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Dissertations / Theses on the topic 'Game content'

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1

Fristedt, Ted, and Nicholas Lo. "In-game transactions in Free-to-play games : Player motivation to purchase in-game content." Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-387646.

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Throughout the last two years the revenues from in-game transactions in video-games have increased due to its growing presence both in traditional retail games as well as digital due to the fact that more and more games have become free. This growing presence is the basis for answering the question of what motivates players to spend money on in-game purchases in freeto-play games. The research found that having a well designed game is a very important factor that makes players purchase content. Many respondents made purchases based on emotional reasons such as wanting to look cool. People also
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Gustafsson, Andreas, and Jesper Vallett. "Context-Aware Procedural Content Generation with Player Modelling in Mobile Action Role Playing Game." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20530.

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This paper aimed to discover how player satisfaction is affected by context-aware elements based on physical, real-world factors in an action role-playing game. The possibility of utilizing player modelling to counteract the reduction in player empowerment in a game heavily influenced by external factors was also explored. This was accomplished by creating an ARPG heavily integrated with various weather, and daytime, context data obtained from web-based APIs. Followed by conducting qualitative tests with help of eleven participants during a time period of a week. The evaluated results were pre
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Bengtsson, Daniel, and Johan Melin. "Constrained procedural floor plan generation for game environments." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13006.

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Background: Procedural content generation (PCG) has become an important subject as the demand for content in modern games has increased. Paradox Arctic is a game development studio that aims to be at the forefront of technological solutions and is therefore interested in furthering their knowledge in PCG. To this end, Paradox Arctic has expressed their interest in a collaborative effort to further explore the subject of procedural floor plan generation. Objective: The main goal of this work is to test whether a solution based on growth, subdivision or a combination thereof, can be used to proc
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Rudzicz, Nicholas. "Arda: a framework for procedural video game content generation." Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=40821.

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The current trend in computer game design is toward larger and richer virtual worlds, providing interesting and abundant game content for players to explore. The creation and continuous expansion of detailed virtual environments, however, is a time and resource-consuming task for game developers. Procedural content generation potentially solves this problem; textures, landscapes, and more recently the creation of entire cities and their constituent roads and buildings can be performed in an auto mated fashion, potentially offering considerable resource savings for developers. This thesis devel
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Hastings, Erin. "AUTOMATIC GRAPHICS AND GAME CONTENT GENERATION THROUGH EVOLUTIONARY COMPUTATION." Doctoral diss., University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2643.

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Simulation and game content includes the levels, models, textures, items, and other objects encountered and possessed by players during the game. In most modern video games and simulation software, the set of content shipped with the product is static and unchanging, or at best, randomized within a narrow set of parameters. However, ideally, if game content could be constantly and automatically renewed, players would remain engaged longer in the evolving stream of content. This dissertation introduces three novel technologies that together realize this ambition. (1) The first, NEAT Particles,
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Khoshkangini, Reza. "Personalized Game Content Generation and Recommendation for Gamified Systems." Doctoral thesis, Università degli studi di Padova, 2018. http://hdl.handle.net/11577/3424854.

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Gamification, that is, the usage of game content in non-game contexts, has been successfully employed in several application domains to foster engagement, as well as to influence the behavior of end users. Although gamification is often effective in inducing behavioral changes in citizens, the difficulty in retaining players and sustaining the acquired behavior over time, shows some limitations of this technology. That is especially unfortunate, because changing players’ demeanor (which have been shaped for a long time), cannot be immediately internalized; rather, the gamification incentive mu
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Bomström, H. (Henri). "Improving video game designer workflow in procedural content generation-based game design:a design science approach." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201812063237.

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The time and money spent on video games are rapidly increasing, as the annual U.S game industry consumer spending has reached 23.5 billion dollars. The cost of producing video game content has grown in accordance with the consumer demand. Artificial intelligence (AI) has been suggested as a way to scale production costs with the demand. In addition to lowering content production costs, AI enables the creation of new forms of gameplay that are not possible with the current toolbox of the industry. The utilization of AI in game design is currently difficult, as it requires both theoretical knowl
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Bomström, H. (Henri). "The application of procedural content generation in video game design." Bachelor's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201609172812.

