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Dissertations / Theses on the topic 'Digital game worlds'

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1

Gustafsson, Viktor. "Designing persistent player narratives in digital game worlds." Electronic Thesis or Diss., université Paris-Saclay, 2021. http://www.theses.fr/2021UPASG102.

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Les joueurs de jeux en ligne massivement multijoueurs (MMO), génèrent des histoires avec leurs personnages, mais ne peuvent pas exprimer ou voir les traces de leurs aventures dans l'environnement. Je soutiens que comprendre le rôle de la persistance et de l'émergence des récits de joueurs dans les mondes de jeux numériques, peut conduire à de nouveaux systèmes et outils permettant d’ accroître leurs engagements De plus, cela peut aider les concepteurs de jeux à produire du contenu. Je combine plusieurs méthodes pour comprendre des récits de joueurs et je présente We Ride, un MMO proposant le c
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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.

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This master thesis researches parallel digital world design in computer games in the setting of An Ended World. The main focus of the research is the touchpoints between two or more worlds and how the inputs from a designer can influence the type of experience received by the player.The overall research takes inspiration from both game and interaction design and follows a very user-centric approach with numerous play sessions and a workshop. The final outcome is presented in the form of attributes and a prototype built as a modification for an existing game.
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Caldwell, Kyrie Eleison Hartsough. "Fake the dawn : digital game mechanics and the construction of gender in fictional worlds." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106745.

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Thesis: S.M. in Comparative Media Studies and Writing, Massachusetts Institute of Technology, Department of Humanities, Graduate Program in Science Writing, 2016.<br>Cataloged from PDF version of thesis. "September 2016."<br>Includes bibliographical references (pages 93-105).<br>This thesis considers the ways in which digital game mechanics (interactive inputs) contribute to games' worldbuilding. In particular, this work is concerned with the replication and reinforcement of problematic gender roles through game mechanics that express positive ("warm") interactions between characters, namely h
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Perkins, 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.

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5

Chan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.

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Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game
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Pearce, Celia. "Playing ethnography : a study of emergent behaviour in online games and virtual worlds." Thesis, University of the Arts London, 2006. http://ualresearchonline.arts.ac.uk/2300/.

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This study concerns itself with the relationship between game design and emergent social behaviour in massively multiplayer online games and virtual worlds. This thesis argues for a legitimisation of the study of ‘communities of play’, alongside communities perceived as more ‘serious’, such as communities of interest or practice. It also identifies six factors that contribute to emergent social behaviour and investigates the relationship between group and individual identity, and the emergent ways in which these arise from and intersect with the features and mechanics of the game worlds themse
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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.

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In this bachelor thesis we research and discuss a theme that has been the focus for many feminist figures and groups in both older and recent content where they clash together in an effort to find a solution to a problem that has been plaguing our society. The problem being; a lack in diversity inside Game development companies and creation, thus our question becomes; how can We include or encourage more women to enter the digital world and participate in programming and game making. The methods that has been chosen for this thesis range from Critical Design: to design and create a unique game
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8

Yeadon, Michelle. "The Nether Worlds of Jennifer Haley — A Case Study of Virtuality Theatre." Thesis, University of Oregon, 2018. http://hdl.handle.net/1794/23726.

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Studies exploring the first wave of digital performance foregrounded technology by cataloging experimentation and novel interactions between liveness, projections and code. As exercises in medium, these high tech spectacles demonstrate the aesthetic potential of digital media while introducing key media concepts. Jennifer Haley is a writer with one foot in theatre and one in code. She is uniquely positioned in two interdependent spheres, which makes her particularly suited to engineer a theatrical bridge into the virtual, because at the heart of the contemporary technological revolution is
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Bäcke, Maria. "Power Games : Rules and Roles in Second Life." Doctoral thesis, Karlskrona : Blekinge Institute of Technology, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00496.

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This study investigates how the members of four different role-playing communities on the online platform Second Life perform social as well as dramatic roles within their community. The trajectories of power influencing these roles are my main focus. Theoretically I am relying primarily on performance studies scholar Richard Schechner, sociologist Erving Goffman, and post-structuralists Michel Foucault, Gilles Deleuze and Felìx Guattari. My methodological stance has its origin primarily within literature studies using text analysis as my preferred method, but I also draw on the (cyber)ethnogr
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Marone, Vittorio. "Constructing Meanings by Designing Worlds: Digital Games as Participatory Platforms for Interest-Driven Learning and Creativity." Doctoral thesis, Università degli studi di Padova, 2013. http://hdl.handle.net/11577/3423639.

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This study emerges from the observation of an increasing divide between generations: a lack of a shared ground that carries profound social, cultural, and educational implications. In particular, the broadening differences between academic and “grassroots” approaches to learning and creativity are transforming formal and informal enterprises into seemingly incommunicable realms. This clash between different (and distant) practices, inside and outside of school, is inhibiting the construction of a common language between teachers and students, and, more broadly, between generations, thus hinder
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11

Moser, Shelby. "Digitally interactive works and video games : a philosophical exploration." Thesis, University of Kent, 2017. https://kar.kent.ac.uk/66616/.

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This dissertation explores the philosophy of digitally interactive works and video games. There are two central questions to this thesis, namely, what is distinctive about computer art, and more specifically, what is distinctive about the interactivity that these kinds of works afford? The latter question is a response to the former, but, as I will articulate in the chapters that follow, this distinctive type of interactivity is not restricted to works that are comprised of digital media. As it turns out, games (especially video games) are paradigmatic examples and so both analytic aesthetics
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Jakobsson, Joel, and Sara Ullman. "The role-playing game Final Fantasy 7 and English vocabulary development." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30830.

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Abstract In this study, the role-playing game Final Fantasy 7 was analysed in regards of its qualities for English language development. Areas concerning language, specifically vocabulary, and video games explored in this study were academic words, words that express time, collocations, frequency, and keywords. Other areas investigated in this study are video games in connection to the syllabus for English, students’ outside of school interests, and implications for teaching. Data from a corpus-based vocabulary analysis showed that the players of Final Fantasy 7 will encounter a rich variety o
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Nilsson, Jakob. "Berättelsens labyrinter : Interaktiv fiktion och dess narrativa aspekter." Thesis, Södertörns högskola, Institutionen för genus, kultur och historia, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15297.

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This essay examines the narrative aspect of interactive fiction. The study uses Janet H. Murrays analysis of the digital environment and the properties of it as procedural, participatory, spatial and encyclopedic. From this, her three characteristic pleasures in digital narratives - immersion, agency and transformation - are examined from the perspective of interactive fiction. The study also examines Nick Montforts analysis of interactive fiction as a potential narrative and a simulated world or environment. His comparison of interactive fiction with the literary riddle is also used in regard
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Eklund, Lina. "The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity." Doctoral thesis, Stockholms universitet, Sociologiska institutionen, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-83163.

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This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. Applying an everyday perspective, focus is on gamers’ day-to-day practices and experiences. Studies I and II enquire into relational aspects of social gaming based on interviews and survey data. Study III investigates the relationship between game design and game
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15

Pelan, Justin Darrell. "Modular Multi-Signal Tracking Pulse Descriptor Word (PDW) Generator WithField Programmable Gate Array (FPGA) Implementation." Wright State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=wright1472223866.

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16

Fletcher, Kathryn DeWitt. "Geographies of the underworld." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24613.

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Thesis (M. S.)--Literature, Communication, and Culture, Georgia Institute of Technology, 2008.<br>Committee Chair: Michael Nitsche, Ph.D.; Committee Member: Celia Pearce, Ph.D.; Committee Member: Eugene Thacker, Ph.D.; Committee Member: T. Hugh Crawford, Ph.D.
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Hammad, Hayssam Mohammed Saber Abdallah. "Ownership and authorship in copyright law : a proposal to re-categorise works and a digital implementation." Thesis, University of Exeter, 2015. http://hdl.handle.net/10871/17636.

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The thesis argues that there is a pressure on the authorship concept since the emergence of collections of facts, anthologies, and adaptations of pre-existing works. These works were the reason that Judges offered various interpretations to authorship and originality, as some Judges lessened the requirement of originality to obtain copyrightability for these works and some raised it. This led to make the protection granted by copyright law to intellectual works vague and uncertain. This became apparent in conflicts in courts decisions on copyright subsistence in works. This subsequently led to
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18

Ilar, Sandra. "The Hunger Games Viral Marketing Campaign : A Study of Viral Marketing and Fan Labor." Thesis, Stockholms universitet, Institutionen för mediestudier, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-105864.

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This essay examines Lionsgate’s viral marketing campaign for The Hunger Games (Gary Ross, 2012) and the marketing teams’ use of new marketing techniques and the online fan base. The essay also asks the question to what extent the fans’ participation in Lionsgate’s marketing campaign can be called fan labor. The study is based on a film industrial perspective and academic literature that deals with film marketing, the film industry, fandom and digital labor. The material used for the analysis of The Hunger Games marketing campaign is collected from newspaper articles and news interviews with Li
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19

Yamazaki, Kasumi. "Learning to Communicate in a Virtual World: The Case of a JFL Classroom." University of Toledo / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1430389814.

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20

von, Wenckstern Michael. "Web applications using the Google Web Toolkit." Master's thesis, Technische Universitaet Bergakademie Freiberg Universitaetsbibliothek "Georgius Agricola", 2013. http://nbn-resolving.de/urn:nbn:de:bsz:105-qucosa-115009.

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This diploma thesis describes how to create or convert traditional Java programs to desktop-like rich internet applications with the Google Web Toolkit. The Google Web Toolkit is an open source development environment, which translates Java code to browser and device independent HTML and JavaScript. Most of the GWT framework parts, including the Java to JavaScript compiler as well as important security issues of websites will be introduced. The famous Agricola board game will be implemented in the Model-View-Presenter pattern to show that complex user interfaces can be created with the Google
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21

Blackman, Tyler Andrew. "Digital worlds: performativity and immersion in VR videogames." Thesis, 2019. http://hdl.handle.net/1828/11408.

