores, uma breve biografia, a estruturação do seu diário, os objetivos dos questionários e as versões do jogo digital Handles produzido no período de estudo. Por fim, reunimos todos os desafios de Handles dentro de problemas Matemáticos generalizados, e contextualizados dentro da instância de jogo com soluções sugeridas. Também analisamos os dados de 27 crianças do Ensino Fundamental I e 142 estudantes do Ensino Médio Técnico, que jogaram, e em ambos os grupos houve uma visível aprendizagem dos conceitos Matemáticos envolvidos. Então associamos a experiência narrada no diário com as diversas teorias relacionadas a jogos, revisadas anteriormente, indicando os pontos onde cada uma melhor contribui nesta prática. Encerra-se o texto com a construção de um percurso, baseado neste estudo, por onde licenciados em Matemática em condições semelhantes ao nosso sujeito, possam criar com maior facilidade seus próprios jogos digitais para ensino de Matemática em um nível de sofisticação similar ao Handles.
The experience of participating in two little associated groups and realizing that, combined, they would have the potential to construct excellent digital games for teaching mathematics was the driver of this research. This study focused on the difficulties of a mathematical education graduate, with few resources and little computing experience, engaged in an amateur and individual fashion in the digital game design milieu. It began with a review of the literature explaining the many conceptual theories related to games, with approaches including psychology, journalism, mathematics, education, and game design. We then present the documentation process used to record the subject’s experiences, resources and characterization, such as his computer, a brief biography, the structure of his diary, the questionnaire goals, and the versions of the digital game Handles produced during the study period. Finally, we combine all the challenges related to Handles within the generalized math problems, put into context within the game’s instance with the suggested solutions. We also analyzed the data of 27 Elementary School I children and 142 Technical High School students who played the game, with each group showing a visible learning of the math concepts involved. We then associate the experience presented in the diary with the different theories related to games, which have been previously revised, indicating at which points each theory best contributes to this practice. The text ends with the construction of a path, based on this study, according to which mathematics education graduates, in conditions similar to our subject’s, may more easily create their own digital games for teaching mathematics on a sophistication level similar to Handles.
Raileanu, Petrut. "“Why you mad?” - User and media perception on game design anti-piracy measures." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413147.
Full textStröberg, Simon. "ADHD Through the Lens of Game Design : How Digital RPGs Neutralize the Symptoms of Inattention Amongst Swedish Adults with ADHD." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-394208.
Full textTsutsumi, Hernando Tamon. "Ideogames: uma proposta metodológica transcultural." Pontifícia Universidade Católica de São Paulo, 2013. https://tede2.pucsp.br/handle/handle/18119.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
This research proposes a digital educational game focused on the learning of Japanese kanji. Its fundamentals are culturally based in the Japanese immigration to Brazil and, combined with the concepts and theories of transculturalism and topophilia, lead to a reflection of cultural appreciation and its hybridization. Such approaches fall within the overall context of combinations and adaptations, covering digital productions structured in accordance to concepts and theories from several areas of knowledge. The methodology is to conceive a game based on the difficulties of learning the Japanese language identified in students of non‐Japanese origin and provided by studies from other authors. It is also based on educational, psychological, philosophical and entertainment methodological assumptions organizing themselves in a position to produce an educational game, entertaining above all, that suits the needs of this generation used to challenges and reward systems. Based on such studies, some of the games found on the Internet and in the market were analyzed. It is discussed the transposition among medias, with an approach of the new media, focusing on the indication of the gaming platforms, according to the content. The process of designing and producing the game is optimized by the association of ideas and creation of an structured and elaborate game design documentation. The project creation is guided by the work process flow of a game, in which are demonstrated the steps and interactions between the teams involved in that production. The procedural and technical problems of the participants are reported by the teaching experience in the classroom, better placing and clarifying the title of this research
A presente pesquisa propõe um jogo digital educacional voltada para o aprendizado dos ideogramas japoneses. Seus fundamentos fincam‐se culturalmente na imigração japonesa no Brasil, que conjugados aos conceitos teóricos de transculturalismo e topofilia conduzem a uma reflexão de valorização das culturas e hibridização das mesmas. Tais abordagens se inserem no contexto global de mesclas e adaptações, que abarcam produções digitais estruturados em conceitos e teorias provenientes de diversos campos do conhecimento. Metodologicamente concebe um jogo, a partir de dificuldades de aprendizagem da língua japonesa detectadas em alunos não descendentes japoneses, providas por estudos de outros autores. Alicerça‐se também em pressupostos metodológicos educacionais, psicológico, filosófico e lúdico, organizando‐se na condição de produzir um jogo educativo, acima de tudo divertido, que se adequa aos anseios dessa geração acostumada a desafios e sistema de recompensas. Tomando como base tais estudos, analisa alguns jogos encontrados na internet e no mercado. Discute a transposição entre os meios, com abordagem das novas mídias, incidindo no apontamento das plataformas de games, conforme conteúdo. O processo de concepção e produção do game, é otimizado pela associação de ideias, e elaboração estruturada da documentação de design de game. A construção do projeto é norteada pelo fluxo de processo de trabalho de um game, em que se demonstram as etapas e interações entre as equipes envolvidas nesta produção. Os problemas técnicos e procedimentais dos participantes são relatados na experiência didática ocorrida em sala de aula, situando e compreendendo melhor o título deste trabalho de pesquisa
Martin, Nina. "The Activist’s Game : How do intersectionally marginalised independent game designers contribute to social justice movements? How does their digital artistic practice disrupt archival practices?" Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43418.
Full textSouza, Vinícius Nunes Rocha e. "Análise da imagem visual em videogames." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2016. http://hdl.handle.net/10183/149358.
Full textFor thousands of years, the visual images significantly affect the daily life of the human being, characterized as a great means of communication and expression. With technological advances, are evident the significant changes in visual language, which are molded to the new contexts in which it is. Video games, digital artifacts widespread in society that allow the user's immersion in playful environments with interactivity. They are subject to increasingly sophisticated aesthetic designs. Once they predominantly use visual language, there is a premise that the image plays a key role for them to fulfill their function properly. However, images in video games does not always follow a standard of quality, lacking studies and methods that help its development and understanding. Thus, this study aims to develop a method for the analysis of visual image in video games, considering the wide range of functions that it carries on such artifacts. For this, in order to allow the development of the method and ensuring their replication, were defined certain methodological procedures that involve: implementation and evaluation of a first model of the method; development of a second model; collection and analysis of data involving research subjects experts in the field; and the development of the final model. As a result, it can be perceived that the analysis of visual images in videogames can be performed from a systematic method, however, were identified numerous considerations about how the method can become more efficient.
Lõugas, Marilin. "Weaving Mental Threads: Exploring the Touchpoints Between Parallel Game Worlds in an Ended World Setting." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22784.
Full textEriksson, Jesper. "Implementing a Level Design Tool for Calculating and Tuning the Travel Time of Paths in a Digital Game." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16838.
Full textHall, Caitlin D. 4464202. "The Creation Process of a Stylized Character in Comparison to a Semi-realistic Character." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/356.
Full textArpin, Rachel Ann. "The Effectiveness of Digital Escape Rooms to Deliver Leadership Training: A Mixed-Methods Study." Franklin University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=frank1620315747289854.
Full textHolmes, Wayne. "Level up! : a design-based investigation of a prototype digital game for children who are low-attaining in mathematics." Thesis, University of Oxford, 2013. http://ora.ox.ac.uk/objects/uuid:bf3b2309-2d18-4c46-a38a-419ed3d262f2.
Full textWood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.
Full textGaudl, Swen. "Building robust real-time game AI : simplifying & automating integral process steps in multi-platform design." Thesis, University of Bath, 2016. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.698997.
Full textAzevedo, Janaina Leite de. "“Na trilha de Macunaíma”, game didático GDD & roteiro interativo de jogo digital para literatura no ensino médio." Universidade Estadual Paulista (UNESP), 2017. http://hdl.handle.net/11449/152646.