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Video games have started to become a daily part of our lives. In 2015 the Entertainment Software Association reported that 155 million Americans play video games and 42 percent of those play video games regularly, spending at least three hours per week playing. In 2015 the American video game industry generated $22.41 billion in revenue. (Entertainment Software Association [ESA], 2015.) As the demand of content in video games continues to rise, the amount of resources used by game studios is increasing to meet the demand. The scaling of manual content creation in video games is becoming a prob
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Humienny, Raymond Tyler. "Content Analysis of Video Game Loot Boxes in the Media." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1546434312362585.

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Doran, Jonathon. "Procedural Generation of Content for Online Role Playing Games." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700051/.

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Video game players demand a volume of content far in excess of the ability of game designers to create it. For example, a single quest might take a week to develop and test, which means that companies such as Blizzard are spending millions of dollars each month on new content for their games. As a result, both players and developers are frustrated with the inability to meet the demand for new content. By generating content on-demand, it is possible to create custom content for each player based on player preferences. It is also possible to make use of the current world state during generation,
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Trimailovas, Igoris. "MagMAR. Collaborative, Mobile Augmented Reality supported game with player generated content." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23432.

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Playing games in the museums enabled teachers to engage young museum visitors in the museum experience more deeply and made the place seem more fun. Aim of these games is to encourage the young visitors to investigate the museum on their own and learn some new information in more informal way. However these games usually have predefined content and are played using pen and paper, both becoming less appealing to the younger generation.This work aims at investigating how todays technologies can make these games more appealing to the younger generation while still providing some level of educatio
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Beatman, Thomas Robert. "Integrating Game-Design Knowledge and Education Theory to Communicate Biology Content." University of Akron / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=akron1561035477730081.

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Smith, Nathan J. "Does Video Game Content Matter? An Examination of Two Competing Ideas." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/6026.

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The current paper addresses the associations between video game content (i.e., physically aggressive, relationally aggressive, and prosocial) and physical aggression, relational aggression, and prosocial behavior in two distinct developmental periods. The purpose of the paper is to test whether playing video games with a particular type of content influences behaviors over time, or whether individuals who have higher levels of physical aggression, relational aggression, or prosocial behavior prefer to play games with similar content. Two theories will be simultaneously examined and tested in o
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Moody, Kyle Andrew. "Modders : changing the game through user-generated content and online communities." Diss., University of Iowa, 2014. https://ir.uiowa.edu/etd/4701.

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The influx of new digital media technologies and platforms have made it possible for consumers of media products to more easily create and distribute their own works, which breaks away from the traditional production of culture of media by established, professional creators. Consequently, there has been a rise in the immaterial labor of digital media creators, as well as a formation of online communities of disparately connected users through commonly held interests. Within the medium of video games, this convergence between user and producer of content, the tension between control and innovat
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Bélteky, Markus. "Emotion in video game audio : Can sound effects be perceived to contain positive emotional content?" Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74148.

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Sound is an important part of almost all media. In games, sounds are used to evoke intense emotions in players. Studies has showed that music on its own can induce emotions. Soundeffects is another type of sounds that appear in games. However, do they contribute to the emotional experience? Understanding this will help sound designers enhance scenes in future video games. In this study, 23 participants were asked to conduct a test divided into two part. In the first part they were tasked to listen to four sound effects of fire and choose attributes from a predetermined list that they thought s
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Persson, Dennis. "Procedural Content Generation for a Web-Based Motion Game to Increase the Variation and Progression of the Game." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-124727.

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Computer games have always become more and more advanced. One of the biggest reasons to its rapid evolution is the use of procedural content generation (PCG), which is used to generate game content automatically. However, there is one type of games that is more unexplored when it comes to PCG, namely motion games. Motion games are games where the player interacts with the game by moving his own body rather than using a gamepad, mouse or keyboard. Thanks to that, motion games are a healthier alternative to regular games, and this thesis therefore explores the possibilities to use PCG to develop
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Holmes, Alexander. "Paycheck.exe: Optimizing the Video Game Live Stream." Digital WPI, 2019. https://digitalcommons.wpi.edu/etd-theses/1283.

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Multiple resources currently exist that provide tips, tricks, and hints on gaining greater success, or increasing one’s chances for success, in the field of live content creation. However, these resources often lack depth, detail, large sample size, or significant research on the topic. The purpose of this thesis is twofold: to aggregate and optimize the very best methods for live content creators to employ as they begin a streaming career, and how best to implement these methodologies for maximum success in the current streaming market. Through analysis of a set of semi-structured intervie
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Shan, Zehua. "Design and evaluation of an interface prototype for content selection for a game that supports user-generated content." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209434.

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Games that support a high level of customization is few, and their success varies, but it is an apparent trend that more and more games strive to offer players more highly customizable gaming experience. One huge part of the customizable experience beyond creating and sharing user’s creations is experiencing experiences created by others. Designing such an interface that support the user to do so poses many challenges. What do the users need? How should the content be displayed? What do users look for when trying to find something interesting? Those are just a few of the questions that need to
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Blankenbeckler, Logan Bryan. "What's 'Awe' The Hype? Motivations to Share Video Game Information." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/77890.

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Over the past few decades, video games have become a popular avenue for dissemination of information and publicity about video games is word-of-mouth sharing. Thus, it is imperative for researchers to examine the social, and individual processes that guide this behavior. Focusing on prerelease sharing behavior specifically, this pair of studies aimed to identify predictors and dimensions of video game information sharing, and explore the impact content characteristics have on individuals' likelihood to share game information either online or to friends. A pretest survey (n = 577) investigated
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Le, Gal [Beneroso] Mikael. "Procedural generation of game bits and its effect on game user experience." Thesis, Högskolan i Skövde, Institutionen för hälsovetenskaper, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18659.

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Procedural Content Generation means the algorithmic creation of game content with limited or indirect user input. This technique is currently widespread in the game industry. However, its effects when applied to elements that do not engage directly with the player, also known as Game Bits, require more research. This paper focuses on how players experience a game when these Game Bits are procedurally generated, and how this alters their will to continue playing the game. By developing and using a 2DRogue like game to perform a qualitative study with eight participants, this dissertation shows
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Marston, Hannah. "Wii like to play too : computer gaming habits of older adults." Thesis, Teesside University, 2010. http://hdl.handle.net/10149/112681.

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This thesis introduces the innovative idea of the use of computer games and interactive entertainment by second-and third-age adults, specifically in the area of game content and interaction. This form of entertainment and technologies has become varied recently, with increased and widening participation of groups such as older adults of differing ages. The purposes of using technology involve well-being, intergenerational relationships and learning; these are some aspects primarily associated with the study of gerontology and game studies. This investigation encompassed two phases. Phase One
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Lidberg, Ola, and Daniel Borgshammar. "Hierarchical Procedural Decoration of Game Environments." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20084.

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Immersive environments are a big part of videogames. With hardware being more capable thanever of displaying millions of triangles at once boththe capability and demand of more content in anenvironment increases. This puts more strain onlevel designers who have to spend more time perscene to make everything meet the constantly increasingvisual standards. Being able to procedurallydecorate any environment in such a fashionthat it follows the hand-made hero scenes of thegame becomes an important way to save time andmoney better spent elsewhere in the project.This thesis investigates a hierarchic
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Maung, David. "Tile-based Method for Procedural Content Generation." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461077485.

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Ma, Wei. "Does China need a game rating system? : a content analysis of violence in popular Chinese and American electronic games." Virtual Press, 2005. http://liblink.bsu.edu/uhtbin/catkey/1327293.

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Contemporary research on media violence has shown the importance of examining the violent presentation of American video games and the correlation between games and the current U.S. game rating system. However, not many studies in this field have been conducted in China, especially regarding the importance of its pending official game rating system which has caused much controversy nationwide. In an effort to seek academic evidence for developing China's official game rating system, this study examined and compared the violence in fourteen of the most popular American and Chinese electronic ga
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Kaczor, Andrew R. "Golf, it's not just your father's game anymore." Kent State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=kent1618939618007029.

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Karlén, Jonathan, and Oscar Sandell. "Visualization in games: How is health and health-changes visualized in games? : An analysis of game graphics in current games." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40599.

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The following study investigates how recent games (2014 - 2018) visualize health and health changes, with a focus on the player character’s health, the player character taking damage and the graphical user interface (GUI). 50 games were coded via gameplay videos on YouTube and then analysed. The codes were then grouped together based on patterns and theoretical grounding. These groups were then examined with other studies and game design practices.<br>Följande studie ämnar att undersöka hur spel från senaste tiden (2014 - 2018) visualiserar hälsa och hälsoförändringar, med ett fokus på spelark
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Rauschenberger, Maria. "Early screening of dyslexia using a language-independent content game and machine learning." Doctoral thesis, Universitat Pompeu Fabra, 2019. http://hdl.handle.net/10803/667692.

