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Dissertations / Theses on the topic 'Game'

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1

Jensen, Remy. "Video Games: Game AI." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11994.

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The goals of this project was to learn the industry standards of what good and challenging game AI was. The author reviewed literature on the topic and had personal correspondence where the research questions was answered by professionals within the field. The availability of open literature and the openness of the professionals really helped with understanding the industry standards to game AI.Using the information from the research a prototype system adhering to the industry standard was made with the intention of expanding it into an experimental prototype using unorthodox techniques to ac
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Kew, Francis Christopher. "Constituting games : an analysis of game rules and game-processes." Thesis, University of Leeds, 1990. http://etheses.whiterose.ac.uk/474/.

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In social theory, games are frequently presented as archetypal examples of activities governed by formal rules. Drawing upon ethnomethodology and figurational sociology, this project provides an analysis of the constituting of games and identifies the inadequacies of this conventional formalist wisdom. Applying and elaborating upon Garfinkel's work, two case-studies are presented which are designed to display the other dimensions of rule-following through which players accomplish a viable game. Analysis also reveals that this collaborative work does not preclude differing interpretations of th
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Johnsen, Andreas Lyngstad, and Georgy Ushakov. "[Lecture Games] Python programming game." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13582.

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Pythia is a programming game that allows the player to change pieces of theirenvironment through use of the programming language Python. The idea is that thegame could be used as a part of teaching simple programming to first year universitystudents. The game should be fun enough for the students to keep playing, teachenough for it to earn a place as a teaching tool, and it should be usable by allstudents. It should also be possible for a teacher to create their own content for thegame.Pythia was implemented by extending the Python-interpreter Jython and building a game around it. Th
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Smith, Martin Williamson. "Fantasy game-product congruence : an exploration of game advertising and UK gamer attitudes towards around-game advertising through promotional merchandise." Thesis, University of the West of Scotland, 2015. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.714649.

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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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Herodotou, Christothea. "Game appropriation : where does the gamer fit?" Thesis, University College London (University of London), 2009. http://oro.open.ac.uk/49459/.

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The socio-technological transformation of digital games means that they are no longer single-player, co-located game experiences but instead are multiplayer socially-oriented ones (e.g. World of Warcraft). This change underpins the central concern of this thesis, to understand game appropriation and the intrinsically motivating nature of gaming. Game appropriation is defined as the broad incorporation of Massively Multiplayer Online Role-Playing Games (MMORPGs) into gamers’ daily practices, including the nature of their gameplay. Gaming is not viewed as a set of defined moments of participatio
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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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Barras, Anne Helen Susan. "The great game : games-playing and imperial romance." Thesis, Royal Holloway, University of London, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.368875.

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Crone, Logan. "Determinacy of Schmidt's Game and Other Intersection Games." Thesis, University of North Texas, 2020. https://digital.library.unt.edu/ark:/67531/metadc1703306/.

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Schmidt's game, and other similar intersection games have played an important role in recent years in applications to number theory, dynamics, and Diophantine approximation theory. These games are real games, that is, games in which the players make moves from a complete separable metric space. The determinacy of these games trivially follows from the axiom of determinacy for real games,ADR, which is a much stronger axiom than that asserting all integer games are determined, AD. One of our main results is a general theorem which under the hypothesis AD implies the determinacy of intersectio
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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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Falk, Anders. "Sacred Games - Becoming Gods : Priming digital game ethics." Licentiate thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18570.

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The point of departure for my research is a perceived breach and resulting dissonance between how digital games and other parts of society that are similar in form, enact certain aspects of life. This shift was made especially clear in massive multiplayer games in 2004 with the release of World of Warcraft, the design of which panders to cultural weak points, rather than attempting to mimic them. Digital games are far-reaching. In February 2019, ‘Apex Legends’ reached over 10 million players in less than 72 hours. Nonetheless, the idea of games as separate from the ‘real’ is persisting. Digita
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Eliasson, Daniel. "Game contingent claims." Thesis, KTH, Matematisk statistik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-103080.

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Abstract Game contingent claims (GCCs), as introduced by Kifer (2000), are a generalization of American contingent claims where the writer has the opportunity to terminate the contract, and must then pay the intrinsic option value plus a penalty. In complete markets, GCCs are priced using no-arbitrage arguments as the value of a zero-sum stochastic game of the type described in Dynkin (1969). In incomplete markets, the neutral pricing approach of Kallsen and Kühn (2004) can be used. In Part I of this thesis, we introduce GCCs and their pricing, and also cover some basics of mathematical financ
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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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Bendele, Rigby L. "NEGOTIATING MASCULINITY IN TABLETOP ROLEPLAYING GAME SPACES." VCU Scholars Compass, 2019. https://scholarscompass.vcu.edu/etd/5805.

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As video games and other gaming has become a popular media form, with 60% of Americans playing games daily (Entertainment Software Association [ESA], 2018), gaming communities have increased in size and participation. While scholarly research has consistently found that women are marginalized in these communities, little research has looked at how men see these communities. Research on homosociality shows that men use communities and relationships with other men to access masculinity (Bird, 1996; Dellinger, 2004; Houston, 2012). Building on game studies and masculinity studies, this research l
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Mulcahy, Rory Francis. "A game of balance and disguise: Examining experiential value and game attributes in social marketing m-games." Thesis, Queensland University of Technology, 2015. https://eprints.qut.edu.au/87830/1/Rory_Mulcahy_Thesis.pdf.

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Experiential value is an important driver of customer repeat behaviour and is necessary for achieving sustained behaviour. Understanding the value gained by consumers is particularly important when adopting innovative techniques, such as new technology. Social marketing (behaviour change) practice is increasingly using the technology of mobile games (m-games), yet there is little scholarly research to explain how these games can create experiential value for the user, or which game attributes influence this value. A key finding of this thesis is the importance of achieving a balance between en
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Aava, Kim. "Game Save : Game Save Incorporation in Game Design through a MDA Analysis." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-204237.

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This paper is about save systems and will analyze save functions in various games. Save systems in games are usually blamed for harming the suspension of disbelief as it is an act taking place outside the game and should only be used for its intended purpose: letting the players store their game data, and progress whenever they need. The game save function developed as rapid leaps of technology were made, with the beginning era of home consoles and home computers allowing players to spend more time playing, creating a demand for longer play sessions in games which lead to a need of methods for
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Ngai, Anita Ching Yi. "Cultural Influences On Video Games: players' preferences in narrative and game-play." Thesis, University of Waterloo, 2005. http://hdl.handle.net/10012/770.

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As an entertainment media, video games provide pleasure and enjoyment through interactions with various game elements. Some games are more successful in one part of the world than others, which sales data have clearly shown over the years. Games designed in various parts of the world often have distinct differences, as developers implicitly or subconsciously convey their values and culture in their creations. Thus, in examining ?what is fun,? one must move beyond technical aspects of game design and look into immersion and emotional experiences. <br /><br /> In this paper, sales d
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DeRouin-Jessen, Renee. "GAME ON: THE IMPACT OF GAME FEATURES IN COMPUTER-BASED TRAINING." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3142.

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The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's Army" was estimated at $7 million. Given their increasing use and high costs, it is important to understand whether game-based learning systems perform as billed. Research suggests that games do not always increase learning outcomes over conventional instruction. How
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Björklund, Benjamin, and Simon Hjertson Nilsson. "Customisable game interfaces impact on game experience." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1286.

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A graphical user interface (GUI) is the bridge between the software and the user. In video games the user interface must be easily understandable and apprehensive. In fact, if a user interface is poorly done it will often break the game and make the user choose another game. If a user has the ability to configure and change the look of the user interface, will it then result in improved game experience? That’s what we investigated in this thesis. To carry out the investigation we developed a fully customisable user interface to a game called “World of Warcraft”. We then compared the original “
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Nissinen, J. (Joonas). "Game usability in Northern European game industry." Master's thesis, University of Oulu, 2014. http://urn.fi/URN:NBN:fi:oulu-201405281548.

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In today’s heavily competitive game market making a game that stands out from the huge amount of available games has become very important. Even though the game might not be the most unique one out there, it still can offer a better playing experience than a similar competitor’s product by having better usability. Usability research could provide game companies with the tools needed to improve their games usability. The aim of this survey was to find out if game companies are doing usability research and investigate their views on game usability. This research was conducted by sending a survey
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Bruin, Boudewijn Paul de. "Explaining games on the logic of game theoretic explanations /." Amsterdam : Amsterdam : Institute for logic, language and computation ; Universiteit van Amsterdam [Host], 2004. http://dare.uva.nl/document/73758.

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Li, Xiaopeng. "Playful Advertising: In-Game Advertising for Virtual Reality Games." Thesis, KTH, High Performance Computing and Visualization (HPCViz), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-175593.

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We present an early exploration of in-game advertising for virtual reality games. The study investigates what the impacts of interactivity and immersion on consumer learning and game experience are. First, we establish a theoretical grounding for understanding interactivity and immersion in virtual gaming environments. Then, we form a research framework and propose hypotheses around the research question. Next, we report the results of the field research, prototype design, and user study. The prototypes run in mobile browsers and are tested on virtual reality goggles with smartphones attached.
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Law, Y. Y. "The travelling gamer : an ethnography of video game events." Thesis, University of Salford, 2016. http://usir.salford.ac.uk/40411/.

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This thesis is an ethnography of video gamers and video game events. It considers the social and cultural practices of video gamers away from the video game screen, and in particular focuses on those who participate in, and attend, various video game related events. Previous studies on video games have often focused on the isolation of video gamers (in small groups) or the textual analysis of video games themselves. However, these focuses have often been too closely aligned with a very narrow understanding of (direct) play, which often ignore the social aspect of video gaming away from the vid
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Jin, Chengyue. "Game narrative conveyed through visual elements in digital games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20104.

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This thesis compares the different concepts of game narrative and traditional narrative, and aims to explore and analyze the relationship between visual elements and game narrative in video games. Game narrative is an emerging narrative based on digital media. It can not only include stories from traditional narratives, but also convey narratives through the virtual environment and mechanisms of games. This thesis discusses the concepts of traditional narrative and game narrative from the basic concepts of narrative, and lists different visual narrative elements and video games of different na
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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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Carmona, Sabrina Pereira Kumagai. "O museu de game como experiência gamificada." Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/4456.

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Made available in DSpace on 2016-04-26T18:12:26Z (GMT). No. of bitstreams: 1 Sabrina Pereira Kumagai Carmona.pdf: 11567914 bytes, checksum: 98180881edb7d03df36906381ba4bb57 (MD5) Previous issue date: 2012-10-19<br>Based on the state of art of games production and reception, this research has as an objective to propose the construction of a game museum conceived in the way of produce a gamified experience to those who visit it. Understood as gamification the phenomenon that has been widely released and incorporated in various fields of human activity. Gamification is taken as the application
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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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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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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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Bengtsson, Jens. "Grad : Game design document for the game Grad." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-90.

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Gursoy, Ayse. "Game worlds : a study of video game criticism." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/83834.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 95-102).<br>This paper explores the relation between criticism and establishment of narrative forms and genres, focusing on the cultural situation of video games. Comparing the context of early film criticism and contemporary video game criticism, I argue that the public negotiation of meaning and value codifies a new medium as it emerges. In the case of digital games in particular, contemporary critics approach t
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Tapani, J. (Juho). "Game usability in North American video game industry." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201611113008.

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Competition is so fierce in the video game industry that the companies need to find different angles to make their games stand out from the crowd. Game usability provides one such angle which can result in a better overall user experience. The goals of this research were to find out what usability methods are used in North American video game companies, how the companies define the term “game usability”, and are they utilizing heuristic evaluation. The data was gathered by collecting survey answers from 59 North American video game companies. The results indicated that usability is very impo
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Choi, Sujung. "Norie (Game) /." College Park, Md. : University of Maryland, 2007. http://hdl.handle.net/1903/6640.

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Thesis (D.M.A.)--University of Maryland, College Park, 2007.<br>Thesis research directed by: Music. Title from t.p. of PDF. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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Mills, Criss Bentley. "War game." Thesis, Georgia Institute of Technology, 1988. http://hdl.handle.net/1853/23092.

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Novak, K. "Game theory." Thesis, