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Dissertations / Theses on the topic 'Game character'

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1

Mäkinen, Måns. "Optimizing topology for a game Character : Creating a humanoid game character for animation." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69541.

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This thesis will go through how to create good topology for a humanoid character that will be animated for a game.   First, I will go through some things to keep in mind and why they are important. I will then create two different models, one when I’m following the principles i have gone through in the thesis and one when I don’t do that and then compare the results to anatomy references.   The two models will have the same weight paints as far as possible and will play the same animation.   The purpose is to be able to use this thesis as a help with that your supposed to think about when you create your characters topology and how to avoid simple mistakes.<br>Denna rapport kommer gå igenom hur man skapar bra topologi för en humanoid karaktär som ska animeras för ett spel.   Först kommer jag ta upp lite olika saker man ska tänka på och varför det är viktigt. Jag kommer sedan skapa två olika modeller, en när jag mer följer det som jag har gått igenom och en när jag inte gör det och sedan jämföra dem med anatomi referenser.   De två karaktärerna kommer ha så lika weight paints som möjligt och köra samma animation.   Syftet är att man ska kunna ha den här rapporten som hjälp med vad man ska tänka på när man skapar sin karaktärtopologi och hur man kan undvika simpla misstag.
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Rashidi, Danial. "Game Character : Concept to product." Thesis, University of Gävle, Ämnesavdelningen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-4723.

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<p>A production pipeline of different game companies is explored with the idea of creating characters specifically designed for games. A character was created following the different components of a real game studio which produced a low poly count character that could be implemented into a game from a technical and aesthetic point of view. An aim of this research paper was to obtain a better understanding of how the idea of a game character is developed and also why industry professionals utilize some techniques and not others. A finished game character model was created from the design process concept stage to the final product for an online game contest.</p>
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Kallin, Dan. "Characters in Roleplaying Games : a study of the bond created between player and character." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1927.

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The bond between player and character as perceived by many, in pen-and-paper roleplaying games, is unrivalled in its emotional strength. This is an opinion shared by many hardcore enthusiasts across the globe. Personally I have never achieved a connection to any digital character that even closely resembles the intense affection I have felt for my pen-and-paper characters, and this baffles me. The goal with this thesis is to try and find exactly what pen-and-paper roleplaying games do differently. The method used is qualitative interviews with students at Gotland University. The participants are experienced roleplayers in both the analogue and digital form. With their help I try to identify the reasons to why players get attached to pen-and-paper characters more than digital ones. The literature revolves around roleplaying and how we identify with characters in other media as well. The result shows that there are four distinct reasons to why players get attached to characters.
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Sutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.

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This thesis identifies and explores the types of communication modes that exist in video games. Different types of communication are identified and discussed based on Frye's audience centered theory of modes. The inferior communication mode, the mimetic communication mode, the leader-centered communication mode, the romantic communication mode, and the mythical communication mode are all explained. A convenience sample of six video game players were interviewed about video games. An analysis of their self-identification statements revealed that players seek a high level of romantic communication when playing video games. The romantic communication mode makes the video game world an idealized place where the players are able to manipulate their circumstances or show more intelligence than the user in reality. Uses of the communication modes are also explained.<br>Department of Telecommunications
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Joar, Hedvall, and Claesson Charlie. "Character description by the use of level design and game mechanics : A study on how to convey a character based narrative within a game." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-260644.

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This study is an investigation of the possibilities to create levels that convey a character and its personal narrative with the use of three level design methods. The used methods are: the use of smaller objects and details to convey information, using the player's personal references and memories and having a clear goal for the player. The results are gathered though qualitative interviews with the participant in the study and examining how participants interpret the narrative in game levels that were designed by using these three level design methods. This study uses the game Project Rewind as test bed, which was partially developed for this thesis purpose. The test result have shown that players took more notice of clusters of smaller visual objects, and memorized interactive objects much better than the stationary objects. They also used their own personal and cultural references, memories and stereotypes when analysing the objects in the levels to create an image of the character presented to them. Based on the results that we received from the interviews we found that having a clear demographic is important when designing a narrative level that needs be easy to understand. This is because of each player's own personal references, certain things can be perceived differently based on the player's references. The test results also show that the three level design methods mentioned can to a certain degree be used to convey a narrative when used to design a level.<br>Denna studie är en utredning av möjligheterna att skapa spelnivåer som förmedlar en karaktär och dess personliga berättelse med användning av tre level design metoder. De använda metoderna är: användning av mindre objekt och detaljer, användning av spelarens personliga referenser och minnen samt att ha ett tydligt mål för spelaren. Resultaten samlas in genom kvalitativa intervjuer med deltagarna i studien och analysera hur deltagarna tolkar berättelsen i spelets nivåer som var designade med hjälp av dessa tre level design metoder. Denna studie använder spelet Project Rewind för testerna, detta spel var delvis utvecklat för denna studiens ändamål. Test resultaten visar att spelaren tog upp mer information genom kluster av mindre visuella föremål, och memorerade interaktiva objekt mycket bättre än de stillastående objekten. De använde också sina egna personliga och kulturella referenser, minnen och stereotyper när de analyserade objekten i nivåerna för att skapa en bild av karaktären presenteras för dem. Baserat på de resultat som vi fått från undersökningen fann vi att det är viktigt att ha ett tydligt demografiskt mål, vilket är viktigt när man utformar en berättelse i en spel nivå som ska vara lätt att förstå. Detta är på grund av varje spelare har sina egna personliga referenser, vissa saker kan uppfattas på olika sätt beroende på vad för referenser man har. Test resultaten visar också att de tre level design metoderna som nämndes tidigare kan till en viss grad bli använda för att förmedla ett narrativ när man använder dem för att designa en nivå.
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Hall, 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.

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Abstract I. Introduction a. Thesis statement: What is the process for modeling a stylized character and how does this differ from a semi-realistic character? b. Expanded thesis statement: The two styles differ from start to finish in a variety of ways. I believe that semi-realistic characters require more source material when drawing and modeling; however stylized characters require a different level of creativity and artistic ability in creation. Modeling semi-realistic characters will be more dependent on source images while stylized characters may require special attention with non-standard texture, style, etc. Rendering techniques will also differ when it goes to presenting the final polished versions with the stylized character focusing on rendering styles that flatten the character while the semi realistic character will require rendering techniques that make it seem more real visually.
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Aho, Lind Hanna. "How can levels of stylized game-character details contribute to creating representation and relatability in female player characters?" Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-417309.

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This thesis´ aim is to discuss how different levels of details can contribute to creating perceived levels of representation and relatability. This was firstly done through a pilot study, which was made to gather more intel about female opinions on set player characters in games. Then through the creation of six stylized 3D busts, and finally through a main study, serving to find trends in female informants’ opinions about the levels of details, representation and relatability in said busts. Earlier research is presented and discussed, and notable connections between the earlier research and this thesis´s findings are presented.<br>Denna uppsats syftar till att presentera nya data och intressanta trender inom den aktuella debatten kring kvinnlig media-representation i spel. Detta genomfördes genom skapandet av en pilotstudie, gjord för att samla mer information om kvinnors åsikter om förbestämda spelkaraktärer, sedan genom skapandet av stiliserade 3D-byster, och slutligen genom utförandet av en huvudstudie, som tjänade till att hitta trender i kvinnliga informanters åsikter kring nivåerna av detaljer, representation och relatabilitet dem tidigare nämnda bysterna. Tidigare forskning redovisas och diskuteras, och anmärkningsvärda samband mellan den tidigare forskningen och uppsatsens resultat presenteras.
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Ramirez, Sessarego Andrés, and Arancibia Felype Arévalo. "Making Sense of a Game : A look into Tutorials and Character Mechanics." Thesis, Södertörns högskola, Medieteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38085.

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This paper researches how information in game tutorials can be retained by the player. We use a teach-back framework to see what information the participants’ retained. The purpose of this study is to understand how a video game can communicate vital information about character mechanics and rules with the help of tutorials integrated through level design. This qualitative study was conducted with 15 participants, they played through a Third-Person Action Platformer game which the authors created for this study. The participants were all experienced in this game genre for the sake of the results’ consistency. The results showed that the most effective method is the one that presented most text and restricted player freedom, that being said it is not the preferred method by the participants. This resulted in suggestions that differed from what is presented to them, some of them including demonstrations in the game world and even some audio elements that could be implemented instead of having a text-based tutorial.<br>I den här studien undersöker vi hur information i spelhandledning kan bibehållas av spelaren, vi använder en undervisningssammanfattning för att se vilken information deltagarna behöll. Syftet med denna studie är att förstå hur ett videospel kan kommunicera viktig information om karaktärsmekaniker och regler med hjälp av handledning integrerad genom nivådesign. Denna kvalitativa studie genomfördes med 15 deltagare, de spelade genom ett Tredje-Person action Platform spel som författarna skapade för denna studie. Alla deltagarna är erfarna i den här spelgenren för att hålla resultaten konsekventa. Den mest effektiva metoden är den som presenterade mest text och begränsade spelarens frihet men det var inte den föredragna metoden bland deltagarna. Det här resulterade i förslag som skilde sig från vad som presenterades för deltagarna, några av de förslagen inkluderade demonstrationer i spelvärlden och vissa ljudelement som kunde ha implementerats istället för att endast ha en textbaserad handledning.
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Crider, Ryan. "The Believing Game, a Novella with Critical Introduction| "Character"-izing Hysterical Realism." Thesis, University of Louisiana at Lafayette, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10163261.

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<p> The dissertation consists of an extended critical essay entitled &ldquo;&lsquo;Character&rsquo;-izing Hysterical Realism: Postmodernism, 9/11, and the Realistic Aesthetic&rdquo; and original fiction in the form of a novella, The Believing Game. The critical essay contextualizes the development of the subgenre of hysterical realism in the literary fiction of the 1990s and examines its regression in the years following the terrorist attacks of September 11, 2001. I suggest that hysterical realism can be partly understood as a hybrid of realism and postmodernism and a &ldquo;bridge&rdquo; from postmodernism to a new, still-emerging post-postmodern fiction. The Believing Game, set in a Midwestern college town, examines the challenges, fears, and desires of a young woman on the verge of falling into disillusionment. In her struggle to maintain self-confidence in the face of various personal crises, the main character may represent the general plight of twenty-something millennials. The novella deals prominently with themes such as faith, desire, love, and the tension between personal independence and social expectation.</p>
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Dunkel-Duerr, Evamaria. "Otome Game localization : A case study of the character Toma from Amnesia." Thesis, Högskolan Dalarna, Institutionen för språk, litteratur och lärande, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-35913.

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Using the Otome game Amnesia and its localized version Amnesia: Memories as a case study, the phenomenon of Otome games was explored from a translation- and Japanese studies' perspective. This paper investigated how translation choices shape character personality, and, as such, Western views. Toma, the most popular character from the Amnesia franchise according to Japanese popularity rankings, was received differently by the Western audience. This study aimed at exploring how translation choices might be related to this difference in reception. As such, it posed the questions: In what respect could changes that occurred during the localization process have led to an alteration of Toma's personality? How could these changes explain the discrepancy between player reception in Japan and the West? Upon analyzing the scripts, a connection between the effect created by certain translation strategies and Western player reception became apparent. Effects identified included the erasure of entry points for "self-inserting" players, the creation of a distorted first impression and the infringement of the players' spaces in ways not present in the original. The connection between character personality and the creation of an "equivalent gameplay experience" was explored. It resulted in the confirmation of the hypothesis surrounding their overall inseparability in an Otome game context, with the exception of a minority of justifiable cases where personality alterations were conducted in favor of a culturally equivalent gameplay experience. The impact of pre-filled gaps in the text led to decreased opportunities for players to contribute to the creation of meaning, while the presence of mistranslations sparked feelings of confusion regarding the character's sanity. Taking the role of the translator, the player and the virtual love interest into consideration, this paper suggests an approach derived from acting as a tool for future character personality preservation in Otome game translation.
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Lindholm, Emil. "Procedurally generating an initial character state for interesting role-playing game experiences." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20188.

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Berglind, Jens. "Choices and characters in roleplaying games : How types of choices affect the player/character connection." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-228511.

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The connection that players can feel toward their characters in pen-and-paper roleplaying games is a known phenomenon that has been previously studied and is recognized among roleplaying enthusiasts. Pen-and-paper roleplaying games are a complex form of games, with three distinct frames which are ludological, social, and diegetic (also called narrative). The frames are different aspects of the game as well as the base of different motivations for players, who value the frames in a varied degree. The goal of this thesis is to examine if in-game choices based on the diegetic frame in contrast to the ludological frame are correlated with the player/character connection. The method used for data collection is distribution of a quantitative questionnaire on the internet, spread to Swedish roleplayers through social media and associations tied to SVEROK. With their answers, the analysis identifies correlations between the player/character connection and the three frames of pen-and-paper roleplaying games, as well as other correlations noted in the data analysis. The literature revolves around the two core concepts; the player/character connection and the three frames of roleplaying games. The result shows that diegetic choices in contrast to ludological are weakly correlated with the player/character connection.
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Oakley, Samuel. "White by Default: An Examination of Race Portrayed by Character Creation Systems in Video Games." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1563874480029597.

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Fredriksson, Emma. "Combining Shape, Color and Postures for Ambiguous Character Roles." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-327036.

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This study explores how character design guidelines can be combined and remixed to create characters whose motivations are ambiguous to the viewer. I investigate some common guidelines that character artists generally follow when designing characters; summarized in a literature review, and then I test various applications of these guidelines through online surveys. I analyze the qualitative data from these surveys to answer the question of how flexible these guidelines are and how far they can be stretched. The study includes the design guidelines for color, shape and posture of the character, to see how each element is added to different kind of characters and how it affects the interpretation when changed. The final part of the study is done with a second online survey collecting qualitative data, including self-created characters built from the guidelines found for the protagonist or the antagonist and the results of the first survey. Two different designs are created and then changed to different versions, where the color scheme, shape or pose is reversed to the other’s role. The results collected from the online survey showed that by just changing color, shape and posture separately; the character is interpreted in new ways – which can be used when creating characters that are supposed to be hard to read. With the change of each separate element and by having the design elements counteract each other, the characters were read as good by about half the participants, while the other half interpreted it as evil. Depending on which design elements that were changed, opinions ranged between characters that are hiding their true nature, to characters that are trying to be good or a character that is supposed to betray the main character. By changing the two factors of color and shape at the same time, however, showed that the character was interpreted as almost strictly either good or evil.
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Bailey, Shasta. "Building and Using a Character in 3D Space." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/honors/214.

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The goal of this thesis was to take a character from concept to creation and animation. A variety of skills in 2D and 3D computer graphics were used in order to design and build the character for a 3D space. The character was taken from flat concept to 3D model, and then rigged with a skeleton in the 3D program Maya so that the character could be animated. The focus of the animation is a walk cycle.
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Nermansson, Niklas. "Evaluating how Non-player Character personalities affect the game experience in Future Happiness Challenge." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12813.

