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Dissertations / Theses on the topic 'Game platforms'

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1

LEITE, LEONARDO CARDARELLI. "MULTI-PLATFORM ELECTRONIC GAMES: UNDERSTANDING THE GAME PLATFORMS AND THEIR GAMES THROUGH A DESIGN ANALYSIS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2006. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=8600@1.

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CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
Game Design é o processo de criação de um jogo, que engloba a definição de seu funcionamento, a descrição dos elementos que o compõe, bem como a transmissão destas informações à equipe que irá desenvolve- lo. O presente trabalho aborda o estudo do Game Design de jogos eletrônicos multi-plataforma, analisando criticamente como esta classe de jogos está sendo projetada. Por ser uma mídia em estágio de amadurecimento, a formação acadêmica necessária aos profissionais que atuam na área de jogos eletrônicos ainda não está claramente definida, e sua linguagem e potencialidades estão longe de serem enxergadas em sua totalidade. O exorbitante retorno financeiro da indústria a tornou conservadora e esta tendência está ofuscando a criação de um conteúdo significativo e exploratório. Com o objetivo de identificar e justificar as decisões de Game Design recorrentes em jogos eletrônicos multi-plataforma, questiona-se quais são as características presentes nestes jogos que influenciam a maneira em que são percebidos e jogados quando em diferentes plataformas e situações de uso, e quais as qualidades destas situações que devem ser relevadas durante o processo de sua criação e desenvolvimento. A pesquisa analisa o Game Design de quatro títulos, comparando suas diferentes versões de acordo com seus usos em contextos público, privado e móvel, adotando uma abordagem que compreende as percepções de um jogador e também as de um designer.
Game Design is the process of creating a game, which includes defining its functionality, describing its composing elements, as well as transmiting these informations to the development team. The current work approaches the study of the Game Design present on multi-platform electronic games, analysing how they´re being designed. Being a maturing medium, the academic profile needed for its professionals still isn´t clearly defined, and its language and potencials haven´t been fully explored. The industry´s exorbitant financial return has made it conservative, blinding the creation of meaningful content. With the objective of identifying and justifying the Game Design decisions recurrent on multi-platform electronic games, it is questioned what characteristics affect the way theses games are percepted and played when in different platforms and situations, and which qualities of these situations must be considered during the creative and development processes. The study analyses the Game Design of four titles, comparing their different versions according to their uses on public, private and mobile contexts, through a point-of-view that corresponds to both player and designer.
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Nejepínský, Adam. "Monetizace vysokorozpočtových herních titulů." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-162628.

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The master thesis deals with the monetization of big-budget video game titles. For this purpose the attention is paid to the three basic areas, namely business models, specific video game marketing and piracy. The theoretical part of the thesis analyzes and describes these aspects and looks for their strengths and weaknesses. It creates a possible ways to monetize the big-budget video game titles as well as the theoretical framework which is necessary for the research. In our research the attention is paid to the results of the questionnaire investigation, which is focused on gamers opinions about the aspects of monetization described in theoretical part. Thanks to the research and theoretical part of the thesis the optimal way of the monetization of the big-budget video game title was created
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3

Östh, Mattias. "Smartphone Application Development : Porting existing PC game for multiple platforms." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-213376.

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An already created PC game exists and the goal of this project is to find a solution to port the game to the most popular smartphone platforms using mostly one generic code. The game to be ported is a musical game where the player uses an acoustic guitar to interact with the game using with the help of real time audio analysis. This thesis goes through the development process to reach the objective by investigating proper tools and issues around the performance and human-computer interaction from the perspective of the smartphone. The result of the project is an application prepared for the platforms Android and Ios.
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Rören, Jonas. "Best of Both Worlds: A Platform for Hybrids of Computer Games and Board Games." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22398.

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This report describes my work with developing a game for a gaming platform that enables hybrids between board games and computer games. My ambition has been to develop a game that takes advantage of the novel possibilities that this platform permits. Among those are to operate with a combination of the computer game traits of complexity in the games and ease of playing; as well as the board game / card game traits of combining social dynamics around a game session with ability to keep information hidden from other players. This is accomplished by a combination of mobile phones and a computer connected to the Internet. The screen of the computer will serve as board and the phones will display cards and other private information to the players, as well as functioning as the players' means for interaction with the game. The game developed, Wind Bugs, takes advantage of the complexity of game states that a computer easily can handle. Effort has been put into finding mechanics with a level of complexity while still implementing them in way that makes them both playable and enjoyable. Rather than focusing on immersion, which has become common in the design of computer games, hopes are that games for this platform, including the game developed in this project, will give room to social dynamics among the players. Though operating with the use of mobile phones, the platform will not support "mobile gaming"; the proposed setting is a group of players surrounding a big screen.
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Higuchi, Marcelo Makoto. "Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3136/tde-23052018-114837/.

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Digital games are part of the creative industries, which is based on value creation through ideas and creativity. This market has gained relevance due to technology development that attracted both new firms and users. The present dissertation aims to explore three themes: (1) video game market as a two-sided market; (2) the effects of characteristics and behavior of game titles on consoles sales; and (3) project management to develop digital games. Those themes were explored through three articles: the first is a literature review and a bibliometric study of the economic concepts on two-sided market, which focused at identifying main topics, research trends and avenues for futures research. The second text is an analysis on the simultaneous influence of games\' quality and exclusivity on console sales. The last one is a qualitative, multiple-case study to understand, explore and suggest improvements to game project management in the Brazilian market. Findings include: (1) the main authors and topics, trends and developments, from and avenues for future research; (2) combinations of quality and exclusivity can affect console sales either positively or negatively, (3) quality has a predominant effect on sales over games non-exclusivity; and (4) the use of agile methodologies and Design Thinking are diffused among game developers.
Sem resumo.
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6

Sasmaz, Yunus. "Extending the limits of Weatherlings: a ubiquitous, educational, multiplayer, web-based game for mobile and desktop platforms." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61514.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (p. 105).
UbiqGames is a project that aims to create ubiquitous, educational, multi-player games. Built under UbiqGames framework, Weatherlings is a web-based educational game, which allows players to collaborate in a networked virtual world, using a browser-enabled computer or handheld device. Weatherlings overcomes two of the most important limitations of educational games up to date: immobility and steep learning curves. It requires a small amount of initial time investment and can be played anywhere and anytime. Yet the first version of Weatherlings built in 2008-2009, lacked important features such as real-time integration which meant that the game could be further improved. This paper explains the extensions designed and implemented on top of this initial game in order to develop Weatherlings 2.0. This new version of the game designs, implements, and integrates real-time weather-forecasting games for US and Singapore with new modules helpful to the existing game; makes improvements on the existing features; builds tools to facilitate test results' analysis for teachers and others; and extends the previously defined framework for UbiqGames by adding important design decisions, features and guidelines from our experiences. This paper also discusses, analyzes and interprets the results of two test studies conducted in Singapore.
by Yunus Sasmaz.
M.Eng.
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Gustafsson, Viktor, and Gustav Höglund. "The cooperative future of game development : A phenomenon of collaboration between producers and consumers in the video game industry." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-188581.

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Independent developers and large-scale development studios - commonly seen as the Davids and Goliaths of the video game industry - are moving closer together. Powerful software frameworks, traditionally reserved for professional developers and only available through expensive licenses, are becoming free to use for consumers. By sharing their tools instead of keeping them for themselves, companies can utilize the combined talent of whole communities and monetize on that talent through royalties and other indirect fees. This paper describes how the video game industry has developed in recent years to allow for this change in business strategy and examines how the industry can continue to evolve because of this. The result of a Delphi study based on interviews with game developers both inside and outside the industry point toward a future of increased intermingling and sharing of knowledge and resources, characterized by more producer-consumer collaborations and closer relationships between companies and their communities. By adopting free-to-use business models and sharing powerful, proprietary software with their consumers, companies are lowering the point of entry for aspiring developers and thereby dissolving the traditional narrative of “we and them” that has existed between independent developers and established studios in the past.
Oberoende utvecklare och storskaliga utvecklingsstudior - vanligtvis betraktade som tv-spelsindustrins David och Goliath - rör sig allt närmre varandra. Kraftfulla mjukvaruramverk som traditionellt sett varit reserverade för professionella utvecklare och som tidigare endast varit tillgängliga genom kostsamma licenser blir i allt större utsträckning gratis att använda för konsumenter. Genom att dela med sig av sina verktyg istället för att hålla dem för sig själva så kan företag nyttja den kombinerade talangen hos sociala nätverk knutna till sina produkter och generera intäkter genom royalties och andra indirekta avgifter. Denna uppsats beskriver hur tv-spelsindustrins utveckling på senare år har möjliggjort denna affärsstrategiska förändring och hur industrin kan fortsätta att utvecklas som en följd av detta. Resultatet av en Delfistudie baserad på intervjuer med spelutvecklare både inom och utanför industrin pekar mot en framtid av ökat samspel och delande av kunskap och resurser. Detta karaktäriseras av fler samarbeten mellan producenter och konsumenter samt närmre relationer mellan företag och deras konsumentnätverk. Genom att ta till sig affärsmodeller som bygger på gratis-att-använda-principer och att dela med sig av avancerad, äganderättsskyddad mjukvara med sina konsumenter, så sänker företag ingångströskeln för aspirerande spelutvecklare. Därigenom löser företagen upp den traditionella  “vi och dem”-relationen som tidigare existerat mellan oberoende utvecklare och etablerade studior.
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Ziegenbein, Tim. "Designing HTML5 2D platformer for web cam based motion games." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-122038.

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Movement interaction in games has over the last years been a main subject in the area of game design and recent motion based interaction systems provide many improvements over earlier systems. Research has proven that motion based games provide several benefits over general games, they increase the players’ engagement level and may induce both mental and physical health benefits. Still, not much research has been conducted in the area of motion based platform games, even though the platform game genre is one of the most popular game genres. In this thesis, a case study is conducted in order to extract design principles and guidelines applicable for motion based platform games. The study includes implementation of a browser-based 2D platform game that uses the web camera to provide motion based interaction. One of the conclusions in this study indicates that many game features from ordinary platform games only require minor modifications to be applicable for motion based platform games.
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Grassi, Alex. "Cross-platform game development." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8488/.

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L'obiettivo di questa tesi è stato quello di progettare ed avviare lo sviluppo di un videogioco 3D multipiattaforma, nello specifico PC(Windows) e Mobile(Android), realizzandone poi una demo, affrontando così tutte le problematiche che possono sorgere quando si sviluppa un programma per dispositivi profondamente diversi fra loro. Il videogioco che si è scelto di realizzare è del genere “First Person Adventure”, in cui il giocatore deve esplorare la mappa di gioco, ed interagire con i vari elementi presenti al fine di far procedere la storia, il tutto realizzato ad un livello qualitativo sufficiente a permetterne la commercializzazione una volta ultimato.
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Wahlman, Kim. "Serious Platform Games : A comparative study between a serious game and a conventional method." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13709.

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A big problem in the world today is vaccine hesitancy (VH), a tool to combat this could be to use serious games (SG) as a tool for education. There has been some research into this field, these studies have mainly used a single game or looked at a series of games, and they have required quite a lot of interaction. A trivia can allow the player to focus on thinking rather than performing various tasks; even if both can be equally educational. In this work a platform game was developed and used together with a questionnaire to test the knowledge of the common person in regard to vaccines and vaccine preventable diseases. 20 people participated in this study, 10 in a control group and 10 in the game group. The results in this study show that there was no significant statistical difference between a serious platform game and a compendium when it comes to learning.
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Gustafsson, Adam. "An Analysis of Platform Game Design : Implementation Categories and Complexity Measurements." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-35517.

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This thesis addresses design and development associated problems identified within theplatform-game genre. The problem described originates from the fluctuating curve ofinterest towards the platform-game genre that can be observed between the 1980’s andtoday. The problem stated in this thesis is that modern platform-game developers mayoften overlook and –or deprioritize important design and gameplay related componentsthat we find reoccurring in previously popular games within the genre.This thesis strives to address such problems by decomposing the developmentprocess of a platform game into a light framework titled Implementation categories. Allincluded categories represent a set of design and development related platform-gamecomponents – primarily identified through previous research in the field. In order tocreate an understanding of each category’s complexity - as well as account for thepossibilities to use the categories as a guideline when developing a platform game - aprototype game was developed. The Implementation categories included in theprototype was then measured with a set of software complexity metrics. This thesis willmotivate and explain the selection of implementation categories, account for the usageof software complexity metrics as well as present a detailed documentation of theprototype development.The result of this thesis is a thorough presentation of the Implementation categories -attached with complexity examples for each category as well as a complete gameprototype. The complete results of this thesis will hopefully be of assistance in smallscale,independent or academic game projects in regard of design, decision making,prioritization and time planning.
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Persson, Martin. "Development of three AI techniques for 2D platform games." Thesis, Karlstad University, Division for Information Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-1.

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This thesis serves as an introduction to anyone that has an interest in artificial intelligence games and has experience in programming or anyone who knows nothing of computer games but wants to learn about it. The first part will present a brief introduction to AI, then it will give an introduction to games and game programming for someone that has little knowledge about games. This part includes game programming terminology, different game genres and a little history of games. Then there is an introduction of a couple of common techniques used in game AI. The main contribution of this dissertation is in the second part where three techniques that never were properly implemented before 3D games took over the market are introduced and it is explained how they would be done if they were to live up to today’s standards and demands. These are: line of sight, image recognition and pathfinding. These three techniques are used in today’s 3D games so if a 2D game were to be released today the demands on the AI would be much higher then they were ten years ago when 2D games stagnated. The last part is an evaluation of the three discussed topics.

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Hansson, Rasmus, and Milan Gajic. "Spela plattformsspel som hemläxa – spel med fokus på läromaterial enligt läroplanen." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20538.

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Det finns många positiva aspekter med spel i undervisningen, bland annat kan det bidra till ökadmotivation och engagemang. Men det finns också många hinder, det kan krävas mycket tid av läraren föratt sätta sig in i och lära sig hantera ett specifikt spel och det kan vara svårt att anpassa ett spel tillläroplanen, vilket i sin tur kan göra undervisningen långsammare och ineffektiv. Denna studie syftar tillatt undersöka om huruvida läxläsning kan utföras med hjälp av digitala spel på ett effektivt och roligt sätt.Rapporten beskriver ett spel där läraren kan anpassa innehållet efter läroplanen. Spelet innebär atteleverna gör läxorna genom att spela spelet och lärare kan automatiskt ta del av elevernas resultat ochanpassa undervisningen därefter. Resultatet visade att konceptet uppskattades både av de deltagandeeleverna samt läraren. Den inledande prototypen fokuserar enbart på matematik.
There are many positive things about using games in education, for instance it can improve bothmotivation and commitment. But there are also a lot of obstacles, it might require the teacher to spend alot of time to engage with a game and learn a specific game and it might be hard to customize the game’scontent according to the curriculum which could make the tuition slow and ineffective. This study’spurpose is to investigate whether the homework can be performed while playing digital games in aefficient and fun way. The report describes a game where the teacher can customize the content accordingto the curriculum. The idea is to make it possible for students to do their homework while playing thisgame and the teachers will automatically be able to receive the results and customize the tuition accordingto it. The initial prototype will focus on the subject math.
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Wood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.