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O objeto desta dissertação consiste de um game didático para utilização em sala de aula como objeto formal de ensino-aprendizagem para a disciplina de Literatura do Ensino Médio da educação básica escolar brasileira, a partir da adaptação interativa da obra “Macunaíma”, do escritor modernista Mário de Andrade, dando origem ao game “Na Trilha de Macunaíma”. Para tanto, esta pesquisa tem como objetivo constituir um repertório satisfatório acerca dos aspectos teóricos, técnicos e de todos os recursos necessários para a criação e o desenvolvimento de um GDD e de um Roteiro Interativo para games didáticos. Como objetivos específicos, temos em primeiro lugar a constituição dos parâmetros pedagógicos pertinentes ao conceito apresentado para definir e parametrizar um game didático, e em segundo lugar a construção do GDD do game detalhando especialmente os aspectos pertinentes e essenciais ao Ato I (que engloba os três primeiros capítulos e outras partes interativas da narrativa original) de “Na Trilha de Macunaíma”, bem como do Roteiro Interativo também do Ato I. A intenção é apresentar uma colaboração para a problemática acerca de quais as etapas e parâmetros essenciais da criação, desenvolvimento e constituição de um GDD e de um Roteiro Interativo adequados no que se refere à criação de games didáticos a partir narrativas complexas, não lineares e multirramificadas. Como metodologia, utilizamos a pesquisa bibliográfica para os capítulos em que se desenvolve a fundamentação teórica e em que apresentamos o estado da arte, dando preferência aos conteúdos próprios ao contexto da educação brasileira e da produção de games no Brasil. Para a criação e desenvolvimento do GDD e do Roteiro Interativo, a apresentação do produto é resultado da produção empírica calcada nos parâmetros levantados. Como resultados, este trabalho oferece tanto ao design de games quanto à educação escolar brasileira a possibilidade de promover a integração e a interdisciplinaridade entre a literatura e outras disciplinas associadas com a tecnologia, formalizando a disposição dos conteúdos pedagógicos pertinentes dentro dos parâmetros legais e pedagógicos necessários para que os games possam ser utilizados em sala de aula, bem repertórios teóricos e técnicos das áreas relacionadas ao processo de criação e desenvolvimento de games didáticos.
This research aims to produce and present a didactic game which might satisfactorily be used in the classroom as a formal object in school learning processes for students in High School, related to the subject of Literature in Brazilian basic education, from the interactive adaptation of "Macunaíma", a novel written by the modernist Mário de Andrade, which is here presented as the game "Na Trilha de Macunaíma" (Macunaíma’s Trail). Therefore, this research aims to provide a satisfactory repertoire on the theoretical, technical and all the necessary resources for the creation and development of a GDD and an Interactive Script for didactic games. As our specific objectives, first of all this research aims to produce the pedagogical parameters pertinent to the concept presented to define and parameterize a didactic game, and then the creation and development of the Game’s GDD detailing especially the pertinent and essential aspects to Act I (that includes the three first chapters and other interactive parts of the original narrative) of the game, as well as the Interactive Script also concerning the First Act. The intention is to present a collaboration on the problematic about which are the essential stages and parameters of the creation, development and Constitution of an appropriate GDD and Interactive Script regarding to the creation of didactic games from complex, non-linear and multi-stranded narratives. As a methodology, we have used bibliographical research for the chapters in which the theoretical basis is developed and in which we present the state of art, giving preference to the contents proper to the context of Brazilian education and the production of games in Brazil. For the creation and development of the GDD and the Interactive Script, the presentation of the product is a result of the empirical production based on the parameters raised. As results, this work offers both game design and Brazilian school education grounds in which the possibility of promoting integration and interdisciplinarity between literature and other disciplines associated with technology flourish, formalizing the provision of relevant pedagogical contents within the necessary legal and pedagogical parameters So that the games can be used in the classroom, as well as theoretical and technical repertoires of the areas related to the process of creation and development of didactic games.
Higuchi, Marcelo Makoto. "Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3136/tde-23052018-114837/.
Full textSem resumo.
Silva, Rodrigo Portes Valente da. "Clash of Clans: análise do game design de um jogo gratuito, mas lucrativo para a economia de atenção." Pontifícia Universidade Católica do Rio Grande do Sul, 2015. http://hdl.handle.net/10923/7658.
Full textThis research aims to understand the characteristics of games that can be linked to the needs of the current economy of attention. As object of study, it was chosen one of the main products of the company Supercell, called Clash of Clans. The game is a free application, available in the online stores of Apple Store and Google Play, to be used in tablets and smartphones. Since 2012, the year it was released worldwide, occupies the top positions in profitability of the category, considering the digital mobile platforms. To achieve the objectives of this research, the evolution of the media was studied, from mass culture to the culture of convergence. Considering the mobile communication technologies, the values to capture and retain the attention of the public in excess of context information have been identified, but also a lot of dispersion. In this opportunity, the characteristics were observed of games, considered one of the most profitable cultural products in the age of cyberspace. For game analysis Clash of Clans, a game design model was used to assess the possible effects on management attention. The methodological aspects were identified samples of the study and the analysis of categories, using as data processing description of gameplay and images of the game. Finally, the results were presented that identified convergent features between games and the current context of communication that can behold the lucrative process to capture and retain the attention of their audiences.
Esta pesquisa tem o objetivo de compreender as características dos games que podem estar associadas às necessidades da atual economia de atenção. Como objeto de estudo, foi escolhido um dos principais produtos da empresa finlandesa Supercell, chamado Clash of Clans. O jogo é um aplicativo gratuito, disponibilizado nas lojas virtuais da Apple Store e Google Play, para ser usado em tablets e smartphones. Desde 2012, ano em que foi lançado mundialmente, ocupa as primeiras posições em rentabilidade da categoria, considerando as plataformas móveis digitais. Para atingir os objetivos desta pesquisa, foi estudada a evolução dos meios de comunicação, desde a cultura de massa até a cultura da convergência. Considerando as tecnologias móveis de comunicação, foram identificados os valores para captar e reter a atenção dos públicos em um contexto de excesso de informação, mas também de muita dispersão. Nesse ensejo, foram observadas as características dos games, considerados um dos produtos culturais mais rentáveis na era do ciberespaço. Para a análise do game Clash of Clans, foi utilizado um modelo de game design para avaliar seus possíveis efeitos no gerenciamento de atenção. Nos aspectos metodológicos, foram identificadas as amostras do estudo e as categorias de análise, utilizando como tratamento de dados a descrição do gameplay e das imagens do jogo. Por fim, foram apresentados os resultados obtidos, que identificaram características convergentes entre os games e o atual contexto da comunicação, que podem tornar lucrativo o processo de captar e reter a atenção dos seus públicos.
Stanko, John. "Playing to Learn." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd/1512.
Full textHeuman, Mary Jac. "Royalty Free: An Exhibition of User-Made Objects from The Sims." Scholarship @ Claremont, 2018. http://scholarship.claremont.edu/scripps_theses/1091.
Full textSato, Adriana Kei Ohashi. "Imaginário e design: resignificação do jogo eletrônico por meio da linguagem expressiva." Universidade Presbiteriana Mackenzie, 2007. http://tede.mackenzie.br/jspui/handle/tede/1943.
Full textThis work intends to analyze design as the object that generates answers to the user's (gamer's) expectations based on the collective imaginarium. In turn, this imaginarium originates in a specific social-cultural context. Considering men as symbolic beings, they look for the reason of their existence by attribuing meaning to objects. Those meanings are interpreted by society, creating values, behaviors and cultural references. This work presents fundamental concepts about design and its presence in the social-cultural context, being design the language that interprets and re-signify the electronic game based on the collective imaginarium.
A presente pesquisa procura analisar o design como objeto gerador de respostas às expectativas do usuário (jogador) a partir do imaginário coletivo. Por sua vez, este imaginário, tem a sua origem em um determinado contexto sócio-cultural. Considerando o homem como um ser simbólico, este busca o sentido para sua existência por meio da atribuição de significados aos objetos. Tais significados são interpretados pela sociedade criando seus valores, comportamentos e referenciais culturais. Ao longo deste trabalho são apresentados conceitos fundamentais sobre o design e sua presença no contexto sócio-cultural, sendo o design, a linguagem que interpreta e resignifica, a partir do imaginário coletivo, um jogo eletrônico.
Limeira, Carlos Felippe Dias. "Avalia??o, an?lise e desenvolvimento de jogo s?rio digital para desktop sobre sintomas e procedimentos de emerg?ncia do acidente vascular cerebral." Universidade Federal do Rio Grande do Norte, 2015. http://repositorio.ufrn.br/handle/123456789/20350.
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Na ?rea da Educa??o em Sa?de, os materiais educativos desenvolvidos como cartilhas e v?deos animados, nem sempre s?o muito atrativos e eficazes com o p?blico mais jovem, como o formado por pr?-adolescentes. Diante deste problema buscamos demonstrar que o uso de um jogo s?rio digital pode facilitar o processo de ensino-aprendizagem de pr?-adolescentes acerca dos sintomas e procedimentos de emerg?ncia do Acidente Vascular Cerebral (AVC), partindo da hip?tese de que na transmiss?o de informa??es sobre os sintomas do AVC e do n?mero do SAMU (Servi?o Ambulat?rio M?vel de Urg?ncia) a utiliza??o de um jogo s?rio digital pode ser mais eficaz no que se refere ? prefer?ncia e reten??o das informa??es apresentadas do que uma anima??o digital desenvolvida com a mesma finalidade e utilizada em campanhas educativas de combate ao AVC. Para tanto o trabalho apresenta uma reflex?o sobre o uso de jogos digitais no contexto educacional, aliando os princ?pios de game design com a abordagem do Design Centrado no Usu?rio para o desenvolvimento de um jogo s?rio digital para desktop. A metodologia adotada visou a coleta e an?lise de dados qualitativos e quantitativos, a partir de instrumentos metodol?gicos adaptados dos j? existentes na literatura (prototipagem de jogo digital, entrevista semiestruturada, escala visual de humor Pick-A-Mood, grupo focal) e desenvolvidos exclusivamente para a pesquisa (teste de reten??o com "dedoches" e teste de prefer?ncia), sempre buscando adequ?-los aos sujeitos da pesquisa, de modo a poderem ser aplicados de forma r?pida e l?dica, auxiliando na compreens?o e investiga??o da experi?ncia dos pr?-adolescentes com os objetos da pesquisa (anima??o e jogo s?rio digital). Concluiu-se que embora n?o houve diferen?as significativas entre a reten??o do n?mero do SAMU ao comparar o jogo com a anima??o, o jogo s?rio digital demonstrou ser mais eficaz na reten??o dos sintomas do AVC e na prefer?ncia dos pr?-adolescentes.
Chien, Hsing-Ju, and 簡幸如. "An Instruction Model for Learning Digital-Game Design." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/74925604559323298594.
Full text國立中央大學
學習與教學研究所
93
Digital game-based learning is the mainstream learning of 21st century. With the development and progress of Internet technologies and multi-media, many researches show that digital games not only provide entertainment but also have many benefits in education. Therefore, more and more educators pay attention to digital games and believe that they have great influences on learning. In previous researches of digital games in learning and instruction, the majority of experiments are taken the designed games on learners, but few focus on game design instruction. As we know, well-designed instruction can lead to effective learning. Digital game design is a special domain so to develop exclusive game design instruction model is important. In order to guide students into learning game design, we develop alternative peer tutoring (APT) and the progressive project-based learning (PPBL) strategies in Computer-Assisted Learning course. The experiment worked for four months. The subjects are 20 students consisted of undergraduates and masters who take professional education courses. The game design tool is “Game Maker”. We have collected quantitative and qualitative data in students’ learning processes. The quantitative data include self-efficacy questionnaire of “Game Maker”, game design flow questionnaire and the opinion of instruction questionnaire. The qualitative data include the observations of researchers, interview, learning portfolios, etc. After that, we analyze the data and interpret the meaning of the data. According to the results, we verify the mentioned instructional strategies and construct digital game design instructional model for learning game design and hope it can contribute to the development of digital game design courses.
Yang, Jie-Heng, and 楊捷亨. "The Digital Game Design of The User Interface - Human Adventure Game for Example." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/00003811085043691383.
Full text國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
100
As technology has advanced over time, many of the games we grew up with as small electronic devices have evolved to become digital applications in computers. Many are even available as standalone portable devices making their assessment very convenient. Computers are now so important to us that they have become household necessities. One can boot up a computer and immerse oneself in a world of digital games whenever we like and computer games have, in many cases, partially replaced our leisure activities. It is the object of this study to develop a PC game based learning application. After a review of the relevant literature to analyze the value of a game based learning approach, an attempt is made to communicate important messages through a carefully designed HMI. The research scope is then expanded into the field of HMI and game based learning through the development process of a 2D scrolling action game. The research results reveal that the design of a game theme and multimedia effects will arouse a desire to play the game in most users. An easy and friendly user interface as well as a thoughtfully conceived feedback mechanism will increase their willingness to learn. The design of a feedback mechanism can focus on sources in the game that create a sense of accomplishment and assist users to more effectively absorb and memorize messages conveyed to them through the game. However, an effective means of communication is vital to the game design and will make messages from the game very clear to a user while increasing a desire to play the game. The digital application designed for this study is an example of a game based learning approach that integrates educational elements. It combines a digital game with health education and features missions designed using structures of the human body. This enhances and adds value to the digital game and teaches users an important concept -- that prevention is better than cure.
LIN, PING-YANG, and 林品揚. "An Animation Study via a Digital Earthquake Game Design." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/h3b94j.
Full text國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
106
This Article is mainly for studying the combination and application of various animations in mobile games, and an earthquake simulation mobile game is used to study and demonstrate features and production manner of various animations. In literature research, other than explaining principles of the keyframe animation, physics simulation animation and accelerometer introductions are also given to the application examples in digital games and video. The principal concept of research and creation of this Article is taking personal animation profession as the cut-in point for studying the modes of incorporating all kinds of animation into games, and the accelerometer functions of mobile phone and compact features are applied to be somatosensory detector capable for detecting shaking for game playing. In the chapter of creation of works, through practical making and demonstration, we further explained the principles mentioned in literature research in the practical application and how the integration of programs is used to complete earthquake simulation mobile game creation. In the unit testing stage of games, we found and improved the situation of inconsistence to performance difference among different models of mobile phone. Also, from statistics and analysis of same of questionnaire survey, we also found that differences in performances of mobile phones have greater effect on the broadcasting effect of animation. In the last Chapter, we present our conclusion and our suggestions. We take physics simulation animation and keyframe animation as the representatives of digital animation and use them to compare differences in features of application in games between them as well as the advantages and shorts as well as scope of application. In this part, the most important is defining random characteristic in real-time rendering of physics simulation animation and the fixed and precise features of presetting of Keyframe Animation. They facilitate our subsequent game animation production in selection of performance manner. In the subsequent commercial edition R & D for games, we suggested to enforce the game playing, richness and educational features to be the direction of further progress.
Cha, Hsien-Ta, and 查顯達. "Design of RFID – Based Digital Board Game for Elderly." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/4y9epf.
Full text國立中正大學
電機工程研究所
107
This thesis is designing a digital marble-maze board game for elderly people,“加減成廚”, which can be used as teaching assistive device for both educational and entertaining purposes. The objectives of this design include teaching the elderly knowledge of healthy eating, encouraging them to brainstorm, and improving their blood circulation by exercising fingers during the game. There are several considerations in this design. Since it's targeted for the elder group, the game must be easily accessed for all players regardless of their background and education level. Besides, it will be beneficial if the game allows the players to share their knowledge and life experiences. In addition, the game should be capable to extend by considering the potential marketing. This proposed digital marble-maze board game is implemented using Arduino UNO evaluation board, Webduino evaluation board, and 13.56MHz Mifare RFID (Radio Frequency Identification)-RC522 module. The maze frame is constructed using honeycomb cardboard, which is 33cm (W)x 33.5cm (L) x15cm (H). The game rules start with tapping a selected RFID card on the reader. Each card contains an RFID tag and represents a dish with specific ingredients. The players then manipulate the marble maze platform to roll the marbles down into the holes for the needed ingredients. The falling marble will trigger the reader and the photo of the corresponded ingredient will be shown on the laptop screen to visualize the gaming experience. To verify its functionalities, eight players aged from 54 to 83 participated in testing this proposed board game and gave the averaged score of 8 out of 10 according to their feedbacks.