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Artificial Intelligence (AI) is used in many games and quite often the Non-Player Character(NPC)s simulate humans. To make the human NPCs believable and feel alive they need to be as human-like as possible in their behaviour. Three features commonly used to make an NPC human-like are needs, like eating or sleeping, social relationships and personalities. The objective of this thesis was to create an AI with different personalities that the NPCs may have in the game Future Happiness Challenge (FHC) and compare these personalities as well as try to find out whether personalities enhance the game experience. Three different personalities are implemented; Selfish, Selfless and Balanced. These are used as FHC presents the option to play either selfish or selfless. It can be played as a team or as an individualist that does not care about the others. This thesis tries to answer the question whether a player prefers a selfless NPC to a selfish in a game where this option is available. These extremes are also compared to a balanced NPC. When implementing the AI and the personalities, a Behaviour Tree (BT) was used and the main features of this implementation is presented to give an example of how personalities can be implemented in a game like FHC. The results suggest that personalities enhance the game experience and an interesting correlation can be seen between the players preference of an NPC and their own personality when playing the game. Rather than always preferring a selfish or a selfless NPC, the players seem to prefer the NPC which has a personality closely related to their own within the game.<br>Artificiell intelligens (AI) används i många spel och det är vanligt att datorstyrda karaktärer (Non-Player Characters) föreställer människor. För att göra dessa karaktärer trovärdiga och ge känslan av att leva så behöver deras beteenden göras så mänskliga som möjligt. Tre egenskaper som ofta används för att göra karaktärerna mänskliga är behov, såsom att äta eller sova, sociala relationer och personligheter. Målet med det här arbetet var att skapa en AI med olika personligheter som karaktärerna kan ha i spelet Future Happiness Challenge (FHC) och jämföra dessa personligheter samt försöka ta reda på om personligheter ökar spelupplevelsen. Tre olika personligheter implementerades; självisk, osjälvisk och balanserad. Dessa valdes då FHC ger spelaren möjligheten att spela antingen själviskt eller osjälviskt. Det kan spelas som ett lag eller som en egoist som inte bryr sig om de andra. Denna rapport försöker svara på frågan om spelaren föredrar en osjälvisk karaktär över en självisk i ett spel där denna möjlighet finns. Dessa extrema personligheter jämförs också med en balanserad. Under utvecklingen av AIn och personligheterna användes tekniken Behaviour Tree (BT) och större delen av implementationen är presenterad i detta arbete för att ge ett exempel på hur personligheter kan implementeras i ett spel som FHC. Resultaten föreslår att personligheter ökar spelupplevelsen och ett intressant samband kan ses mellan spelarnas preferens av NPC och spelarnas personligheter i FHC. Istället för att alltid föredra en självisk eller osjälvisk NPC, verkar spelarna föredra den NPC som har en personlighet lik sin egen i spelet.
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Lundwall, Clara. "Creating guidelines for game character designs : Bachelor thesis in the subject of computer graphics arts." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64970.

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This thesis will address the subject of character design for games. I will look into developing a method for creating a design template that one can use as basic guidelines when designing a character. The thesis includes research work revolving the subject of how shapes and colors are used to convey a game character’s personality and identity without dialogue or context. How the use of different poses and combinations of lines and shapes help define a character and the essence of the characters role in the game. The essay includes the creation of a module, how it would be used in a character design pipeline, and also ideas on how the module could be further developed. The module is tested by being used to create three different characters and the result is presented along with an evaluation of the usability of the module in a design pipeline. The summary and discussion includes how the module might be useful for less experienced artist, whilst redundant for the more experienced. How the module gave an initial boost and starting point in the designing of the three characters in this essay is also discussed.<br>Denna uppsatts kommer att behandla ämnet karaktärsdesign för spel. Jag kommer att undersöka hur man utvecklar en metod för att skapa en designmall som man kan använda som grundläggande riktlinjer när man utformar en karaktär. Avhandlingen innehåller forskning som undersöker hur former och färger används för att förmedla en spelkaraktärs personlighet och identitet utan dialog eller sammanhang. Hur användningen av olika poseringar och kombinationer av linjer och former hjälper till att definiera en karaktär och karaktärens roll i spelet. I uppsatsen ingår skapandet av en modul, hur den skulle användas i en karaktärsdesign pipeline, och även idéer om hur modulen skulle kunna vidareutvecklas. Modulen testas genom att användas för att skapa tre olika karaktärer och resultatet presenteras tillsammans med en utvärdering av modulens användbarhet i en designpipeline. Sammanfattningen och diskussionen behandlar hur modulen kan vara användbar för mindre erfarna konstnärer, samtidigt som den kanske är överflödiga för de mer erfarna. Hur modulen gav ett första steg och utgångspunkt i utformningen av de tre karaktärerna i denna uppsats diskuteras också.
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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.

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As a bachelor’s degree project, the study examines elements that may affect or distort players’ perception of opponents’ behavior in games. More specifically in stationary character driven games such as Texas Hold ‘em Poker. Elements that were chosen as a focus in the study were visual character design and participants previous experiences, such as knowledge of games in general and familiarity with Texas Hold ‘em Poker. A game prototype was designed as a tool to use when examining the subject. In the game prototype, players were seated at a Texas Hold ‘em Poker table and faced two opponents. One opponent was designed to be visually aggressive and the other visually defensive. Participants of the study were asked to answer a questionnaire and the resulting answers were analyzed in an attempt to find relevant information in regards to the subject of this project. The results of the study suggest that the elements chosen do affect players’ perception of opponents’ behavior.<br>Som 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.
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Byun, JaeHwan. "EFFECTS OF CHARACTER VOICE-OVER ON PLAYERS' ENGAGEMENT IN A DIGITAL ROLE-PLAYING GAME ENVIRONMENT." OpenSIUC, 2012. https://opensiuc.lib.siu.edu/dissertations/595.

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Learner engagement has been considered one of the keys that can lead learners to successful learning in a multimedia learning environment such as digital game-based learning. Regarding this point, game-based learning advocates (e.g., Gee, 2003; Prensky, 2001) have asserted that digital games have great potential to engage learners. Nonetheless, there have been only a small number of empirical research studies of players' engagement, and there is little consensus on which elements of digital games critically engage people in play (Garris, Ahlers, & Driskell, 2002). Furthermore, despite the possibility that sensory stimuli can be factors influencing digital game players' engagement, there have been very few attempts to examine empirically the relationship between engagement and sensory stimuli. This study examined the effects of game characters' voice-over in digital games on players' engagement, by using a short digital role-playing game modified from Neverwinter Nights 2. A randomized control-group post-test only design was used to collect data from 74 participants (22 female, 52 male); engagement was measured by a modification of the Game Engagement Questionnaire (Brockmyer et al., 2009). Data analysis revealed that the GEQ mean scores of the participants who played the game with voice-over was much higher than that of the participants who played without voice-over. The difference of the mean scores between the two groups was statistically significant (t = 2.45, df = 72 p = .02), and the effect size, Cohen's d, was .58 (moderately significant). The results of this study will guide educational practitioners to the identification of more effective ways of adopting, developing, and modifying digital games for educational purposes, as well as furthering the research and guiding the practice in instructional multimedia design and development.
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Gough, Richard D. "Player attitudes to avatar development in digital games : an exploratory study of single-player role-playing games and other genres." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/13540.

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Digital games incorporate systems that allow players to customise and develop their controllable in-game representative (avatar) over the course of a game. Avatar customisation systems represent a point at which the goals and values of players interface with the intentions of the game developer forming a dynamic and complex relationship between system and user. With the proliferation of customisable avatars through digital games and the ongoing monetisation of customisation options through digital content delivery platforms it is important to understand the relationship between player and avatar in order to provide a better user experience and to develop an understanding of the cultural impact of the avatar. Previous research on avatar customisation has focused on the users of virtual worlds and massively multiplayer games, leaving single-player avatar experiences. These past studies have also typically focused on one particular aspect of avatar customisation and those that have looked at all factors involved in avatar customisation have done so with a very small sample. This research has aimed to address this gap in the literature by focusing primarily on avatar customisation features in single-player games, aiming to investigate the relationship between player and customisation systems from the perspective of the players of digital games. To fulfill the research aims and objectives, the qualitative approach of interpretative phenomenological analysis was adopted. Thirty participants were recruited using snowball and purposive sampling (the criteria being that participants had played games featuring customisable avatars) and accounts of their experiences were gathered through semi-structured interviews. Through this research, strategies of avatar customisation were explored in order to demonstrate how people use such systems. The shortcomings in game mechanics and user interfaces were highlighted so that future games can improve the avatar customisation experience.
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Pettersson, Fredrik. "Karaktärsskapandets potential och begränsningar." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-232025.

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This project report describes a supplement for character creation in a tabletop role-playing game “Dragons and Demons." The purpose of this project is to improve the character creation for the players’ trough the narrative elements such as character’s background story. The applied qualitative methods such as a test panel and a questionnaire were conducted for the evaluation of theories used during character creation and to get feedback on the supplement’s creative value for the players. The aim of the questionnaire was to see how the method for the character creation differs from the regular way of making a character for a tabletop role-playing game and if this idea improves user experience during the tabletop role-playing game. The results of the evaluation are based on answers from novice and experienced players, and conclude that the additional background story creates an insight into the character's past, which makes it easier for novice players to get quick started with character creation. The experienced players expressed that the supplement for character creation was more entertaining than the traditional way of making a character for a tabletop role-playing game.
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Cavalcanti, Fabrino Gomes Vinícius. "Método ágil para concepção de personagens para jogos digitais no arranjo produtivo local de Pernambuco." Universidade Federal de Pernambuco, 2010. https://repositorio.ufpe.br/handle/123456789/2958.

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Made available in DSpace on 2014-06-12T16:25:29Z (GMT). No. of bitstreams: 2 arquivo1359_1.pdf: 1391977 bytes, checksum: d735ba108f48b12269a0f9f6b4f833db (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2010<br>Esta pesquisa procura criar um método que oriente a comunicação entre o game designer e o character designer na criação de um personagem para um jogo digital. Tendo como contexto o arranjo produtivo local das empresas de Pernambuco. Primeiramente é apresentado o arranjo local das empresas de jogos por meio de entrevistas com os game designers. Em seguida, o estado da arte demonstra que pouco foi feito a cerca do assunto. Adotamos o design como guia de criação para uma proposta que facilite, agilize e evolua a comunicação entre idéia (game design) e a produção (character design). Por fim, apresentamos o método desenvolvido e como tal aplicação pode ajudar o futuro das empresas e da produção de jogos
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Stenvall, Jamie. ""ARE YOU A BOY OR A GIRL?" Nonbinary character design in gaming." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19996.

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Nonbinary game characters are often designed based on harmful stereotypes such asfollowing a strict androgynous aesthetic or as not being human. This thesis studies both howthese stereotypes are perceived by the represented gaming audience, and also if analternative method can be successful in nonbinary character design. Two sets of fournonbinary characters were created in which two characters were based on existingstereotypes, and two were inspired by nonbinary celebrities and members of a nonbinaryforum. The artefacts were included in a survey in which the participants chose the most andleast successful design, motivated their answers, and also discussed trends and stereotypesthey had noticed in nonbinary characters. Based on the performed research and the surveyresults, the suggested solution is to create more nonbinary characters, especially visiblyhuman ones.
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Paananen, A. (Anniina). "The development of the character of Lara Croft as manifested in the dialogue between her and other characters in the Tomb Raider reboot video game." Bachelor's thesis, University of Oulu, 2017. http://urn.fi/URN:NBN:fi:oulu-201706072625.

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The purpose of this thesis is to examine the development of the character of Lara Croft by analysing her dialogue with four other characters in the video game Tomb Raider, from 2013. The four other characters are Conrad Roth, Samantha “Sam” Nishimura, Alex Weiss and Dr James Whitman. In analysing the dialogue, content analysis was used in order to discover common themes in Lara Croft’s relationships with the other characters. The themes found in the dialogue are strength, trust, affection, guilt and acceptance. These themes appear differently in her relationships, each of which revealing a different aspect of her development. The analysis of the dialogue shows Lara Croft’s development as a character as she grows from an inexperienced adventurer into a strong but withdrawn survivor<br>Tämän tutkielman tarkoituksena on tarkastella Lara Croftin hahmon kehitystä analysoimalla hänen dialogiaan neljän muun hahmon kanssa videopelissä Tomb Raider vuodelta 2013. Kyseiset neljä muuta hahmoa ovat Conrad Roth, Samantha “Sam” Nishimura, Alex Weiss ja Dr James Whitman. Dialogin analysoinnissa käytettiin sisällönanalyysiä, joka paljasti yhteisiä teemoja Lara Croftin suhteissa muiden hahmojen kanssa. Teemat, jotka dialogista löytyivät, ovat vahvuus, luottamus, kiintymys, syyllisyys ja hyväksyntä. Nämä teemat ilmenevät eri tavoin hänen suhteissaan, joista jokainen paljastaa eri puolen hänen kehityksestään. Dialogin analyysi osoittaa Lara Croftin kehityksen hahmona, kun hän kasvaa kokemattomasta seikkailijasta vahvaksi mutta sulkeutuneeksi selviytyjäksi
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Crouse, Julia Kalyanaraman Sriram. "Wiimote possibilities the effects technologically advanced game controllers and character perspective on presence, user control and attitude /." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2009. http://dc.lib.unc.edu/u?/etd,2719.

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Thesis (M.A.)--University of North Carolina at Chapel Hill, 2009.<br>Title from electronic title page (viewed Mar. 10, 2010). "... in partial fulfillment of the requirements for the degree of Master of Arts in the School of Journalism and Mass Communication." Discipline: Journalism and Mass Communication; Department/School: Journalism and Mass Communication, School of.
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Geijer, Matilda, and Joachim Persson. ""Femtio olika skäggarter?" : En studie om karaktärsskapande i singleplayerspel." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29444.

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I denna studie undersöks hur de grafiska aspekterna av karaktärsskapande påverkar spelare och deras engagemang i singleplayerspel. Syftet med studien är att undersöka vilken betydelse utseendet på spelarskapade karaktärer har för spelares engagemang och ifall det påverkar deras spelande. Semi-strukturerade intervjuer utfördes med sex deltagare där teman som bl.a. inspiration, motivation, form vs funktion och rollspelande uppkom. Slutsatsen var att det visuella utseendet har stor betydelse för spelare och bidrar till deras engagemang i spelet. Studien kan hjälpa spelutvecklare med att skapa spel med character creation som är uppskattade av spelare och ger dem en meningsfull upplevelse.<br>This study examines how the graphical aspects of character creation affects players and their involvement in single-player games. The purpose of the study is to investigate what significance the appearance of player created characters has to player commitment and whether it affects their gaming. Semi-structured interviews were conducted with six participants where themes such as inspiration, motivation, form vs function and role playing arose. The conclusion was that the appearance of the player created character had a big significance for players and that it contributed to player involvement in the game. The study can help game developers create games with character creation which are appreciated by players and give them a meaningful experience.
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Jeppsson, Bertil. "AI-controlled life in Role-playing games." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5016.