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Creative Project Abstract: The creative project of this thesis is a script prototype for Underland, a crime drama video game and digital playable story that demonstrates writing and design methods for negotiating narrative and player agency. The story is set in October 2006 and players are investigative psychologists given access to a secure police server and tasked with analysing evidence related to two linked murders that have resulted in the arrest of journalist Silvi Moore. The aim is to uncover what happened and why by analysing Silvi’s flat, calendar of events, emails, texts, photos, voicemail, call log, 999 call, a map of the city of Plymouth and a crime scene. It is a combination of story exploration game and digital epistolary fiction that is structured via an authored fabula and dynamic syuzhet and uses the Internal-Exploratory and Internal-Ontological interactive modes to negotiate narrative and player agency. Its use of this structure and these modes shows how playable stories are uniquely positioned to deliver self-directed and empathetic emotional immersion simultaneously. The story is told in a mixture of enacted, embedded, evoked, environmental and epistolary narrative, the combination of which contributes new knowledge on how writers can use mystery, suspense and dramatic irony in playable stories. The interactive script prototype is accessible at underlandgame.com and is a means to represent how the final game is intended to be experienced by players. Thesis Abstract: This thesis considers writing and design methods for playable stories that negotiate narrative and player agency. By approaching the topic through the lens of creative writing practice, it seeks to fill a gap in the literature related to the execution of interactive and narrative devices as a practitioner. Chapter 1 defines the key terms for understanding the field and surveys the academic and theoretical debate to identify the challenges and opportunities for writers and creators. In this it departs from the dominant vision of the future of digital playable stories as the ‘holodeck,’ a simulated reality players can enter and manipulate and that shapes around them as story protagonists. Building on narratological theory it contributes a new term—the dynamic syuzhet—to express an alternate negotiation of narrative and player agency within current technological realities. Three further terms—the authored fabula, fixed syuzhet and improvised fabula—are also contributed as means to compare and contrast the narrative structures and affordances available to writers of live, digital and live-digital hybrid work. Chapter 2 conducts a qualitative analysis of digital, live and live-digital playable stories, released 2010–2016, and combines this with insights gained from primary interviews with their writers and creators to identify the techniques at work and their implications for narrative and player agency. This analysis contributes new knowledge to writing and design approaches in four interactive modes—Internal-Ontological, Internal-Exploratory, External-Ontological and External-Exploratory—that impact on where players are positioned in the work and how the experiential narrative unfolds. Chapter 3 shows how the knowledge developed through academic research informed the creation of a new playable story, Underland; as well as how the creative practice informed the academic research. Underland provides a means to demonstrate how making players protagonists of the experience, rather than of the story, enables the coupling of self-directed and empathetic emotional immersion in a way uniquely available to digital playable stories. It further shows how this negotiation of narrative and player agency can use a combination of enacted, embedded, evoked, environmental and epistolary narrative to employ dramatic irony in a new way. These findings demonstrate ways playable stories can be written and designed to deliver the ‘traditional’ pleasure of narrative and the ‘newer’ pleasure of player agency without sacrificing either.
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Rýdl, Vojtěch. "Gamifikační systémy a jejich integrace v organizaci." Master's thesis, Vysoká škola ekonomická v Praze, 2013. http://www.nusl.cz/ntk/nusl-204903.

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Main topic of this thesis are gamificaton system and their implementation in organizations. The first chapter describes theoretic part of gamification. Second addresses options of using game elements in workspace and approaches to designing a gamification system. In the third part there is comparison of gamification platforms. The last chapter describes the design of the orignal gamification system for web application.
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Garber, Gabriel. "Ensaios sobre plataformas, agentes heterogêneos e discriminação de preços." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/12/12138/tde-17122014-180213/.

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Apresentamos três estudos sobre os assuntos mencionados no título. O primeiro, econométrico, avalia os impactos da quebra de exclusividade no lado credenciador da indústria de cartões de pagamentos no Brasil que ocorreu em 2010. Por um lado, tentamos a construção de um grupo de controle e, por outro, fazemos a decomposição dos preços em markup e custo marginal. As estimações, que empregam um banco de dados com informações individuais para os maiores lojistas de cada setor, apontam para o sucesso dessa intervenção na promoção da concorrência. No segundo artigo, propomos que cobranças indevidas feitas por instituições financeiras podem ser uma forma de discriminação de preços, já que sua devolução demanda esforço dos consumidores. Nesse caso, tendo em vista que as cobranças indevidas ótimas dependem do perfil do consumidor, construímos um teste baseado numa função de verossimilhança para mostrar como a informação de reclamações poderia ser utilizada para detectar esse tipo de comportamento, mesmo quando a autoridade interessada nesse monitoramento sabe menos sobre os clientes que a instituição financeira. O terceiro artigo, teórico aplicado, estuda o comportamento de plataformas comerciais em mercados de dois lados nos quais os papéis de compradores e vendedores são bem definidos e há heterogeneidade dentro de cada um desses grupos de agentes. Diferentemente do que ocorre no caso em que os interesses são simétricos, no lado vendedor não ocorre autosseleção dos participantes e a plataforma passa a ter um papel de certificação dos vendedores, criando ambientes de qualidade selecionada onde um preço maior pode ser cobrado dos compradores.
This thesis has three papers related to the subject in the title. The first one, an econometric paper, evaluates the impact of a break of exclusivity promoted by Brazilian authorities in the payment card acquiring industry in 2010. We use two frameworks: in one of them, we try to identify categories of merchants to use as control group, while in the other we decompose prices into markup and marginal cost elements. The estimations employ a dataset of individual merchants with information for the largest ones in each category. The results indicate success in promoting some competition. In the second paper, we argue that undue charges made by financial institutions may be a form of price discrimination, since their reversion requires effort from consumers. Given that in such case the optimal undue charges depend on consumers profiles, we build a likelihood function based test to show how information on complaints might be used to detect this sort of behavior, even when the relevant authority knows less about clients than the financial institution. The third one, an applied theoretical paper, analyses the behavior of commercial platforms in two-sided markets where the roles of buyers and sellers are well defined and there is heterogeneity within each of these groups of agents. Differently from what happens in a setting with symmetric interests, in the seller side no self-selection takes place and the platform gains an important quality certification role, creating spaces for trade where seller quality is higher and buyers are willing to pay more.
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Gustavsson, Per. "Creation and optimization of motion-based platform game in Unity 3D : How variated levels in amotion based platform game affects performance." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-170824.

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With computer games getting more and more advanced with every year, game developers need to get creative to attract an audience. Throughout the years, tries has been made by moving away from the traditional gaming controller to enrich the gaming experience and to create a more healthy view upon the gaming industry. Most of these has involved the need of additional equipment to play the game, but what if all you need is the hardware in the computer? This report made findings in how to create a game that easily can be scaled by adding additional levels with custom tools for creation and modification in Unity. While only using the built-in web camera in the computer, it made it an accessible motion- based platformer game. This report also investigates the performance of the game when using these tools and the camera, as well as what is needed for improvements, including rendering and lighting effects in the game.
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Nylin, Tobias. "Z Excursion : Spel-bidrag till Swedish Game Awards." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-23414.

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This report describes my degree project. For my degree project I made a demo for a game idea that I've developed, and implemented for use with Xbox 360. The idea was about converting the feeling and gameplay of old 2D side-scrolling platform games into 3D, viewed from a first-person perspective. The Xbox 360 version of the demo was also submitted for the game competition Swedish Game Awards.  In the report, I explain this idea more extensive, what software I used to implement it, and how I implemented it. Finally, at the end I clarify the results and discuss fulfilled tasks and future improvements. I'm very pleased with my progress so far and I will continue to work on this on my own until it feels like a finished product that can be distributed.
Den här rapporten beskriver mitt examensarbete. För mitt examensarbete så gjorde jag en demoversion av en spelidé som jag utvecklat, och som implementerades för användning på Xbox 360. Idén bestod av att överföra känslan och spelmekaniken från gamla tvådimensionella sidoskrollande plattformsspel till 3D, sett ur ett förstapersonsperspektiv. Demoversionen för Xbox 360 skickades också in som ett bidrag till speltävlingen Swedish Game Awards.  I rapporten så förklarar jag idén mer utförligt, vad för mjukvara jag använde för att implementera den, och hur jag implementerade den. I slutet av rapporten så klargör jag resultaten och diskuterar mål som har uppfyllts samt idéer för att vidareutveckla spelet. Jag är nöjd med det jag åstadkommit hitintills och jag kommer att fortsätta arbeta på spelet själv tills det känns som en färdig produkt som kan distribueras.
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19

Burdulis, Arvydas. "Internetinė platforma interaktyviam komandiniam darbui realiu laiku." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2012~D_20131105_094325-18022.

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Informacinių technologijų panaudojimas žmonių gyvenime vis didėja, taip pat didėja ir jų pritaikymas mokymo procese. Deja, kompiuterinės mokomosios priemonės beveik neišnaudoja komandinio darbo galimybės, nors tai laikoma viena daugiausiai žadančių inovacijų ugdymo procese. Šiai spragai užpildyti sukurta platforma, įgalinanti mokomiesiems žaidimams suteikti interaktyvaus komandinio darbo realiu laiku galimybę. Platforma skirta praktiniam pritaikymui mokomajame portale http://mokinukai.lt. Siekiama, kad platforma atitiktų šiuos reikalavimus: būtų universali ir pritaikoma įvairioms sritims, lengvai plečiama, mokomųjų žaidimų įtraukimas į platformą būtų kuo paprastesnis. Platformos veikimui pasirinktas mišrus kliento/serverio ir tiesioginio sujungimo modelis, kurio savybės geriausiai atitinka išsikeltus reikalavimus. Platforma geriausiai veikia su mokomaisiais žaidimais, turinčiais mažai žaidėjų ir nedidėlį duomenų srautą, tad tinkama pritaikymui praktikoje.
Usage of information technologies in people‘s lives is increasing, as well as increasing their application in the learning process. Unfortunately, those applications don‘t take advantage of team-work opportunity, although it is considered one of the most promising innovations in education. To fill this gap, a platform, enabling educational games to integrate interactive real-time team-work, was created. This platform is intended to be adopted to educational portal http://mokinukai.lt. The aim is that the platform has the following characteristics: a versatile and adaptable to various areas, not only education, easily expandable, creating new games to work on the platform is as easy as possible. For platform‘s architecture a mix of client/server and peer-to-peer models was chosen, it‘s characteristics suits the requirements best. The platform works best with educational games, having a few players and little traffic, so it is suitable for application in practice.
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Andersson, Emelie. "Multiple Platform First : Design Guidelines for Multiple Platform Games." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160991.

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This thesis investigates the two gaming platforms PC and Console and how the interfaces of games on these platforms could be designed more efficiently making it easier to release games on multiple platforms. In other words, how could the Multiple Platform First method look. Little previous work exist on this problem so this thesis work gathers information from other industries and also research on user interfaces in games in general. By looking at games running on both platforms different best practises and common solutions were discovered. A study was conducted testing different in-game components on users. The components were selected to test if the users would accept non-traditional components since users detect when playing on an interface not intended for the platform. This makes the study very complicated since the "best" solution might not work if the users does not accept it for the intended platform. Concepts were designed to combine the testing of solutions with the users opinion of the solutions. The chosen concepts were researched both in literature and by looking at present implementations in games. To be able to user test the solutions they were iterated from low fidelity prototypes on paper to high fidelity prototypes that were playable in Unity. The prototypes were tested on users and data gathered through Think Aloud comments and questionnaire answers. This study presents a first draft of how a multiple platform approach can be achieved.
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Gutierrez, Gaviria A. (Aileen). "Network effects between mobile games and platforms." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201806062483.

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This thesis aims to explore the concept of network effects between platforms and mobile games by analyzing economic theories on network economics, information goods, two-side market, and the game industry itself. There is previous research on gaming, but it deals with online gaming and consoles, not “mobile” specifically, which is why this thesis is specifically dealing with mobile games. Over the past decade, the game industry has been changing because of advancements in technology, and the changing demography of who plays games. This makes the gaming industry economically interesting from the perspective of the business models, pricing structure, and the relationship of the information good with the platform it exists on. These are concepts that are discussed throughout the thesis. Network economics is discussed at length because it is what aided in answering the question of whether or not there are network effects between the platforms and mobile games. Although it does explain the connection between number of users and software variety, it was necessary to expand on the concepts of information goods and two-side market because these explain the specific phenomena of selling software through a dedicated platform. In order to strengthen the economic theory and previous research, an interview with a mobile game company was conducted. The questions revolved around how it developed the games, how it sets prices, and its behavior with the platforms. In addition to supporting theory, the interview also served the purpose of verifying whether or not the descriptions of the game industry found in literature really occur. In conclusion, the interview answers did support the theories and the literature, with the exception of the company being a price-taker. In conclusion, the literature, previous research, and the interview, all support the concept that there are network effects between mobile games and platforms. Although the thesis statement is supported, this does not mean that it is proven due to a lack of empirical analysis, and more case studies.
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22

Jackson, David. "Digital games as collaborative story-writing platforms." Thesis, Manchester Metropolitan University, 2015. http://e-space.mmu.ac.uk/593707/.

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Can a game help you write a meaningful story with others? Academic discussion of collaborative story-writing games usually contains reference to Surrealist game Exquisite Corpse, known to many as Consequences. In it, a game rule prohibits players, writing in turn, from reading most of the story written before their contribution. This rule promotes a fragmented form of narrative which, although often inventive and entertaining, does not often fulfil the normal requirements of a story. Is it possible to design a writing game with different rules that instead promote the production of a cohesive and meaningful story? In order to explore the possibilities of game-based story writing, the researcher developed two web-based games that formed the online platform Storyjacker (www.storyjacker.net). These were produced via an iterative design methodology which involved cyclical phases of software development and user testing. Design was also informed by a multi-disciplinary literature review and analysis of four other online writing platforms. Following the design phase, a selection of the stories that had been produced during Storyjacker testing were then rated and commented on by an expert reading panel, made up of creative writing academics and literary industry professionals. The panel’s ratings and comments informed a final analysis of the Storyjacker games as methods for creating meaningful stories. The research found that bespoke creative writing games do produce relatively meaningful stories. Plotlines in emerging stories motivate and entertain players through a joint sense of purpose. Writing games are also effective as a collaborative framework because they allow participants to work creatively together without feeling vulnerable in front of other players. However, the research finds that there are limits to the meaningfulness of stories written through games. By aligning gameplay with linear plot development, a feature of both Storyjacker games, there is no opportunity or motivation for players to go back and redraft stories. This, ultimately, has the most negative effect on story meaningfulness as this is the normal way that writers make sense of their stories. Entertaining game features, such as turn-based writing challenges, can also negatively impact story quality by distracting the writer from the overall storytelling task. Complicating the debate on meaningfulness, the thesis also finds that texts written by games typically contain two discernable narratives: the story narrative and a description of the event of playing the game. This both enriches the text and makes it more difficult readers to decode as a meaningful story. Further practice-led research is needed to explore ways in which story games could incorporate a drafting process. This could significantly improve the meaningfulness of stories produced in this way. In the broader context of design, successful features in the Storyjacker games should be trialled in other digital interfaces to see if they help users perform other creative or subjective tasks. Finally, more research should be conducted on the effects of these collaborative games in broader educational, creative and organisational contexts.
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Kučera, Martin. "Motivační výuková hra na platformě Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-234913.

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The aim of the dissertation is to create a prototype of an educational game which should help students with the choice of future their studies. To this end, the game introduces the topic of logic systems in a non-threating interactive way with clear illustrative examples. The theoretical part of the work deals with the background knowledge necessary in order to design the game. It explains logic systems, gates, flip-flop circuits, and explores various aspects of game genres with primary focus on puzzle games and their history. In addition, the dissertation presents some of the issues related to cross-platform development of games for both mobile and computer platforms, and provides brief descriptions of several popular cross-platform libraries. Lastly, the work introduces and compares several chosen applications created as a supplementary material for teaching logic system.
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Tråvén, Sandra. "Procedural world generator for platform games." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139020.

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Creating big games with a lot of content takes time. When it comes to designing levels, two time consuming tasks are creating the content for the levels and placing it in interesting ways. The placing of the content can be done procedurally and is called level generation. By using level generation, the designers need to spend less time working on the levels and if the level generation can be used at run time to create new levels it can also greatly increase the replayability of the game. This thesis is about creating a generator that places platforms and obstacles in an interesting and challenging way which can be affected by parameters that can be set by a level designer. The generator should be fast enough to be used while the game is running and the result should be reproducible. The method used has a strong focus on gameplay and the feeling of flow when playing. It generates what the player should press in the form of a rhythm for the hands. Each press represents the use of one of the character’s abilities which are then converted into appropriate placing of platforms and obstacles that would make the player use the same ability when she plays. The generator can create rooms of arbitrary size with varied difficulty. The chance of certain abilities being used and certain obstacles appearing can be controlled.
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Persson, Martin, and Daniel Lindsäth. "Implementation of a 2D Game Engine Using DirectX 8.1." Thesis, Karlstad University, Division for Information Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-367.

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This paper describes our game engine written in C++, using the DirectX libraries for graphics, sound and input. Since the engine is written using DirectX, an introduction to this system is given. The report gives a description of the structure of the game and the game kernel. Following this is a description of the graphics engine and its core components. The main focus of the engine is on the physics and how it is used in the game to simulate reality. Input is discussed briefly, with examples to show how it relates to the physics engine. Implementation of audio in the game engine is not described, but a general description of how sound is used in games is given. A theory for the basics of how artificial intelligence can be used in the engine is presented. The system for the architecture of the levels is described as is its connection to the graphics engine. The last section of the report is an evaluation and suggestions for what to do in the future. A user manual for the level editor is included as an appendix.

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Horký, Lukáš. "Rozšíření vývojové platformy Unity pro vizuální programování." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385939.

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The goal of the thesis is to create an extension for Unity Development Platform that will allow creation of computer games from design of game logic to scene programming on visual level. The extension forms an abstract layer between designers, who manage game objects on logic level, and programmers, who are responsible for implementation of parts that can't be created automatically. It then facilitates some designing processes and iterations by eliminating the need of manual programming in places that can by automate and allows to concentrate on the design process itself.
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Vlková, Lenka. "Výuková hra na platformě XNA." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237138.

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This work deals with design and implementation of a game based on the XNA platform. It describes the platform and its possibilities of game development for both the PC and the Xbox 360 console. The implemented game is called NanoHeal and it is about the treatment of various health problems. The work also investigates graphic techniques such as non-photorealistic rendering, the depth of field effect and particle systems. These techniques are used to achieve the distinguished look of the game. Key features of the game were evaluated in the online questionnaire.
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Zhang, Hangning, and Clement Pirelli. "Shadows in 3D platformer games : A comparative analysis of shadowmaps and blob shadows." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413406.

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The challenges found in three-dimensional platformer games heavily rely on the player’s ability to perceive depth and it is therefore crucial for them to feature shadows as they are an important depth cue for the human visual system. In this paper, we compare two different kinds of shadowing solutions, blob shadows and shadow-maps. Subjects split into two groups each played a differently shadowed version of a 3D platformer game prototype as well as a common, unshadowed version. The first group’s prototype featured blob shadows while the second group’s used shadowmaps. The players were asked to input their own proficiency level from one to five into the program. The data collected through in-prototype logging to a file hinted at shadowmaps being more desirable as the shadowmap group’s delta from shadowed to unshadowed playthrough was lower than the blob shadow group’s. However, this data featured a number of problems, such as low sample size, subjective evaluation of player proficiency in 3D platformer games and different distribution of proficiency in and across groups.
Utmaningarna funna i tredimensionella platformsspel beror starkt på spelarens förmåga att uppfatta djup och det är därför avgörande för spelaren att ha skuggor eftersom de är en viktig antydan till djup för det mänskliga visuella systemet. I detta examensarbete jämför vi två olika typer av skuggningslösningar, “blob shadows” och “shadowmaps”. Försökspersonerna delades upp i två grupper, var och en spelade en annorlunda skuggad version av en prototyp för ett 3D-plattformsspel samt en ordinär, version utan skugga. Den första gruppens skuggor gjordes med “blob shadows” medan för den andra gruppen användes “shadowmaps”. Spelarna ombads att mata in sin egen kompetensnivå från ett till fem i programmet. Uppgifterna som samlats in via loggning i prototypen skrevs till en fil som antydde att “shadowmaps” var mer önskvärda eftersom “shadowmap”-gruppens delta från skuggad till icke-skuggad igenomspelning var lägre än skugga-gruppens. Dessa data innehöll emellertid ett antal problem, såsom låg provstorlek, subjektiv utvärdering av spelarens kunskaper i 3D-plattformsspel och olika spridning av kunskaper i och över grupper. Insikter för framtida forskning inkluderar skapandet av en objektiv ram för utvärdering för kunskaperna för spelarna såväl som förminskningen av prototypens omfattning.
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NETO, VICENTE CORREA DA SILVA. "A JRPG GAME PLATFORM WITH THE PURPOSE OF EDUCATION AND ENTERTAINMENT." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2016. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=28684@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
Neste projeto, inspirados pelas áreas de Pedagogia e Entretenimento, buscamos criar uma plataforma de desenvolvimento de jogos eletrônicos, cujo o objetivo é facilitar a criação de jogos educativos do sub-gênero JRPG (Japanese Role Playing Games), mais interessantes do que a maioria dos jogos educativos disponíveis no momento. O gênero RPG é, por definição, baseado em contação de histórias e interpretação de papéis, identificadas pela literatura como importantes ferramentas cognitivas capazes de estimular a imaginação dos estudantes, envolvê-los emocionalmente e despertar seus interesses por tópicos do currículo escolar tradicional. O sub-gênero JRPG, por sua vez, representa uma categoria especial de RPGs eletrônicos que, herda essas mesmas características educativas, mas possuem delimitações claras acerca de mecânicas de jogo e identidade artística. Tais delimitações são positivas no sentido em que funcionam como uma espécie de guia para que o desenvolvedor se oriente durante o processo de criação de jogos desta natureza.
In this project, inspired by the fields of Pedagogy and Entertainment, we aim to develop a digital games development framework in order to facilitate the creation of educational games of the sub-genre JRPG (Japanese Role-Playing Games), more interesting than the majority of educational games available for now. The RPG genre is, by definition, based in storytelling and role-playing principles, identified by the literature as important tools that stimulates the students imagination, engage them emotionally and arouse their interests for the traditional educational program. The subgenre JRPG, in turn, represents a special category of eletronic RPGs that inherit those same educational principles, but have well defined delimitations in respect of game mechanics and artistic identity. These delimitations are positive in a sense that they work as guidelines for the development process of this kind of games.
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30

Sessa, Anthony. "Xeero." Digital WPI, 2015. https://digitalcommons.wpi.edu/etd-theses/385.

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This paper discusses the design and development of the action-puzzle-platforming game Xeero, constructed from our own custom engine, original art, and original sound assets. Despite a small development team, we strove to create a highly-polished and marketable interactive experience. This paper discusses the methodology employed, results gained, and challenges faced by each member of the team in pursuit of this goal.
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31

Ng, Matthew M. Eng Massachusetts Institute of Technology. "UbiqGames : casual, educational, multiplayer games for mobile and desktop platforms." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/61295.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2009.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 90).
The mission of the UbiqGames project is to develop a suite of casual, educational, multiplayer games that are playable across a wide variety of operating systems and devices. To accomplish this goal, we plan on making use of the expanding availability of wireless networks and the increasing capabilities of mobile browsers to build engaging and dynamic web-based games. This paper will document the progression of the UbiqGames project and take a deeper technical look at the first two games built under its heading: Virus and Weatherlings. Initial questions we wanted to answer were whether mobile browsers could handle complex web applications and whether the small screen size would significantly hinder game play. Results from multiple play tests have demonstrated that these games can be executed successfully, and user feedback has shown that players are receptive of the educational aspects of the game and enjoy the overall experience.
by Matthew Ng.
M.Eng.
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32

Fekolkin, Roman. "Analysis of Augmented Reality Games on Android platform." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-14431.

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In this paper the research surrounding the Augmented Reality in games on Android platform was performed by testing 108 games from Google Play Market and by analyzing the hundreds of user reviews to determine the level of acceptance and the level of technical stability of the mobile games based on that technology. The Location-based, Marker-based and games based on somewhat different approach were studied and compared by the runtimes, game genres and by the featuring aspects including the presence of multiplayer mode, sound effects and the dimension that the virtual objects were positioned in. The overview of the studied games was presented in this paper. The results, for instance, include that the AR game variation is very narrow in terms of gameplay style and technical issues are very commonly encountered and it makes them very influential to the gameplay experience. The rareness of the multiplayer mode among the AR games was discovered meaning the domination of the single-player game designs. The Marker-based games were in general more computationaly heavy than Location-based games when it comes to the runtime performance.
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33

Acosta, Corrales Nieves Mauricio Jesus, Flores Diego Andres Everett, Fiorentini Luis Diego Goicochea, Mago Mauricio Nagaro, and Milligan Niccolo Noriega. "Proyecto Academia Gamer." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/652261.

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El siguiente proyecto consiste en implementar un negocio que sea rentable, exitoso y pueda sacar beneficios a cada uno de los integrantes o dueños de la compañía. Academia Gamer, es un negocio que brinda todas las herramientas para aprender las principales mecánicas de juego de los más famosos videojuegos de la actualidad. Va dirigido a todas las personas, niños y adultos, de 18 a 35 años de edad que disfruten de jugar juegos de computadora, además de tener un asesoramiento personalizado en grupos de hasta cinco personas. En la actualidad el sector de videojuegos, fue incrementado su participación en cada uno de los países, sobretodo en Perú, que gracias a la pandemia, miles de personas accedieron a jugar en diferentes plataformas, los diversos videojuegos que existen. Por ello, se vió una oportunidad de negocio, fácil y accesible para fomentar en las personas de un mejoramiento en sus habilidades con los juegos.
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Sun, Li-Rong, and 孫立蓉. "Effects of Different Platforms and Modes on Game Experience." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/7m5rmq.

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碩士
國立臺北科技大學
工業工程與管理系碩士班
102
With the widespread use of mobile phones and tablet computers, light computer games have gained their popularity around the world. Smart TV is the next game platform as these games have been shifted from mobile devices to the TVs at home. However, little literature has been studied on the effects of this shift on player experience. This study aims to investigate the effects of different game platforms (tablet computer or TV) and game modes (single or double players) on game experience. An experiment was designed with the game platform and modes as the independent variables, and result from the Game Experience Questionnaire (GEQ) as the dependent variable. Results showed that compared to the game experience by multi-touch control with a tablet computer, the greatest difference was found in the game experience by a conventional TV remote control, the smallest difference was found by a dynamic gesture control, and a medium difference was found by a gesture control which needed to make some static and fine gestures. Therefore, to achieve the similar game experience of playing with a tablet computer, the conventional TV remote control should be avoided, and a gesture control is suggested with the caveat that static and fine gestures should be limited.
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Tao-Ya, Fan Chiang, and 范姜陶亞. "Optimizing Live Game Streaming Platforms Using Segment-of-Interests." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/wat8nj.

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LIN, CHING-TIEN, and 林敬恬. "Usability Evaluation of the Game Experience on Heterogenous Platforms." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/fpp5g5.

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碩士
國立臺北科技大學
互動設計系碩士班(碩士在職專班)
105
Web-based games have been lifted the limitations of single-platform applications and gradually move toward heterogenous platform service mechanism due to relevant technology development and the change of users’ habits. Since the various platforms have different screen resolutions, applications, and user interface designs, a cross-platform service for internet games must overcome not only the technical hurdles but, more importantly, create a uniform gaming experience for the user on different platforms. The topic of how to avoid quelling the users’ desire for heterogenous platform gaming even with the gap in gamers’ experience is a question that should be studied. This study primarily aims to analyze the operation of three popular game categories, puzzle games, role-playing games, and strategy games for smart phones, tablets and notebook computers through a “human-centered” mindset. First, players were separated into the categories of, hardcore, casual, and professional gamers based on the analysis and application of persona analysis. By observing the actual gaming experience, customer journey maps could be outlined for different gamers. Based on the different customer journey maps, eye-tracking data were collected, followed by subsequent usability analysis, questionnaire and interview analysis. Eye-tracking data were captured with an eye tracker for analysis and user gaze plot and heat-map distribution data were evaluated. The main purpose of which was to evaluate the usability of the heterogenous platform games for different users and to identify the factors that affect the design and interface. In terms of the overall usability results show that, game genre differences notwithstanding, different gamers uniformly agreed the operating experience was the best for notebook computers, followed by tablets, and finally smart phones. Besides platform resolution, the principle factors were the visual design of the interface, size, composition and color of the objects in the games. Analysis results of the collected eye-tracking data reveal that difficulties in visual search and operation errors tended to arise when the color of the touchpoint object in the game was too close to that of the background, or that the size contrast was indistinct. Next, if the touchpoint where the game begins or the local object composition were more complex, the gaming operation would also be affected. Hence, in the development of cross-platform games, along with the application of responsive web design technology to screen resolution conversion, designs that are compatible with the operational interface and the game elements must be introduced. On different game operating platforms, the composition and color change of the elements at the touchpoint or region should be adjusted to avoid unintended contact that may ruin the entire gaming experience. Finally, a better gaming experience can be created by judiciously introducing explanations of interacting objects and functions and leading hints. Overall, there is tremendous potential for the user experience thanks to responses in the development, design and application of heterogenous platform games. Changes in screen resolution for different platforms have been developed for todays games. Future research should emphasize the scientific evaluation and analysis of collected data and work on adaptive design associated with game contents.
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Tseng, Ching-hsuan, and 曾瀞萱. "The Significance of Badges on Game-based Learning Platforms." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/93762685044421734321.

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碩士
國立臺南大學
數位學習科技學系碩士班
101
This study aims at investigating the impacts of badges mechanism in role playing simulation game on enhancing immersive experience and fostering interpersonal interactions.A prototype of gaming system has being developed for the purpose of conducting empirical research. Series of badges mechanism in role playing simulation game were designed and categorized into two styles, which are Scholarship Badges and Popularity Badges. The study invites 5th-9th graders publicly to participate in the empirical research. Base on Scholarship Badges, there are 1123 valid subjects who at least completed the newbie task in the empirical research. The independent one-way ANOVA is carried out for analyzing the differences among each Scholarship Badges levels’ users in terms of immersive experience, interpersonal interaction, and badges acknowledgement. The results of the data analysis reveal following findings. 1.Users demonstrate different immersive experience significantly among different levels of Scholarship Badges. 2.Users demonstrate different interpersonal interaction patterns significantly among different levels of Scholarship Badges: (1)Users demonstrate different behavior of online conversations significantly among different levels of badges. (2)Users demonstrate different behavior of checking Personal Learning Profile significantly among different levels of badges. 3.Users demonstrate different badges attention patterns significantly among different levels of Scholarship Badges: (1)Users demonstrate different behavior of checking Badges significantly among different levels of badges. (2)Users demonstrate different behavior of checking Badges immediately after obtaining badges among different levels of badges. 4.In accessing badges, users demonstrate higher proportion of reviewing their own badges than reviewing friends’ badges. Whereas, while accessing learner profiles, users demonstrate higher proportion of reviewing friends’ learner profiles than reviewing their own learner profiles. Overall, badge represents user’s achievements and glory. Badge not only brings user honor and self-approval, but also be recognized by others in a fair way. Hence user pays close attention to the badges and attempts promoting to the next higher badge level. Accordingly, badges enhance immersive experience and foster interpersonal interactions.
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38

陳雅琼. "The Comparison Analysis of Service Quality between Online Game and Traditional C2C Platforms." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/e99qsy.

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碩士
輔仁大學
國際創業與經營管理學程碩士在職專班
106
Currently, Internet is one of the necessities that promote e-business to become the most popular trend around the world. C2C online shopping is a new trend which cannot be halted, which changes not only people’s lifestyle, but also their consumption concept. The fast development of C2C business means e-business turns into the ‘era of customer’, in which companies offer high quality of services in order to improve their customer loyalty. There is a special online shopping model in the market which is different from the traditional one --- the online game virtual shopping platform. The object of this analysis is to find out how the service quality factors impact on the game virtual shopping platform and the difference between this platform and the common C2C shopping platform. In this analysis, I chose game players as the sample and did a questionnaire survey in order to collect valid data. Through the current related literature, data disposal and comparison with other people’s analysis results, it’s to find out the answers of my own object.
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39

Lin, Han-Shen, and 林翰伸. "Staffing Policy of Delivery Platforms under the Sharing Economy: A Game-Theoretic Analysis." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/98t2g6.

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碩士
國立臺灣大學
資訊管理學研究所
107
For companies providing grocery and food delivery, some choose to become two-sided platforms and let part-time people deliver for consumers. While some platforms also hire full-time deliverers, some rely solely on part-time deliverers. It is crucial to explain the difference and identify factors to be considered in making the staffing decision. We consider a delivery platform who may hire full-time deliverers or subsidizing part-time ones to induce their participation. While solving the staffing problem, it also solves the pricing problem with respect to consumers by taking cross-side network externality into consideration. We find that hiring both part-time and full-time employees is suboptimal when the wage for full-time deliverers is too high. Interestingly, hiring only full-time employees is never optimal no matter how low the wage is. We also find that when the two demand levels of the transaction orders differ a lot, the flexibility of part-time contractors is quite helpful. Our analysis helps us justify the popularity of delivery platforms and may guide platform deliverers to determine their staffing policies.
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40

Chen, Chih-Wen, and 陳智文. "A Mobile Game Development Platform." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/59140187602120796997.

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碩士
國立交通大學
資訊工程系所
92
With the rapid development of mobile games, more and more mobile games have been designed. For the same class of mobile games, the scenarios and design architectures are usually similar. Hence, we hope to set up a mobile game development platform for game designers to develop mobile games easier and faster. In this thesis, the mobile game development platform focuses mainly on the board games and card games. Besides, in the mobile devices, since the memory sizes for programs are usually small, so that reducing the code size is another important issue in this thesis. Finally, it is very difficult to debug the mobile code due to different constraints imposed by various mobile devices. This thesis will also discuss some guidelines and utilities for debugging. It is believed that our research is helpful for game designers to research and develop similar mobile games.
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41

Oliveira, Nelson André Amaral de. "Generating Entertaining Platform Game Levels." Dissertação, 2014. https://repositorio-aberto.up.pt/handle/10216/75796.

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42

Linhares, Rui Pedro Costa. "PUMA Game Platform-Browser/Editor." Master's thesis, 2020. http://hdl.handle.net/10316/92120.