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Els nens amb dislèxia tenen dificultats per aprendre a llegir i escriure. Sovint se'ls diagnostica després de fallar a l'escola, encara que la dislèxia no estigui relacionada amb la intel·ligència general. En aquesta tesi, presentem un enfocament per a la selecció prèvia de la dislèxia mitjançant un joc independent del llenguatge en combinació amb models d’aprenentatge automàtic formats amb les dades d’interacció. Abans volem dir abans que els nens aprenguin a llegir i escriure. Per assolir aquest objectiu, vam dissenyar el contingut del joc amb el coneixement de l'anàlisi de paraules d'err
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Gifford, Ben. "Reviewing the critics: Examining popular video game reviews through a comparative content analysis." Cleveland State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=csu1377089044.

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Rajkowska, Paulina. "Roles of female video game characters and their impact on gender representation." Thesis, Uppsala universitet, Medier och kommunikation, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-225393.

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Due to immense popularity of video games the author investigates the presence of gender portrayal within them. The purpose of this study is to thoroughly analyse a general phenomenon, such as gender, within video games to develop a better understanding of its particularities in this form of media and to expand the general body of knowledge on video games as a research topic. As prior literature shows, gender within video games can be either defined by its biased and sexualized character or by a tendency towards equality and strength for woman. To explain those varied results the author introdu
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Cao, Yong. "ADVERTISING A VIRTUAL WORLD: A CONTENT ANALYSIS OF CHINESE AND U.S. VIDEO GAME ADVERTISEMENTS." OpenSIUC, 2010. https://opensiuc.lib.siu.edu/dissertations/164.

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Video game advertising is a major venue for game industry to promote its products. As a form of advertising, game advertising reflects national cultural values. It also manifests game cultural values which gamers are able to identify with. Millions of people, youth and children in particular, are being exposed to game advertising. Video game advertising may not only influence viewers' purchasing decisions, but has the potential to influence their attitudes and perceptions of important societal issues such as gender roles, violence and sex. However, few studies have examined the information con
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Foster, Lisa B. "Effects of Video Game Streaming on Consumer Attitudes and Behaviors." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etd/3041.

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Video game streaming has introduced to consumers a new method of creating branded content. Popular streaming platforms receive millions of broadcasters and viewers every month, and the current examines the influence of this type user-generated content on consumer attitudes and behaviors. The goal of this study is to understand how video game streams function as a marketing tool. To investigate this, a quantitative survey was designed and measured participants’ video gaming habits and their perceptions of credibility, usefulness of content, group identification, and purchase intention. Heavier
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Parborg, Sebastian, and Rasmus Holm. "Generative design of game graphics and levels." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149036.

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This thesis describes the implementation and evaluation of a modular approach for generating 2D side-scroller game levels from a procedurally generated 3D world. Manually generating large amounts of game levels can take considerable amounts of time, and it maybe desirable to automate this process, using procedural content generation. The problem with using procedural content generation is that it is hard to generate coherent game levels. We implement a modular pipeline which, given a set of heightmaps, generates a 3Dworld. From this world, 2D game levels are generated by pathing and extracting
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Jacobs, Jennifer A. "Gamification in an Online Course: Promoting student Achievement through Game-Like Elements." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1468512095.

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Nyberg, Oscar. "Does changing the frequency content of a reverb affect perceived emotion in a video-game?" Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74656.

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Emotion is a large part of the experience when playing video-games, and sound design can strongly influence the emotional response in players. This study is about the effect reverb, which is part of the sound design, can have on a players perceived emotion. An experiment was conducted, where twenty subjects got to play a video-game level which included two churches. These were identical both visually and audibly, except for the frequency content in the reverb in each church. Results show that the subjects perceived different emotions depending on what reverb they heard.
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Wu, Penn Pinlung. "Development of a Career-Oriented Instructional Design Model for Game Programming." NSUWorks, 2012. http://nsuworks.nova.edu/gscis_etd/339.

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This dissertation proposal begins with a discussion about how the education of game programmers was not meeting the needs of the game industry. With this problem identified, this study proceeded to verify the existence of disparities of current game programming curricula. The findings from the literature review were able to: (a) justify the need to develop a career-oriented instructional design model for education of game programming; (b) identify the disparities that caused the mismatch of instructional content between academia and the game industry; (c) review research that contributed to th
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Hosny, Sameh Shawky Ibrahim. "MOBILITY AND CONTENT TRADING IN DEVICE-TO-DEVICE CACHING NETWORKS." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1480629254438794.

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Baldwin, Alexander, and Johan Holmberg. "Mixed-Initiative Procedural Generation of Dungeons Using Game Design Patterns." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20477.

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Procedural content generation (PCG) can be a useful tool for aiding creativityand efficiency in the process of designing game levels. Mixed-initiative level genera-tion tools where a designer and an algorithm collaborate to iteratively generate gamelevels have been used for this purpose – taking advantage of the combination of com-putational efficiency and human intuition and creativity. However, it can be difficultfor designers to work with tools that do not respond to the common language of games:game design patterns.It has been demonstrated that game design patterns can be integrated into P
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Miesse, Sarah E. "The influence of risky and sexy video game content on motivational activation, emotional responding and cognition." Thesis, [Tuscaloosa, Ala. : University of Alabama Libraries], 2009. http://purl.lib.ua.edu/110.

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Waxman, Dina F. "A Strenuous Game: The Portrayal of Eating Disorders in Young Adult Novels." Thesis, School of Information and Library Science, 2007. http://hdl.handle.net/1901/407.

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This study uses content analysis to examine the portrayal of eating disorders in young adult novels published from 1981-2005. Fifteen books were evaluated to determine if the portrayal of eating disorders was accurate according to documented psychological profiles of the causes and risk factors for eating disorders. Additionally, the books were evaluated to see if the portrayal of eating disorders over time had changed to correspond with evolving information on eating disorders. This study concludes that while eating disorders are being portrayed accurately and realistically in young adult lit
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Hernandez, Mariño Julian Ricardo. "A computational model for generating visually pleasing video game maps." Universidade Federal de Viçosa, 2016. http://www.locus.ufv.br/handle/123456789/8542.

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Submitted by Marco Antônio de Ramos Chagas (mchagas@ufv.br) on 2016-09-09T18:25:14Z No. of bitstreams: 1 texto completo.pdf: 2101606 bytes, checksum: c4227b09a3bae62b835f5aabafc917b3 (MD5)<br>Made available in DSpace on 2016-09-09T18:25:14Z (GMT). No. of bitstreams: 1 texto completo.pdf: 2101606 bytes, checksum: c4227b09a3bae62b835f5aabafc917b3 (MD5) Previous issue date: 2016-05-25<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>Neste trabalho apresentamos um modelo computacional baseado em teorias de design para gerar mapas de jogos de plataforma visualmente agradáveis
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Najahi, Yakin. "Urbis Terram - Designing and Implementing a Procedural City Generation Tool for Unity3D Game Engine." Digital WPI, 2017. https://digitalcommons.wpi.edu/etd-theses/398.

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The use of procedural content generation is becoming more and more popular in the video game industry. With games such as Minecraft or No Man’s Sky we have seen the potential of PCG in video game creation but also its challenges. In fact, while the processing power and memory capabilities of our machines are unceasingly growing, human capability for content creation doesn’t seem to be able to follow the same pace. Game developers had then to come up with several techniques and methods that will help them generate lots of content for their games while still keeping a certain level of contro
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Pech, Andrew. "Evolving gameplay elements into virtual terrains." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2018. https://ro.ecu.edu.au/theses/2147.

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With advancements in technology, consumers are expecting higher quality and more detailed video game content. This puts a strain on video game companies and their developers as they are required to manually design and create increasingly complex video game content. Procedural content generation can alleviate this burden by using technology to automatically generate video game content, effectively reducing development time and budget. This thesis presents a novel approach towards procedurally generating video game terrains that meet a set of gameplay requirements as specified by the user.
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Rzicznek, Zachary J. "Competitive and explicit video game content: Frustration as a premeditative factor in aggressive feelings, communication, and action." Bowling Green State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1624261234278133.

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Gerbasi, Ana. "Game, Set, and Match: A Content Analysis on The Commentating of Tennis Broadcasters for the 2018 US Open Championship Weekend." Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/etd/3575.

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Previous research has shown a difference on the athletes’ portrayal based on gendered language use on television broadcasting of sporting events. A content analysis on the 2018 Tennis US Open Championship Weekend for both men’s and women’s tennis matches explains the structure of the broadcasting commentating done by the network that has the rights to this tournament. The study looks at different categories of the content of the comments and the descriptors that are used to refer to both female and male athletes. Framing and priming theories were the theoretical frameworks for this study. Find
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45

Christofer, Malmberg, and Phan Henrik. "Lindenmayer’s Defense: Generating projectile patterns in a video game environment using L-Systems." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20003.

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The potential of L-systems is explored byprocedurally generating patterns for use as video game content.By procedurally generating content for video games, thedevelopment costs of game development can be significantlyreduced. An artifact in the form of a tower defense game isdeveloped and tested to evaluate the generation algorithm. Thealgorithm was successful in generating a wide range of pattern anduser feedback indicates a high level of perceived variation. Thealgorithm is highly customizable and could have applications invarious game content such as particle systems or weapons
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46

Erchen, Shi. "Exploring Media Panic Discourses: News Media Attitudes toward Digital Games in China." Thesis, Uppsala universitet, Medier och kommunikation, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-445893.

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Previous research demonstrated the phenomenon of moral panics on “dangerous” games mostly from Western perspectives, regarding media violence and deviant behaviour. With the development of media technology, the term “media panic” has evolved from moral panic, representing the debates and fearful emotion from the public when a new media technology has been created. Digital games as a form of media technology have been developed to be widely played on various platforms in recent decades, which have not only brought concerns to the Western but also to Chinese society. The present study will intro
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Boone, Kristy L. "A content analysis of the game and excellence theory elements in public relations articles in Entrepreneur's online magazine." Virtual Press, 2008. http://liblink.bsu.edu/uhtbin/catkey/1390650.

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This study is an in-depth investigation of game and excellence theory's linkage within the discipline of public relations during the period of market entry.The literature review defines and analyzes both game and excellence theory and the value of each within public relations. The literature also examines the impact of new businesses within U.S. economy and the importance of strategic decision making during the period of market entry. Decisions made during this time period, of which public relations professionals are often involved, can forecast the success or failure of a new business. The re
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Naußed, David, and Ruta Sapokaite. "Evaluation of Procedural Content Generators for Two-Dimensional Top-Down Dungeon Levels." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446471.

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This research evaluates two-dimensional top-down dungeon generated levels regarding fundamental and micro dungeon design patterns. Additionally, it investigates the meaningfulness of the evaluation results in terms of accessibility to level designers and similar. The research method concentrates on two dungeon-generation techniques – Cellular Automata and Drunkard Walk. Each generated level gets evaluated based on three evaluation stages that build on top of each other: the passability of each tile; categorization of each collection of tiles with the same attributes; and player-centric gamepla
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Jansson, Johan. "The Water Wars : A Summer Game or Serious Business? A Qualitative Content Analysis of the Narratives Behind the Debate." Thesis, Linnéuniversitetet, Institutionen för samhällsstudier (SS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76975.

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In the decade of the 1990’s, people started to foresee a dark future wherein wars over the precious resource water would be a reality. This was to be called the water wars thesis and implied that countries would go to war to safeguard their own access to water. This sparked a debate over the legitimacy of the thesis. Although, even in 2018 the debate lives on and the water wars thesis still prevails as a quite influential thesis in media and on policymakers table. Therefore, an intriguing question arises as to why and how the thesis survives even when met with empirical data pointing to the ot
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Harrelson, Diana. "Rated M for Monkey: An Ethnographic Study of Parental Information Behavior when Assessing Video Game Content for their Children." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc849778/.

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Following the decision by the Supreme Court of the United States in Brown v. Entertainment Merchants Association (2011), which struck down the state of California’s appeal to restrict the sale of games deemed to have “deviant violence” to those 18 or older and the court’s recommendation that parents use the ESRB Ratings System instead, this ethnographic study sought to better understand what parents thought of laws on video games and how they used the recommended ratings system. A total of 30 interviews using semi-structured open-ended questions were conducted and analyzed to reveal what paren
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