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Will more realistic behaviour among non-playing characters (NPCs) in a role-playing game(RPG) improve the overall feeling of the game for the player? Would players notice the enhanced life of a NPC in a role-playing game, or is the time spent in cities and villages insufficient to notice any difference at all? There are plenty best-selling RPGs with simplistic, repetitive NPC behaviour on the market. Does that mean that smarter NPCs is not necessary and that an improvement of them wouldn&apos;t benefit the players&apos; impression of it? Or would some of these well recognised games get even better with a more evolved AI? These are some of the thoughts that created the initial spark of curiosity that inspired the making of this article. By assuming that a more complex game AI for the NPCs will improve the realism and feeling in a role-playing game, a research about possible techniques to achieve this was made. The technique Smart Terrain was found most beneficial for the purpose with this research. It&apos;s been used successfully in the well-selling game The Sims and appeared to be a good choice for an NPC AI with the flexibility and expandability it delivers. With a technique of great potential selected, a first version of an AI using it was implemented as a module to the commercial RPG Neverwinter Nights 2(NWN2). With the implemented Smart Terrain AI at hand, twelve testers got to compare this AI with the one that is encountered in the original campaign of NWN2. As all the participants in the test thought the new version of the AI more realistic than the original AI, the hypothesis was proven to be true. The results gave a strong indication of that using the Smart Terrain technique is a good choice to achieve higher realism among non-hostile NPCs in a RPG like NWN2.
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Lin, Lolo. "What are the graphical differences between Asian and Western playable female game character? : And what do people with different ethnic background prefer?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13810.

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This research aimed to investigate game developers' preferences and graphical differences between Chinese and Western female game characters. Parts of the survey were conducted in China and in cooperation with Game Hub Scandinavia (2015). For this research, an image analysis and two models were made. The image analysis analyzed common elements that exist between different female characters from Chinese and Western game toplists. One model was based on a Chinese game toplist and the other model was based on a Western game toplist. The survey was conducted through Internet surveys and interviews. Results showed that there were graphical differences between games from Chinese and Western game lists, but there is not a significant difference between game developers' preferences.
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Kling, Agnes. ""Äh, ryck upp dig!" : Grafisk gestaltning av mental ohälsa i karaktärsdesign för spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13604.

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Media har visat tendenser att gestalta mental ohälsa på nedvärderande sätt gentemot karaktären. Denna studie berör hur olika grafiska gestaltningar av depression påverkar betraktarens uppfattning av karaktären. Studien riktar sig mot tillämpning inom mediet elektroniska spel. Under arbetet undersöktes tre olika gestaltningssätt – via utseende, kroppsspråk och miljö. Gestaltningarna hade två delar: Del 1 gestaltade depression; Del 2 en neutral karaktär. De ”sjuka” attributen insamlades från teoretiska källor samt studerade datorspel. Utvärdering skedde genom både enkät och intervjuer, för att nå både övergripande åsikter liksom bättre förståelse till svaren. Resultatet talade för att gestaltningen via Utseende var tydligast relaterat till depression. Gestaltning genom Miljö var däremot den som deltagarna kopplade mest till en spelbar spelkaraktär. Studien behöver dock testas mer för att ge ett pålitligt resultat. Den kan också tjäna på att bli ännu mer koncentrerad, exempelvis att fokusera på Utseende för att testa olika kombinationer av attribut, etniciteter och kroppstyper.
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McGill, Jarrett. "Finding Personality in Animation." Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/honors/642.

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There is a difference between making something move and bringing something to life in animation. The animation principles work together to bring out character that is only visible with memorable movement. Given how the entertainment space has changed and grown over recent years, it is arguably vital for characters to be unforgettable for franchises to survive. This creative thesis explores how personalities are interpreted in animation by viewers and creators, and a workflow to bring the personalities to the forefront in the piece. Three distinct characters will be animated with the same set of animations to showcase how a personality can shine.
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Larsson, Jarl. "Performance of Physics-Driven Procedural Animation of Character Locomotion : For Bipedal and Quadrupedal Gait." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1832.

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Context. Animation of character locomotion is an important part of computer animation and games. It is a vital aspect in achieving believable behaviour and articulation for virtual characters. For games there is also often a need for supporting real-time reactive behaviour in an animation as a response to direct or indirect user interaction, which have given rise to procedural solutions to generate animation of locomotion. Objectives. In this thesis the performance aspects for procedurally generating animation of locomotion within real-time constraints is evaluated, for bipeds and quadrupeds, and for simulations of several characters. A general pose-driven feedback algorithm for physics-driven character locomotion is implemented for this purpose. Methods. The execution time of the locomotion algorithm is evaluated using an automated experiment process, in which real-time gait simulations of incrementing character population count are instantiated and measured, for the bipedal and quadrupedal gaits. The simulations are measured for both serial and parallel executions of the locomotion algorithm. Results. Simulations of up to and including 100 characters are performance measured providing an overview of the slowdown rate when increasing the character count in the simulations, as well as the performance relations between bipeds and quadrupeds. Conclusions. The experiment concludes that the evaluated algorithm on its own exhibits a relatively small performance impact that scales almost linearly for the evaluated population sizes. Due to the relatively low performance impacts it is thus also concluded that for future experiments a broader measurement of the locomotion algorithm that includes and compares different physics solvers is of interest.
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Svensell, Elin, and Amanda Öberg. "Vilken karaktär väljer du? : Karaktärsval i digitala spel och klädernas roll." Thesis, Umeå universitet, Institutionen för informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-183615.

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In this study we look at character choices in digital games, what causes them and more specifically how big of an impact the character’s clothing has on this choice, and how this differs between genders. Further, we also look at differences in how partially nude characters are perceived versus fully clothed characters, as well as how all of this affects the player's user experience. With this in mind, we also want to know how game designers can use this knowledge in character choices to design for a good user experience. To answer these questions, we conducted qualitative interviews as well as a survey. Based on the results we concluded that the clothing has quite a low impact on the player’s character choice, but that they prefer to play as a fully clothed character if they get to choose. Instead, the character’s abilities are mostly what drives the choice. Furthermore, a partially nude character is most often seen as unrealistic, annoying, and/or uncomfortable for the player. This is especially true for female characters. In order to design for a good user experience in character choices, the game designer should include as many female as male characters, as this benefit both men and women. This is because women tend to play as female characters, whereas men to a greater extent plays with both male and female characters. Beyond this it is also a good idea for the colours of characters to be customizable to tailor to players specific needs, such as colour-blindness.
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Ahlm, Daniel, and Johanna Lindgren. "Game, Set and Cohesion : A case study of sport for social cohesion in Timor Leste." Thesis, Linnéuniversitetet, Institutionen för medier och journalistik (MJ), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-29109.

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This thesis addresses how sports can encourage social cohesion amongst youth in Dili, Timor Leste. It is a case study, conducted in Timor Leste and is based on interviews with staff working at organizations that offer sport for peace programs as well as with other interested parties. The sport for peace programs involves youth in and around Dili and were initiated as a peace-building method. The communication aspect is analyzed through a participatory communication approach. The thesis investigates sports effect on social behavior from a sport pshycology perspective. It brings up both challenges and improvements for the sport for peace programs. The thesis also show the positive aspects of using sports as a tool for social cohesion.
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Neckman, Karolina, and Elgé Petrulyté. "Historical fashion and modern action : Historical accuracy in female costumes in games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18967.

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This thesis will investigate how developers can create recognizable and historically realistic female game characters while balancing historically accurate aspects and creative aesthetics.This paper is meant to give a better understanding of the importance of accurate historical female costumes in games, and investigate whether or not these are preferable to a gaming audience. The results will be reached by analysing the results collected from two online surveys where six 3D models’ turnarounds from two different eras with different levels of historical accuracy will be represented.
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Conroy, David J. "ThreatBot: A new model for improving FPS experiences with bots." Thesis, Queensland University of Technology, 2015. https://eprints.qut.edu.au/90077/1/David_Conroy_Thesis.pdf.

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This work is focused on the player experience and the design of artificial intelligence (AI) to meet player expectations in a competitive video game context. The original contribution of this research is a new approach to designing games and AI opponents that are more enjoyable for players to interact with, particularly in First Person Shooter (FPS) video games. This approach is modeled in detail and implemented in a prototype game AI called ThreatBot. The results show that the new AI design is more enjoyable to compete against, particularly with regards to player's perceived levels of competence.
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Miliukas, Vaclovas. "Mokymo pastiprinimu metodų pritaikymas kompiuterinio žaidimo personažui interaktyvioje 2D/3D grafikos sistemoje." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2011. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2011~D_20110615_135123-39720.

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Šiame darbe buvo pasiūlyti dirbtinio intelekto pritaikymo būdai bei metodai, kompiuterinio žaidimo personažui, dviejų personažų koviniam žaidimui. Pasiūlytais būdais bei metodais buvo bandoma pritaikyti dirbtinį intelektą kompiuterinio žaidimo personažui, šio tipo žaidimui. Buvo tiriama ar pasliūlyti būdai ir metodai tinka šiai kompiuterinių žaidimų klasei. Taip pat buvo tiriamas agento mokymosi greitis, nuo ko jis priklauso bei ieškomi faktoriai, kurie lemia tokio tipo žaidimo personažams sparčiau mokintis ir naudingiau naudotis įgytomis žiniomis. Atrastus ir ištirtus faktorius buvo stengiamasi suderinti taip, kad mokomas personažas balansuotų tarp greitai besimokančio ir tinkamai besinaudojančio išmoktomis žiniomis.<br>In this work was offered an adjustments of techniques and methods of artificial intelligence for computer player, in two-players combat games. There was tried to adapt the artificial intelligence to the computer player, with those proposed techniques and methods in this type of games. Also was investigated whether those proposed techniques and methods suits for this class of computer games. In this work also was analyzed agent learning speed, on what depends it and explored the factors that determines the rapid learning speed and efficient use of agent knowledge. Discovered and investigated factors were fitted to the rapid learning speed and efficient use of agent knowledge.
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Söderlund, Alexandra. "Spelkaraktärer i TV- och datorspel : En studie om spelkaraktärers betydelse för spelupplevelsen." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-163280.

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Computer and video games have taken the world by storm, since their creation the interest for these games has increased and approximately 62% of the Swedish population now plays computer or video games. A game character is of tremendous importance in a game and plays a central part in the whole game, however, the portrayal of these characters are often unrealistic. The female characters, however few, are often portrayed as oversexualized or subjugated as sexual objects. In this paper, a research is made studying the game experience from women’s point of view, trying to clarify how women are affected by the game characters they are offered in these games and how they are affected by them. The method used to investigate the thesis in this study is a qualitative study where a focus group consisting of ten female gamers are interviewed. The data collected in this study is the responses from the interviews. The central parts of their answers will be the topics in the results and discussion. The results show that game characters and how they are portrayed as well as how the game is designed affects the gamers greatly.
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Tengzelius, Benjamin. "Engagerande Karaktärer : En studie av Murray Smiths teorier applicerat på film och dataspel." Thesis, Karlstad University, Karlstad University, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-358.

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<p>Uppsatsen handlar om de faktorer som gör att vi engagerar oss för karaktärer i film och huruvida de är de samma för dataspel. Syftet med uppsatsen är att testa en teori av Murray Smith som gäller filmkaraktärer och se om den går att använda även när man tittar på dataspel. Den exakta frågeställningen i uppsatsen är som följer: Murray Smith har skapat en teori för hur engagerande karaktärer skapas i film. Hur pass applicerbara är hans teorier för engagerande karaktärer när det kommer till ett annat visuellt medium som dataspel? Måste teorin tillämpas annorlunda? Är andra aspekter av teorin viktigare i det nya mediet?</p><p>I uppsatsens teoribakgrund tas teoriinriktningar som bland annat semiotik och psykoanalys upp och förklaras. Bakgrunden avslutas med en beskrivning och förklaring av Smiths teori. Metoden bakom undersökningen i uppsatsen är en närläsning av två filmer och två spel. I resultatdelen har jag presenterat resultaten uppdelade efter film/spel och faktor. I resultaten fanns en viss skillnad mellan karaktärerna i film och dataspel. Efter analys visar sig dock skillnaderna bero av hur faktorerna används. Slutsatsen blev att skillnaderna låg inom ramen för teorin och den kunde användas utan förändringar även på dataspel. Resultatet innebär att vi fått ett nytt verktyg för att skapa och analysera engagerande karaktärer i dataspel.</p><br><p>This thesis is about the factors that make us engage in characters in movies and whether or not they are the same in games. The purpose of the paper is to test a theory by Murray Smith that concerns characters in movies to see if it is also valid for computer games. The precise research question is as follows: Murray Smith has created a theory for how engaging characters are created in movies. To which degree can these theories for engaging characters also be used for another visual media, such as computer games? Does the theory have to be used in another way? Are other parts more important in the new media?</p><p>In the theory background of the paper different theories such as semiotics and psychoanalysis are mentioned and explained. The background ends with a description and explanation of Smiths theory. The method used in the study is a close reading of two movies and two games. In the result section I have presented the result divided by movie/game and factor. In the results there was a slight difference between the characters in movies and computer games. After analysis the differences are reveled to depend on how the factors are used. The conclusion was that the differences were inside of the scope of the theory and the theory could be used without changes also for computer games. The results mean we have a new tool for creating and analyzing engaging characters in computer games</p>
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Zhang, Xin. "Four-Character Idioms in Advanced Spoken Chinese: Perception and Reaction of Native Speakers and A Pedagogy of C2 Expectations." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1471797737.

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

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Denna uppsats undersöker vad spelare vill uppleva i sitt karaktärsskapande iolika spel. Syftet med arbetet har varit att få bättre förståelse för vad enanvändare vill ha ut av sin karaktär och sitt karaktärskapande.Frågeställningen i arbetet löd: ”Vad är för en designer viktigast att tänka pånär man designar en karaktärsskapande del i ett spel?” Förhoppningen varatt få en djupare förståelse för karaktärsskapandets karaktär för att bättrekunna designa den karaktärsskapande delen i ett spel. Undersökningengenomfördes med en kvalitativ metod för att belysa frågorna djupare. Förstskapades en kvalitativ intervju, och efter intervjuerna skapades tre nyafrågor som lades ut på två internetforum med inriktning mot MMORPGs.De spelare som verkade vara mest intresserade av karaktärsskapande ochprocessen kring karaktärsskapandet, var de spelare som ibland ägnade sig åtrollspelande. De spelare som delvis eller helt ägnade sig åt Player versusPlayer verkade ha svårt att se någon mening med att skapa en identitet ellerett unikt utseende överhuvudtaget. Det viktigaste som framkom iundersökningen var att man måste känna sin publik. Som designer behöverman veta för vilka spelstilar man designar spelet. De faktorer som varviktiga för spelarna, för att kunna fördjupa sig i sina karaktärer, var att deraskaraktärer hade möjligheten att bli unika.<br>This paper is focused on a better understanding of what computer gameplayers want to get out of their character and the character creation. Thequestion addressed in the paper was: "What is most important for a designerto consider when designing a character-creation part of a game?" The aimwas to gain a deeper understanding of the nature of the character creationprocess in order to better design the character creation part of future games.The study has been conducted with a qualitative method to illuminate thequestions in more depth. First, a qualitative interview was made, and afterthe interviews, three new questions were created, which were then postedon two Internet forums focusing on MMORPGs. The players who were themost interested in character creation and the process of this, were theplayers who sometimes engaged in role play. The players who partially orfully engaged in Player versus Player combat, had difficulties seeing anypoint in creating an identity or a unique look at all. The most importantthing that emerged from the investigation was that the designer needs toknow his audience. As a designer, you need to take into account whatplaying styles you design the game for. The important factors for theplayers to immerse themselves in their characters, was that their characterscould be made unique.
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41

Albin-Clark, Adrian. "Simulating characters for observation : bridging theory and practice." Thesis, University of Manchester, 2012. https://www.research.manchester.ac.uk/portal/en/theses/simulating-characters-for-observation-bridging-theory-and-practice(eb68b4be-2122-4512-b7ba-ae86262f1b18).html.

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Observations of young children are conducted in an educational setting by practitioners to plan and assess activities based on the individual development and needs of the child. Challenges include: recording, how to be an observer rather than a participant, and connecting developmental theory to observable behaviour.Several projects have simulated children in their learning environments, aimed mainly at pre-service teachers, but these have neither been for young children where the activity is play-based nor where the adult is supportive of the child's interests. Some simulations have used 3D graphics to represent a child via a role-playing adult but there have been few attempts to use autonomous characters.A novel real-time interactive 3D graphical simulation—Observation—was developed, providing a physical sandbox for users to: add autonomous characters (representing children), add objects, and customise the play-based environment. The definitions of the characters were informed by the findings from early childhood research. The simulation was evaluated using two complementary serious game frameworks and its utility was evaluated by professionals within the field of early childhood education comprising university students and educators, and local education authority advisors. An explorative, mixed methods approach was taken, triangulating across: a pilot study and a main study; different research instruments (simulation activity plus questionnaire, focus groups, interviews); and a range of participants. The simulation has utility because: it is an interesting way to explore the behaviours of young children, the theoretical understanding behind children's play can be deepened, and observational skills can be developed. The simulation has wide appeal because the perceived utility of the simulation is not influenced by: professional experience, number of real-life observations of young children, or time spent playing video games. Age is considered to be the most important omission from the abstract character in the simulation.
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Teodor, Norén, and Palm Emanuel. "Character Balance in MOBA Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-254243.

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As live streaming of video games has become easier, electronic sports have grown quickly and they are still increasing as tournaments grow in viewers and prizes. The purpose of this paper is to examine the theory Metagame Bounds by applying it to League of Legends and Dota 2, to see if it is a valid way of looking at character balance in the Multiplayer Online Battle Arena game genre. The main mode of both games consist of matches played on a map where a team of five players is up against another team of five players. Characters in the games generally have four abilities and a number of attributes, making them complex to compare without context. We gathered character data from websites and entered the data into a file that we used with the Metagame Bounds application. We compared the graphs that the data yielded with how often a character wins and how often it is played. To examine whether the characters were balanced we also played the games and analysed the characters in depth. All statistical data gathered was retrieved over the span of a few hours on the 21st of April 2015 from the websites Champion.gg for League of Legends and Dotabuff for Dota 2. Sirlin’s (2001) definition of multiplayer game balance is “A multiplayer game is balanced if a reasonably large number of options available to the player are viable – especially, but not limited to, during high-level play by expert players.” and with the data we see that these games are balanced in terms of characters according to that definition. Overall we believe that Metagame Bounds is a valid way of looking at balance within the genre, but the data is not completely reliable on its own and should be compared with other statistics.
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Johansson, Magnus. "Do Non Player Characters dream of electric sheep? : A thesis about Players, NPCs, Immersion and Believability." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-89293.

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This is a thesis that deals with the norms and rules of players playing online games together. It is also a thesis about believability, the current capabilities of non-player characters (NPCs) and the attitudes amongst game developers towards dynamic and systemic games AI. The primary theme of this thesis considers which means of communication and coordination in terms of norms and rules are present in groups of players and particularly in guilds and clans playing Massively Multi Online Games (MMOGs) and First Person Shooters (FPSs) respectively. The presence of norms in these types of groups has been overlooked in previous research even though guilds have been addressed to some extent. When rules have been discussed in games research, the actual use, meaning and interpretation behind these rules from a player perspective has been omitted. In this thesis rules and norms are interpreted from a guild and clan perspective as important means for coordination, used in order to keep the group together. The implicit rules are further seen as implicit rules made explicit through guild and clan forums where these groups of players express how to preserve the shared game experience. The absence of rituals, norms and rules has also been studied in temporary groups of one MMOG, with the explanation that existing relations with other players are maintained in these game sessions, but new relations are usually seen as too costly to invest in. The second theme is directed at believability and the state of current NPCs, how immersion is influenced by NPCs that do not act in believable ways. The second theme is also influenced by the first theme, whereby rules and norms are seen as valuable tools for creating believability in NPCs, directly targeting the social layer, a slightly overlooked area of research. The last section is directed at applying the results from the first section, how players play by the rules and norms of the group, and how this could foster believability in NPCs.<br><p>At the time of the doctoral defense, the following papers were unpublished and had a status as follows: Paper 2: In press. Paper 5: In press. Paper 6: In press.</p>
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Spiropoulos, Alexander. "Internal Consistency : Ett steg bort ifrån sexistiska karaktärsporträtteringar inom spel." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10730.

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Idag råder det en ständig debatt om hur kvinnor porträtteras inom spel och vad för betydelse det har på oss spelkonsumenter. Tidigare forskning och studier påvisar att kvinnliga karaktärer inom spel är betydligt mer sexualiserade än deras manliga motsvarigheter. I det här arbetet behandlas min frågeställning: ” Vad är det för faktorer när det kommer till visuell design inom spelvärlden som gör sexualiserade karaktärsporträtteringar av kvinnliga karaktärer icke konsistenta i jämförelse med deras manliga motsvarigheter?” Genom en djupgående undersökning om karaktärsporträttering och bildanalys av en samling speltitlar från år 2010-2015, kunde en slutsats dras att upprätthållandet av en intern logisk kontinuitet inom karaktärsporträtteringen kan vara ett steg bort ifrån sexualiseringen av spelkaraktärer.<br>Today there is a constant debate about how women are portrayed in games and what effect is has on us game consumers. Past research and studies show that female characters in games are considerably more sexualized than their male counterpart. In this thesis my question formulation discuss “What are the factors when it comes to visual design in the gaming world that makes sexualized character portrayal of the female character non consistent compared to their male counterpart?” Through a thorough inquiry about character portrayal and image analysis of a collection of game titles from year 2010-2015, a conclusion could be made that the upholding of an internal and logical consistency within the portrayal of characters could be a step against the sexualisation of video game characters.
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45

Kassman, Elsa, and Linn Sjölund. "Interaktionen mellan användare och spelkaraktär : Användarens val, identifiering, reproducering och stereotypa normer i Tekken 7." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-35521.

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In this essay, we have unpacked four different levels (the role of women as: a) a part of game history, b) design process, c) characters of the game and d) users) to get a better understanding of the users choice of characters in the popular fighting game Tekken 7.   We have examined the role of women as part of the game’s history and design-process to gain a deeper understanding into the background of the game’s designing process. We have interviewed users with qualitative methods and used analysis strategies such as semiotic analysis and thematic analysis.   The results of our analysis show that users choose their characters based on visual attributes and that they imagine the characters as being an extension of themselves. Users apprehend the characters as stereotypical and thereby reproduce gender-related norms. The process of picking a character to play with is difficult for some of the users - There is a difference between female and male users due to stereotypical visual attributes of the characters which means that it is more problematic for female users to identify themselves with many of the characters. This is affecting the female users experience in a negative way.
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Thimrén, Linnéa. "Characters as Resources : How Players Relate to Characters in Crusader Kings II." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13746.

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In this study, an overview is presented regarding how the mechanics in a resource-based game, specifically Crusader Kings II (Paradox Development Studio 2012), might affect the player's connection to the characters in the game. The study introduces conventions prevalent in grand strategy games, roleplaying games as well as literature theory. Participants of the study played two different versions of a mod for Crusader Kings II (2012), and were interviewed, to find indications for how different players related to characters in the game, what mechanics they valued, and their view on the characters themselves. The conclusions that are reached in the study indicated that there are mechanics in the game that influence the player’s connection to the characters, but that it is, to a certain degree, up to the player as to what extent they are used or employed.
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Sävenryd, Moa. "How expert players choose and play strongly identifiable characters : A study of how players behave and strategize in character-based shooter games." Thesis, Uppsala universitet, Institutionen för informatik och media, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-331757.

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Olika spel har olika val för spelare vad gäller spelkaraktärer. I en del spel får spelare välja mellan karaktärer med definierade utseenden, egenskaper och roller. En typ av dessa spelkaraktärer kallas hjältar, vilka är skapade speciellt för ett spel eller också är de redan kända från annan media så som filmer. Online multiplayer skjutspel är en kategori av spel som kan innehålla hjältar, där spelare tävlar mot andra spelare. Detta projekt har utforskat hur olika hjältar från olika online multiplayer karaktärsbaserade skjutspel spelas. Målet var att undersöka hur expertspelare väljer och spelar olika hjältar i dessa spel genom att titta på varför spelare valde olika hjältar, deras beteende med dem och vilka strategier de använde. I projektet utfördes två speltest på två olika karaktärsbaserade online multiplayer skjutspel, en studie inkluderade intervjuer.    Studierna resulterade i olika aspekter som visades påverka deltagarnas val av hjälte och val av strategier. Dessa aspekter inkluderade interna aspekter så som deltagarnas preferenser och förväntningar, och externa aspekter så som speldesignerna och andra spelare. Det visade sig att för att göra meningsfulla beslut i spelen så krävdes en viss kunskap av spelen och dess hjältar. Strategier var också beroende av hur hjältarna var designade och deras funktioner. Det visades också att deltagarna tog olika beslutsvägar. Antingen så valde deltagarna först en hjälte att spela med och anpassade därefter strategierna till den valda hjälten, eller så valde deltagarna en hjälte med en strategi i åtanke. De olika beslutsvägarna markerade olika behov hos spelarna angående speldesign. Om valet av hjälte var det första så var kraven på speldesign att få en bild utav hjältens karaktär, om istället valet av strategi var det första så var kraven på speldesign mer om att få information om funktionaliteten hos hjältarna.<br>Heroes are a category of game characters that have a defined set of abilities and predefined roles. Depending on game, the heroes have different functionalities and roles, and are either created for the game and its lore, or are already known from other medias. Heroes occur in different types of games, including online multiplayer shooter games where players compete online in teams against other players. The following project has focused on exploring how different kinds of heroes, in different online multiplayer character-based shooter games, are played. The aim of the project was to investigate how expert players chose and played heroes in online multiplayer shooter games by looking at reasons behind hero choices, player behavior and used strategies when playing different heroes. Two playtest studies have been carried out on two different online multiplayer character-based shooter games, one study including interviews.  The result of the studies demonstrated that hero choice and strategy choice was affected by different aspects including internal factors such as player preferences and expectations, as well as external factors such as game design and other players. It was found knowledge of the game and its heroes to some extent were needed to make meaningful decisions in the game. Strategies used and behaviors with the heroes were dependent on the design of the heroes. Furthermore, it was found that participants took different decision paths, either first choosing hero and thereafter adjusting the strategy to the chosen hero, or choosing a hero with a strategy already in mind. Choosing hero first, participants were affected by internal and external factors. Choosing strategy first, the influencing aspect were only internal. These paths highlighted different player needs in game design. If choosing hero first the player needs concerned understanding the hero as a character, and if choosing strategy first the player needs concerned getting information about the functionality of the heroes.
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Persson, Louise. "To Kill or Not to Kill : The Moral and Dramatic Potential of Expendable Characters in Role-playing Video Game Narratives." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12347.

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Killing in role-playing video games is often a prominent feature. Most of the times, the characters killed are nameless criminals or minions of the true antagonist and if the game wants the player to kill, the player will most probably kill. This research was conducted to see how a dynamic narrative could affect a player’s choice of whether or not to kill expendable adversaries when a choice was provided. Participants played an interactive narrative in two different versions, followed by interviews, to see how narrative consequences and mechanisms for moral disengagement affected the players’ choices. The results showed that the choice of whether or not to kill could be affected if the narrative is dynamic and the non-playable characters reflect upon the choices made. Future studies should be conducted to see how graphics and sound affect the choices, and to see if it might be the mere choice in itself that affects the players the most.
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Gast, Alexander. "Identification with Game Characters : Effects of visual attributes on the identification process between players and characters." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32341.

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Concept of identity within digital games is believed to be a prominent subject as the bond between the player and the character could potentially enhance the gameplay experience. There is as yet a lack of studies addressing the visual identification of predefined game characters. Therefore, this study aims to examine how the identification is established through visual attributes of a game character. To this end, a qualitative online survey was undertaking, gathering responses from 350 respondents. The responses were analysed using thematic analysis, and the elicited themes indicate that the identification has in fact been established, where visual attributes such as hair, weapons, outfits and even abilities had an influence on how the participants perceived and identified themselves with the character.<br>Begreppet identitet inom digitala spel tros vara ett betydande ämne när det kommer till spelforskning då samhörigheten mellan en spelare och en karaktär potentiellt kan förstärka spelupplevelsen. Eftersom en liten mängd studier använder termen identifiering inom visuella studier av fördefinierade spelkaraktärer, syftar denna studie till att undersöka hur identifiering etableras genom spelkaraktärens visuella attribut. Totalt har 350 respondenter besvarat ett kvalitativt online-frågeformulär. Svaren har analyserats med hjälp av tematisk analys, och de uppfunna teman indikerar på att identifiering har fastställts, där visuella attribut såsom hår, vapen, kläder men även förmågor har inverkat på hur deltagarna uppfattade och identifierade sig med en karaktär.
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Evans, Bruce. "The Message in the Mechanics: Designing Game Mechanics that Reflect a Character’s Mental State." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1555615050474514.

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