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Dissertação de Mestrado em Engenharia Informática apresentada à Faculdade de Ciências e Tecnologia
A atividade de gaming é uma das principais formas de entretenimento, principalmente pelo número de jogadores, e por estar em constante evolução. A produção de videojogos é uma atividade relevante na sociedade contemporânea, cultural e economicamente, enquanto forma de criação. Para alimentar este fenómeno torna-se essencial desenvolver alternativas que facilitem o processo de criação e produção de jogos originais. Uma game engine é uma plataforma de software que permite o desenvolvimento de um videojogo, processo complexo e tecnicamente exigente. A utilização deste tipo de solução, embora acelere o processo em relação a começar do zero, ainda requer frequentemente uma longa adaptação e um longo tempo de produção, tornando difícil e caro criar e ensaiar conceitos inovadores. Com este trabalho procurou-se conceber uma game engine minimalista para a prototipagem rápida de jogos, que permitisse a experimentação em “game design” de uma forma simplificada. Buscamos inspiração no fenómeno de modding, no qual os jogadores se apropriam dos elementos de um jogo existente, para o transformarem, e estudamos algumas game engines mais utilizadas. Com alguns ensaios de criação de jogos clássicos, identificamos um conjunto de conceitos base para propor uma arquitetura que acelere a criação de jogos. Com base neste modelo contribui-se uma linguagem de markup para definição de jogos. Validou-se a contribuição uma prova de conceito que demonstra a codificação de um jogo com a linguagem de markup, passível de ser interpretada de forma automática. A refleção final incidiu sobre a possibilidade desta linguagem oferecer uma alternativa para expandir o acesso ao desenvolvimento de jogos, com novos criadores, pela facilidade de aprendizagem e de utilização.
The gaming activity is one of the main forms of entertainment, mainly due to the number of players, and because it is constantly evolving. Video game production is a relevant activity in contemporary society, culturally and economically, as a form of creation. To fuel this phenomenon, it is essential to develop alternatives that facilitate the process of creating and producing original games.A game engine is a software platform that allows the development of a video game, a complex and technically demanding process. The use of this type of solution, although speeding up the process compared to starting from scratch, still often requires a long adaptation and a long production time, making it difficult and expensive to create and test innovative concepts. With this work we aimed to design a minimalist game engine for the rapid prototyping of games, which would allow experimentation in “game design” in a simplified way.We looked for inspiration in the modding phenomenon, in which players take over the elements of an existing game, to transform it, and we studied some of the most used game engines. With some case studies on creating classic games, we identified a set of basic concepts to propose an architecture that accelerates the creation of games. Based on this model, a markup language is used to define games. The contribution was validated as a proof of concept that demonstrates the codification of a game using the markup language, which can be interpreted automatically. We ended by reflecting on the possibility of this language offering an alternative to expand access to game development, with new creators, due to the ease of learning and use.
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43

Oliveira, Nelson André Amaral de. "Generating Entertaining Platform Game Levels." Master's thesis, 2014. https://repositorio-aberto.up.pt/handle/10216/75796.

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44

Hsu, Chu-Hsiang, and 許註翔. "WGFC--a WAP Game Developing Platform." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/67510587639124200583.

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碩士
國立交通大學
資訊工程系
89
Due to the abundant resources and diversified information services, the popularity of Internet has rapidly grown in the last years. However, in the traditional wireline Internet, user can only access services at some fiexd locations. Because the progress of techonogy in wireless communications and the portable communication devices, along with the wireless application protocol, many users can access Internet informations through the cellular phones which support wireless application protocol. There are many kinds of wireless applications have been developed. For example, stock application, restarant services and on line games. Obviously, the on line WAP games will get more popular in the near future. In this thesis, we design and implement a developing platfoem which provides some useful classes for WAP game developers. Programmers can develop WAP games easily by using these useful classes without much knowledge of the wirless markup language.(WML)
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45

Wang, Hao-Chen, and 王浩辰. "Construction of 3D Game Streaming Platform." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/vjz778.

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46

Izumi, Sho, and 張智翔. "Business Model of Blockchain Game Platform." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/uwr6aq.

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碩士
國立政治大學
經營管理碩士學程(EMBA)
107
At the end of 2017, Bitcoin's global redemption based on blockchain technology was better than the previous year's "Pokémon Go". For a time, it seems that all walks of life have to pull a little relationship with the blockchain, and then follow the footsteps of the times. However, the fact is that blockchain technology is still in the development stage. This study uses "blockchain technology" + "game platform" as an example to study how to apply "blockchain technology" to solve game developers and game players in the game industry. The pain points faced and the creation of a win-win business model. Since the platform itself does not produce products, its value and business model must be based on transactions between two parties or multiple parties. Although there are many roles in the entire game industry ecosystem, this study considers that the platform can still be divided into roughly participants. "Service Provider" and "Service Consumer" are two ethnic groups. Through the industry experience and interviews, this study sorts out the main ecosystem maps of the current game industry, and divides the participating roles into two groups: "game developers" and "game players", by decomposing their value activities and Strategic assets, which build the value chain of “game developers” and “game players” in the current game industry ecosystem. After defining the value units of the "game developers" and "game players" on the traditional "game platform", they will be mapped to the key elements of the "Business Model Jiugongge" structure, and then further explored through the districts. How does the blockchain technology help the various value units in the "Business Model Jiugongge" architecture? How to solve the existing pain points? Finally, the business model belonging to the "blockchain game platform" was sorted out.
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47

Yet-Shiang, Wang, and 汪益賢. "WGDP--A WAP Game Development Platform." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/44536092979484474785.

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碩士
國立交通大學
資訊工程系
90
For the recent ten years, because of the highly-grow-up Internet, wireless communications, and online games, many people recognize for wireless online game will have market latent capacity. This thesis follows earlier research of WGFC in our Lab. and studies how to build an integrated wireless game development platform. The platform we developed is designed for WAP games and is based on the CYC platform. We call this platform a WAP Game Development Platform (WGDP). The WGDP is suitable for developing the play-on-table games, such as poker games, board games, etc. Now the WGDP supports both Java applet and WAP micro-browser. Any players from different devices can play games together in these environments. We will expand WGDP to support J2ME devices in our future work. The basic concept of WGDP is to provide a client agent for those devices lack of resources to handle a game. At present, many popular mobile devices, such as WAP mobile phones and J2ME mobile phones, have few system resources to consume the mass game data. The computation power of these devices is not strong either. Therefore, the client agent should be responsible to keep game data, and to handle the game operations. Thus, the wireless client has only to deal the user interfaces for games. This thesis explains the design process of the WGDP and how to resolve special problems of game using the WAP devices. We will use the Connect-4 game as an example to explain how to develop a game on the WGDP.
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48

Lu, Chang-Chun, and 呂昶諄. "Wireless Online Game Platform and Implementation of a Collectable Card Game." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/99208182708885734987.

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碩士
國立成功大學
資訊工程學系碩博士班
91
Because of the rapid growth of wireless networks and mobile users, the wireless access services are not only the voice services but also the multimedia services. The entertainment is always an important part of multimedia services. As an example, for Internet the online game has become a very popular entertainment for human life. The same as wireless networks, the wireless online game is happening.   Compared with the market of wire online games, the one of wireless online games is much smaller. But the potential for wireless online game is worth keeping an eye on it. Therefore, in this thesis we design a wireless online game platform and implement a collectable card game on it. Considering the characteristics of wireless networks, such as frequent disconnection and high bit error rate, it’s necessary to find out a session management police to handle the processing of a session. There are also several solutions that are discussed in this thesis.
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49

Yu-HanCheng and 程鈺涵. "CodeGame : A Game-Based Learning Platform forProgramming." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/n8vmx7.

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50

Wang, Han-Wei, and 王漢偉. "Study of Puzzle Platformer Game Design." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/96639758844796526250.

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碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
100
In recent years, puzzle platformers have become more and more popular among indie-game developers. They are also mostly more innovational in their game mechanism comparing to triple-A titles, which become more and more expensive to be created. Puzzle platformers are very unique in game mechanisms. Creating a game while with no similar game to be referenced is a challenging task. In this study, a design process for puzzle platformers was proposed. This proposed process includes exploratory design, game design patterns implementation and a level difficulty analyzing method. Using the design process, a puzzle platformer game ‘Constant C’ has been implemented. ‘Constant C’ was tested by 43 participants. The results show that participants can learn the game skills set throughout the whole experiment successfully. Using level difficulty analysis method, levels can be well arranged by comparing their difficulty scores. Enforcing level design with design patterns also helps players to finish more difficult levels.
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