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1

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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Hlembotckiy, Vitaliy. "Game developer profession." Thesis, Дніпровський національний університет залізничного транспорту імені академіка В. Лазаряна, 2019. https://er.knutd.edu.ua/handle/123456789/14699.

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The aim of research is to focus on a profession of game developer as a person engaged in the creation of program code, visualization and concept of the game, as well as the choice of means for tasks implementation.<br>Метою роботи є зосередження уваги на професії розробника ігор як людини, яка займається створенням програмного коду, візуалізації та концепції гри, а також вибору засобів для виконання завдань.<br>Целью работы является привлечение внимания к профессии разработчика игр как человека, который занимается созданием программного кода, визуализации и концепции игры, а также выбора средс
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Tessaro, Annye Cristiny. "Narrativas e games: um olhar do design literário-artístico." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21522.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-11-05T12:59:08Z No. of bitstreams: 1 Annye Cristiny Tessaro.pdf: 2558658 bytes, checksum: 6ae482af1522ccf49fba1f5b8ed87511 (MD5)<br>Made available in DSpace on 2018-11-05T12:59:09Z (GMT). No. of bitstreams: 1 Annye Cristiny Tessaro.pdf: 2558658 bytes, checksum: 6ae482af1522ccf49fba1f5b8ed87511 (MD5) Previous issue date: 2018-09-12<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>Humanity has always used narratives to communicate. Over the years, theorists have realized that there was a common basic structu
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Mader, Stéphanie. "Le "game design" de jeux thérapeutiques : Modèles et méthodes pour la conception du gameplay." Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1011/document.

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Cette thèse propose des modèles, méthodes et outils destinés aux game designers de jeux thérapeutiques. Le problème de conception le plus fondamental des jeux thérapeutiques est le gameplay, c'est-à-dire des objectifs de jeu et des actions que le joueur doit effectuer pour atteindre ces objectifs. Dans un jeu thérapeutique, le gameplay doit à la fois produire l'effet thérapeutique et motiver le patient à suivre son protocole. Les problèmes sous-jacents de celui-ci sont l'évaluation médicale et ludique du jeu, et l'échange de connaissances entre game designers et experts santé. Nous proposons u
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Österman, Axel, and Nolasco Chelsi Mutya Nuevo. "A Study on Mixed-Initiative for Fostering Creativity in Game Design." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20051.

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Mixed-initiative systems highlights the collaboration between humans and computers infostering the generation of more interesting content in game design. In light of theever-increasing cost of game development, providing mixed-initiative tools can not onlysignificantly reduce the cost but also encourage more creativity amongst designers. Thisstudy focused on the improvement of mixed-initiative aspects for a previously developedtool called Evolutionary Dungeon Designer or Eddy for short. Eddy placed a focus onusing its genetic algorithms to produce content that adhere to game design patterns.Us
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Brito, Adriane Gomes de. "Performance e imagem técnica: o processo criativo da "Rainha de Copas e suas 7 primas invejosas"." Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/18095.

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Made available in DSpace on 2016-04-29T14:23:06Z (GMT). No. of bitstreams: 1 Adriane Gomes de Brito.pdf: 4972642 bytes, checksum: f08cf2497914be3327c3f381317ab0a8 (MD5) Previous issue date: 2012-05-17<br>The objective of this work is to research and produce a critical thinking about the use of technological apparatus to produce the technical image. The proposal of this research is to create and experiment a digital and technological game using the body and the technical basis of theatre and circus as receptive and interactive environments, through multimedia equipments for the setting of the
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Mader, Stéphanie. "Le "game design" de jeux thérapeutiques : Modèles et méthodes pour la conception du gameplay." Electronic Thesis or Diss., Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1011.

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Cette thèse propose des modèles, méthodes et outils destinés aux game designers de jeux thérapeutiques. Le problème de conception le plus fondamental des jeux thérapeutiques est le gameplay, c'est-à-dire des objectifs de jeu et des actions que le joueur doit effectuer pour atteindre ces objectifs. Dans un jeu thérapeutique, le gameplay doit à la fois produire l'effet thérapeutique et motiver le patient à suivre son protocole. Les problèmes sous-jacents de celui-ci sont l'évaluation médicale et ludique du jeu, et l'échange de connaissances entre game designers et experts santé. Nous proposons u
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CHAGAS, MARIA DAS GRACAS DE ALMEIDA. "THE GAME DESIGNERS INSERTION IN THE BRAZILIAN INDUSTRY OF ELECTRONIC GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2009. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=15440@1.

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O presente trabalho trata da inserção do Designer de Games na indústria brasileira de jogos eletrônicos que, como um setor em amadurecimento e crescimento no Brasil, apresenta-se como um campo de atuação ainda pouco investigado, no que se relaciona a esse profissional. O Designer de Games tem um papel central no processo de desenvolvimento de um jogo eletrônico. Foi realizado um levantamento dos cursos voltados para o ensino de Design de Games no Brasil e foram entrevistados empresários e executivos da indústria brasileira de jogos eletrônicos. A partir da percepção dos entrevistados, traçou-s
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Petruzzellis, Stacie. "Approche du designer pour faciliter l’expression du vécu émotionnel : conceptualisation d’un jeu permettant d’accompagner l’enfant confronté à une expérience négative dans la construction de son récit." Thesis, Nîmes, 2020. http://www.theses.fr/2020NIME0004.

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Certaines expériences émotionnelles peuvent être particulièrement douloureuses et engendrer des répercussions individuelles et sociales plurielles. Toutefois, l’expression du vécu émotionnel peut être bénéfique pour l’individu, et ce principalement lorsqu’elle lui permet de produire le sens de l’expérience traversée et qu’elle lui donne ainsi les possibilités de dépasser plus aisément cette dernière. Les enfants, notamment dans la période de préadolescence, peuvent être particulièrement vulnérables face à certaines situations du quotidien, et éprouver d’autant plus de difficultés pour communiq
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Hu, Mengchen. "Game Design Patterns for Designing Stealth Computer Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20294.

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Design patterns are widely used in game design, especially in action games. Design patterns can be seen as a group of concluded gameplay. A stealth game is a video game genre that rewards the player for using stealth (conceal avatar of player in order to avoid enemies) to overcome antagonists. In some cases there is a conflict between difficulty and game experience in stealth game. In order to solve this problem, we researched design patterns in stealth games. We observed a set of stealth game design patterns from three different stealth games. The collection used a different template of game
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Faltin, Elias, and Mikael Ferroukhi. "From conceptual level to playable game : An exemplary investigation of applying game design theory to practice through the process of design and development." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-415728.

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The reflective game design theory outlined by Rilla Khaled (2018) argues for designing disruptive experiences to promote reflection within the player. We decided to design and produce a game based on her theory to then engage with Khaled’s theory critically. We define the act of making a game as a three-step process consisting of ideation (influenced by Khaled’s theory), articulation of the design based on a framework (SGDA Framework by Mitgutsch &amp; Alvarado, 2012), and finally the implementation of it (based on principles outlined by Swink, 2009 and Boyer, 2010). We make a theoretical argu
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Muaweyah, Amer. "Game skeletons in Game Maker for the course Design and Programming of Computer Games." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50777.

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<p>This report is written as a summary of the solution to the problem that the staff for the course TDDD23 at the Swedish university Linköpings universitet wanted two computer game skeletons. One for a scrolling shooter game and one for a strategy game. The games the staff wanted were to be like two existing games. The scrolling shooter was to be like the scrolling shooter from the tutorial GM Tutorial Scrolling Shooter[1]. The strategy game was to be like an existing game called Ancient War[2]. There were some additional requirements that the games had to fulfill. The games were created using
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Gong, Haojue. "RESEARCH ON THE GAME MECHANISM OF EDUCATIONAL GAMES – THINK ABOUT HOW TO CHOOSE THE SUITABLE GAME MECHANISMS WHEN DESIGNING EDUCATIONAL GAMES." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20957.