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Virtual reality (VR) and videogames present, enable, and constrain human engagement with what may broadly be called digital worlds. Videogames have already become a global force in popular culture. Although VR technologies have existed for half a century, it is only during the past decade that VR has become more widely accessible to the public beyond the confines of research institutions and industry use. Very little scholarship has examined the interconnections of videogames and VR as co-extensive cultural forces that shape ideas and feelings about inhabiting digital worlds. This thesis speci
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22

WONG, CHI-LONG, and 黃子龍. "Modern Chinese Ink Painting Used in the Visual Creation of Digital Fantasy Game: Using "Possible Worlds" As an Example." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/8e492y.

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碩士<br>國立臺北教育大學<br>數位科技設計學系(含玩具與遊戲設計碩士班)<br>104<br>Chinese Ink painting art is the unique art style. Different from the Western art as a realist-based, Chinese ink painting is the expression of the mood-based. Today, Chinese ink painting art combines with Western art. Developed modern Chinese ink painting, digital Chinese ink painting and other innovative art form. In today's gaming market has no shortage of all kinds of Chinese ink painting style game, but since early in the game industry has been developing a set of fixed-art models, even with the use of Chinese ink art games, mostly seen in
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23

Neuheisl, Lukáš. "Archeogaming a kulturní dědictví hráčů digitálních her." Master's thesis, 2019. http://www.nusl.cz/ntk/nusl-404740.

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Progression of human civilization in fields of technology, culture and media is closely tied to the creation of remains known as a cultural heritage. These artefacts and knowledge are testimonies of human cultures of distant and recent pasts. In last two decades, a trend of creating and living in synthetic worlds has emerged with social media and vast digital games being prime examples of such synthetic worlds. To better understand human culture, a new, yet undeveloped and academically unestablished (even though suggested by texts in past 30 years) interdisciplinar field has emerged: archaogam
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WU, CHENG-YUAN, and 吳承媛. "A Creation Description of the Digital Game “Little Me Little World”." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/z6j7f7.

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碩士<br>國立臺灣藝術大學<br>多媒體動畫藝術學系新媒體藝術碩士班<br>106<br>“Little Me Little World” is a digital game app that tells the story of a father and daughter. The father’s broad back can be viewed as the daughter’s home. The father carries his daughter on his back as she gradually grows. The inspiration for this story comes from the author’s own life experiences - her own memories and sentiments of her childhood with her father serving as the core creative axis. After the daughter grows up and leaves their father’s side, the paper planes that fly throughout the entire work embody her affection and love. At
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Herr, Timothy Paul. "Texts and reading in virtual environments : history and prospects." Thesis, 2012. http://hdl.handle.net/2152/ETD-UT-2012-05-5611.

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This thesis examines the activity of pleasure reading as conducted within three kinds of virtual environments: role-playing and adventure video games, Massively Multiplayer Online Games (MMOGs) such as World of Warcraft, and graphical online social worlds such as Second Life. I ask how and to what extent different types of virtual environments are able to provide immersive reading experiences. This analysis relies upon the concepts of telic (purpose-driven) and paratelic (pleasure-driven) modes of reading, and I examine how virtual environments provide affordances for one or the other mode.
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SHIH, HUEI-JHEN, and 施慧真. "A Study of Digital Game-based Learning in Social Studies Classroom for Elementary School - A Case Study of the World Culture." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/mjzb9a.

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碩士<br>華梵大學<br>資訊管理學系碩士班<br>105<br>Students' ability to use technology and information is increasing with the popularity of mobile devices and the convenience of the APP. However the teaching materials of the senior social field curriculum are trivial, how to combine the APP to help students study more effectively with the relevant knowledge of the social field is worthy of study. In this study, MIT App Inventor 2 is used to design the APP of social field < World culture game >, and the teaching content of world culture in social field for the sixth grade student is integrated into the APP, whi
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Chou, Yi-Chen, and 周宜蓁. "The Impact of Social Media’s Posts Writing on the Television Viewing Behavior of Digital Television Viewers: An Example of Baseball World Cup for Taiwan’s Games." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/nzk47x.

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碩士<br>國立臺北科技大學<br>經營管理系碩士班<br>105<br>The rise of Internet has cultivated a new type of television viewing behavior. Many viewers watch TV programs and simultaneously participate in discussions on social media such as Facebook, and therefore, it has become significant for the employees in TV industry to learn how to improve ratings in terms of Facebook. In this research, we take an example of Baseball World Cup and use Text Mining to identify keywords that affected TV program ratings from the posts and the comments in Facebook. Then, CART and VAR are applied to build up a TV program rating fore
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Matuszkiewicz, Kai. "Zwischen Interaktion und Narration:." Doctoral thesis, 2017. http://hdl.handle.net/11858/00-1735-0000-002E-E458-E.

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