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With the development of media technology and game evolution, games are endowed with multiple purposes and functions. Some scholars believe that the game is the supplement of the real world, which can affect the players' psychology and behaviour. Numerous studies show that games can make players accept challenges, overcome obstacles, arouse positive emotions and solve problems. Therefore, academia's research on games and related topics in learning has become increasingly popular. In response, different models have emerged to evaluate the design of active educational games.This research discusse
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Ho, Xavier. "Idea Network Visualisations in Game Jams & Roguelike Games." Thesis, The University of Sydney, 2018. http://hdl.handle.net/2123/20405.

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This thesis aims to conceptualise ideas as a network via a curiosity-driven, reflective, research-through-design process as an approach to address how ideas are connected. It is inspired by John Guare’s Six Degrees of Separation phenomena in social distances, Mark Lombardi’s aesthetically handcrafted financial connection network art, and Eugene Garfield’s scientific citation index. It channels Ted Nelson’s notion of intertwingularity to describe the complex interrelations of ideas as a network, which it calls an idea network. An idea network is systemic epistemology network. It is constructed
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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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Perdomo, Patrick. "Grinding from a Player’s and Game Designer’s Point of View." Thesis, Malmö universitet, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43306.

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Frequently in MMORPGs, players will encounter something known to players as farming or grinding. Grinding is a controversial matter in the gaming community, as many do not enjoy it and see it as a sign of lazy and poor game design. However, it is a difficult topic to argue as whatever is a grind, differs for each person. To elevate the discussion about grinds in the gaming community, this paper aims to give a definition of grinds and answer how they are perceived by players and designers alike. Grinds are argued to be dull, tedious and monotonous, but they are ever prevalent in games today.  T
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Berg, Jens, and Tony Högye. "Reifying Game Design Patterns : A Quantitative Study of Real Time Strategy Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324158.

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Communicating design is in many aspects a difficult process. Game design is not only directives on look and feel, but also carries intentionality. To properly convey intentionality, a common abstract vocabulary is a well-established method for expressing design. Game design patterns are an attempt to formalize and establish such a vocabulary. Game design patterns are a debated tool and this paper aims to examine the practical application of a pattern through a quantitative study in order to strengthen the potential for a more cohesive definition of the term. This is done by first establishing
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Areizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.

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There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the
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Asad, Mariam. "Making it difficult: modernist poetry as applied to game design analysis." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39617.

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The process of reading a modernist poem is just as much a process of deconstructing it: the language is designed to make meaning through inefficient means, like the aforementioned fragmentation and assemblage. The reader must decode the text. This is what I want to extract as a point of entry to my videogame analysis. The process of reading is not unlike the process of playing. Instead of linguistic structures, a player must navigate a game‟s internal rule system. The pleasure for both the reader and player comes from decoding the poem and game, respectively. I am not making claims that relati
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Kofali, Ozgur. "Development of a Game Portal for Web-based Motion Games." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138094.

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The objective of this thesis project focuses on designing and implementing a game portal for web-based motion games whilst achieving high usability. Many systems lack the creativ- ity to design web-usability with all the technical requirements and this study addresses this problem by implementing a front-end system that uses agile methodology with competitive analysis and consumes the back-end system with RESTful architecture by using AngularJS web application framework. Users were involved in the implementation process repetitively and the usability test was done with think aloud protocol and
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Sombat, Wichit. "Optimising agent behaviours and game parameters to meet designers' objectives." Thesis, University of Essex, 2016. http://repository.essex.ac.uk/17616/.

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The game industry is one of the biggest economic sector in the entertainment business whose product rely heavily on the quality of the interactivity to stay relevant. Non-Player Character (NPC) is the main mechanic used for this purpose and it has to be optimised for its designated behaviour. The development process iteratively circulates the results among game designers, game AI developers, and game testers. Automatic optimisation of NPCs to designer’s objective will increase the speed of each iteration, and reduce the overall production time. Previous attempts used entropy evaluation metrics
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Eldstål, Emil. "Generating Procedural Environments using Masks : Layered Image Document to Real-time environment." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74667.

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This paper will explore the possibilities of using an automated self-made procedural tool to create real-time environments based on simple image masks. The purpose of this is to enable a concept artist or level designer to quickly get out results in a game engine and to be able to explore ideas. The goal of this thesis was to better understand how you can break down simple ideas and shapes into more complex details and assets. In the first part of this thesis, I go over the traditional workflow of creating a real-time environment. I then go on and break down my tool, what it does and how it wo
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Zagal, José Pablo. "Supporting learning about games." Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24814.

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Thesis (Ph.D.)--Computing, Georgia Institute of Technology, 2008.<br>Committee Chair: Bruckman, Amy; Committee Member: Guzdial, Mark; Committee Member: Juul, Jesper; Committee Member: Kolodner, Janet; Committee Member: Mateas, Michael.
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Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.

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The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
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Bawa, Papia. "Game On| Massively Multiplayer Online Games (MMOG) as Tools to Augment Teaching and Learning." Thesis, Purdue University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10681049.

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<p> The study investigated the use of Massively Multiplayer Online Games (MMOG) in English and Business classrooms in Higher Education from the context of learners&rsquo; performance outcomes, as well as stakeholders&rsquo; (learners, administrators, and faculty) perceptions pertaining to their experiences when using an MMOG based curriculum. The findings strongly suggest that MMOGs helped enhance learner performances in statistically significant ways, and provided valuable insights into elements of interest and concerns of stakeholders about MMOG usage in classrooms. Based on these insights,
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Bränström, Niclas. "Minimalist design for children’s games." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22638.

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The aim of this report is to see whether the graphic design of a game influences children’s will to play games. I am especially looking at minimalist graphic design and how well it works for a game aimed at children age 7-9. Does the style of the game design have any impact at all concerning the children’s wish to play the game or is the game mechanic all that matters. The final results concluded that although the graphic design plays a part in the children’s willingness to play the game the game mechanics are by far the biggest factor in whether children will play the game or not.
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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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Henrique, Lago Falcão Leonardo. "Explorando mundos especiais: estruturas narrativas aplicadas à concepção e avaliação de games." Universidade Federal de Pernambuco, 2008. https://repositorio.ufpe.br/handle/123456789/3140.

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Made available in DSpace on 2014-06-12T16:27:43Z (GMT). No. of bitstreams: 2 arquivo2184_1.pdf: 2028582 bytes, checksum: 23607bde1210319f16841621184958dd (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2008<br>Esta pesquisa procura lançar bases teóricas para uma metodologia de concepção e avaliação dos aspectos narrativos dos games. Iniciando com uma crítica ao estado da arte, constata que a academia está apenas começando estudos específicos sobre o assunto. Adotamos a narratologia como guia epistemológico, verificando sua funcionalidad
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da, Silva Malcher Frank. "Inventariado de similares para o design de jogosno arranjo produtivo local de Pernambuco." Universidade Federal de Pernambuco, 2010. https://repositorio.ufpe.br/handle/123456789/3344.

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Made available in DSpace on 2014-06-12T16:30:24Z (GMT). No. of bitstreams: 2 arquivo29_1.pdf: 1690395 bytes, checksum: 7587aa7d520c0bbc7e8816efbc2f76ba (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2010<br>Esta pesquisa inicia com a observação de que existe uma alta taxa de rotatividade de game designers no Arranjo Produtivo Local (APL) de jogos de Pernambuco. Constata-se que apesar disso, não há métodos formais para que se mantenham dentro das empresas os conhecimentos sobre jogos similares àqueles produzidos no APL o que vem gerando
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Howell, Peter Mark. "Disruptive game design : a commercial design and development methodology for supporting player cognitive engagement in digital games." Thesis, University of Portsmouth, 2015. https://researchportal.port.ac.uk/portal/en/theses/disruptive-game-design(cac71c4d-74b4-491b-a7e2-cb28e1fac235).html.

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First-person games often support the player’s gradual accretion of knowledge of the game’s rules during gameplay. They thus focus on challenging and developing performative skills, which in turn supports the player in attaining feelings of achievement and skills mastery. However, an alternative disruptive game design approach is proposed as an approach that encourages players to engage in higher-order thinking, in addition to performative challenges. This requires players to cognitively engage with the game at a deeper level. This stems from the player’s expectations of game rules and behaviou
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Kane, Jessi Lynn. "Exploration of Computer Game Interventions in Improving Gaze Following Behavior in Children with Autism Spectrum Disorders." Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/31601.

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Statistics show the prevalence of autism spectrum disorder (ASD), a developmental delay disorder, is now 1 in 110 children in the United States (Rice, 2009), nearing 1% of the population. Therefore, this study looked at ways modern technology could assist these children and their families. One deficit in ASD is the inability to respond to gaze referencing (i.e. follow the eye gaze of another adult/child/etc), a correlate of the responding to joint attention (RJA) process. This not only affects the way they appear to society, but it also affects social development, communication skills, and
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Hall, Joshua. "Designing serious gameplay from the ground up." Thesis, Queensland University of Technology, 2015. https://eprints.qut.edu.au/91417/1/Joshua_Hall_Thesis.pdf.

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This thesis investigated the use, design and evaluation of video games created for educational purposes. The outcomes from the research include analysis tools and design processes that can be used in the design and development of serious games, as well as games that can be used for training purposes. The contribution of this thesis is a greater understanding of how these types of video games lead to educational improvement, and how we can successfully frame game design and development processes to ensure such positive outcomes.
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MACHADO, Tiago Lemos de Araujo. "Game live logs: uma plataforma de conversação para atenuar conflitos no desenvolvimento de games." Universidade Federal de Pernambuco, 2013. https://repositorio.ufpe.br/handle/123456789/12444.

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Submitted by João Arthur Martins (joao.arthur@ufpe.br) on 2015-03-12T17:41:45Z No. of bitstreams: 2 Dissertaçao Tiago Machado.pdf: 2755255 bytes, checksum: 84f489e8a237fae5aee0567ae4247d05 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5)<br>Approved for entry into archive by Daniella Sodre (daniella.sodre@ufpe.br) on 2015-03-13T13:24:38Z (GMT) No. of bitstreams: 2 Dissertaçao Tiago Machado.pdf: 2755255 bytes, checksum: 84f489e8a237fae5aee0567ae4247d05 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5)<br>Made available in DSpace
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Neil, Katharine. "Game Design Tools : Can They Improve Game Design Practice?" Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1025/document.

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Cette thèse constitue une recherche expérimentale pour évaluer la capacité des outils d’aide à la conception du « Game Design » de jeux vidéo. Elle cherche à dégager les éléments destinés à instrumenter et à améliorer le développement de ces outils.La production des jeux vidéos s’appuie sur de nombreux outils techniques allant des éditeurs graphiques et sonores jusqu’au moteurs de jeux. Mais, en amont, et à l’inverse des praticiens d’autres domaines du design, les concepteurs de jeux (Game designers) utilisent généralement peu d’outils dans leur travail quotidien. Bien que des modèles conceptu
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Hagström, Anders. "Poetically Man Dwells in Game Space : A Phenomenological Investigation of Video Games as Art." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326132.

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The studies of digital games is a young scientific field notable for its interdisciplinary nature that seeks to unite several epistemological positions in order to properly encompass the wide array of questions raised by the subject matter. During the last two decades strides have been made towards the introduction of a unified game theory, with several of the more recently suggested methods coalescing towards a similar end. This paper posits a phenomenological game theory which circumvents the usual aesthetic arguments for a focus on game as space, and analyses what it means to be in that spa
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Zagal, José Pablo. "Supporting learning about games." Diss., Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24814.

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It seems like teaching about games should be easy. After all, students enjoy engaging with course content and have extensive experience with videogames. However, games education can be surprisingly complex. I explore the question of what it means to understand games by looking at the challenges and problems faced by students taking games-related classes. My findings include realizing that extensive prior videogame experience often interferes with students abilities to reason critically and analytically about games, and that students have difficulties articulating their experiences and observa
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Mittra, Anirudh. "Libero." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/76688.

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Libero is a 2D video game that aims to explore the concepts of dealing with personal issues such as insomnia and anxiety. It is a 2D stealth puzzle game that takes influence from older dungeon-crawlers and rogue-likes from the 1990s as well as inspiration from modern games designed for mobile platforms such as iOS and Android phones. The game experiments with new 2D normal mapping technologies for a unique take on pixel art.<br>Master of Fine Arts
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BELÉM, Maria Eduarda Nery da Fonseca. "Uma Análise da Cenografia em Games Realistas." Universidade Federal de Pernambuco, 2012. https://repositorio.ufpe.br/handle/123456789/11577.

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Submitted by Amanda Silva (amanda.osilva2@ufpe.br) on 2015-03-10T11:37:12Z No. of bitstreams: 2 DISSERTACAO_MARIA_EDUARDA_BELEM.pdf: 11058277 bytes, checksum: 79a15c3149dbb5d851d1bca4da8f2ef1 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5)<br>Made available in DSpace on 2015-03-10T11:37:12Z (GMT). No. of bitstreams: 2 DISSERTACAO_MARIA_EDUARDA_BELEM.pdf: 11058277 bytes, checksum: 79a15c3149dbb5d851d1bca4da8f2ef1 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Previous issue date: 2012-02-27<br>Esta pesquisa busca estabelec
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Braaf, Adele. "A grounded theory for active video game design to promote gamer engagement and immersion." Thesis, Cape Peninsula University of Technology, 2017. http://hdl.handle.net/20.500.11838/2724.

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Thesis (MTech (Information Technology)--Cape Peninsula University of Technology, 2017.<br>Active Video Games (AVGs) are a form of video games that rely on gamer motion as the main source of interaction between the AVG and the player. These AVGs serve a number of purposes, such as medical rehabilitation, education, social development, and motor skill development, among others. Prolonged play of AVGs is not sustainable as gamers lose interest in playing AVGs after the initial period of acquiring them. Therefore, the following research question was posed: “What design factors contribute to an eng
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Ax, Lukas, and Alexander Tallnäs. "Karaktärmekanikers påverkan av designen för spelvärldar." Thesis, Blekinge Tekniska Högskola, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19914.

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Följande text är en undersökning som tar upp relationerna mellan fenomenologi, queer, orientering, objekt, existens, spel- och leveldesign. Texten dyker ner i skapandet av karaktärer för spel med en inriktning inom filosofi och hur det kan användas för att designa spel. Undersökningen tar upp diskussioner om hur i vår design, hur filosofi och tänkandet kring att finnas och ens egna “jag” och hur uppfattningen av “jaget” kan påverka design, och om det gör det överhuvudtaget. Texten tar upp olika metoder som används för design. Men också metoder för projekthantering. I undersökningen så ser vi o
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Krishnan, Sherly Rishi, Mengwei Guo, and Guanting Liu. "Worldspace Heatmaps." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-448212.

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Many games are set in 3D worlds and have shifting camera viewpoints. In this study, we attempt to create and evaluate a Proof-of-Concept Worldspace Heatmap System that accounts for the shifting camera views in 3D game worlds, in an attempt to improve user testing processes. We test the system by conducting a stimulated recall user study, in which we examine the areas in a game that drew the attention of the participants, with the help of heatmaps placed in the game world. Our results include observations of several behavior patterns and participant evaluations of the Worldspace Heatmap System.
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Souza, Jaderson Aparecido de. "Paradigm shift: uma aventura em busca do jogo." Pontifícia Universidade Católica de São Paulo, 2011. https://tede2.pucsp.br/handle/handle/18082.

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Made available in DSpace on 2016-04-29T14:23:01Z (GMT). No. of bitstreams: 1 Jaderson Aparecido de Souza.pdf: 44357388 bytes, checksum: 02173ac48fd79c1048c84e4e39f73038 (MD5) Previous issue date: 2011-08-29<br>This study addresses the issue of the production of games and its scope as objects of knowledge and learning. Part of the current discussion is about theoretical elements of the games from the ontologically pragmatic assumptions of the metaphilosophy and of the general ontology of the metaverses and games. Methodologically, the production of a game is conceived as the production of a c
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Perkins, Kyle Eric. "Lifesigns: Successful Storytelling in Open-World Games." Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1290205847.

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Bradshaw, Hazel. "The Structural Playability Process (SPP) - An Effective Design Process for Educational Computer Games." Thesis, University of Canterbury. HIT Lab NZ, 2014. http://hdl.handle.net/10092/9921.

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How to best develop educational computer games is an open question and an active area of research. It is clear that computer games are able to instill the desire for players to rise to challenges, learn new and complex skills, and most of all to be entertained. Researchers are now trying to identify the underlying motivational nature of computer gameplay to harness it for teaching and learning. This research explores the world of educational game design and development within the field of Serious Games, and presents the Structural Playability Process (SPP) for educational game design and imple
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Lucena, Jesiel Lyncoln. "In a Haystack: A Video Game About Discrimination and Privilege in American Culture." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/387.

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This Post Mortem discusses the choices made during the design and development process of In a Haystack, a narrative based adventure video game that discusses Privilege and Discrimination in American Society. As a solo project, I created a polished interactive experience that I intend to turn into a published episodic video game series. This document goes over the methodology choices, technical and artistic difficulties, and challenges faced by in pursuit of this goal.
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Mo, Juexiao. "ARG design for orientation of college students in mainland China." Thesis, Queensland University of Technology, 2018. https://eprints.qut.edu.au/118351/2/Juexiao%20Mo%20Thesis.pdf.

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This project - ZOOMBREAK, is an Alternate Reality Game (ARG) designed to serve as an alternative to traditional university orientation events, especially in the context of China. It leverages the social engagement of an ARG to encourage participation, facilitate cooperation between new students, and build a culture of camaraderie. The exegetical document evidences a rigorous design-based research approach strengthened by a thorough context and case study analysis to inform the overall design concept and techniques for delivery. The analysis has included formats such as games, television shows,
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Wolfram, Jakub, and Rebecka Näsberg. "In what ways do game design students perceive microtransactions in free-to-play online PC games?" Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-395292.

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In recent years, microtransactions have become a norm for monetization and a standardbusiness model in free-to-play games. This is something that affects multiple individuals andhas caused quite a stir among players. Through this research, we want to gain anunderstanding of why some microtransaction types might be considered more acceptable thanothers. In addition, to gaining potential data that could possibly give us a look into the futureof the design of microtransactions. We have gathered our data by conducting online chatbased semi-structured interviews with current and former university s
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Holmlund, Jonas. "Visuellt berättande genom karaktärer." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18678.

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I mitt arbete har jag genom användandet av diffraktion analyserat spelkaraktärer för att se hurkaraktärerna använder estetik och visuella utryck för att beskriva karaktärsdrag och bakgrundsamt hur de kan användas i nya berättelser. Genom användandet av the good eye metoden harjag analyserat ett flertal spelkaraktärer genom att dela upp deras estetik i innehåll, färg,rumsligt innehåll, ljus och uttryck och sedan försökt applicera dessa på redan skrivnakaraktärer för ett digitalt spel och anpassa dem till spelvärldens visuella estetik.<br>In this thesis I have analysed game characters through th
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Wang, Linda M. Eng Massachusetts Institute of Technology. "An Improved TaleBlazer Editor to encourage and facilitate collaboration between multiple TaleBlazer game designers." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/113500.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2016.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 137-138).<br>TaleBlazer is a platform for creating and playing educational location-based augmented reality games. These games are made by both adults and children game designers using the online TaleBlazer Editor. Oftentimes, building a TaleBlazer game is a group effort, but the previous Editor made collaboration inefficient, difficult, error-prone, and frustrating. This thesis describes
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Puolakanaho, K. (Kai). "Monetization in free-to-play business model from a game designers point of view." Bachelor's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201811082998.

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Free-to-play games are a growing trend in the gaming world. Microtransactions are a way for the player to get more content in a free-to-play game. Microtransactions are the main source of revenue from free-to-play games. This research introduces important free-to-play key performance indicators also known as free-to-play metrics. In addition to knowing the basics of free-to-play key performance indicators, a game designer should be aware of user acquisition. User acquisition is closely associated with Big Data and data analytics. Data analytics can and should greatly affect the game designing
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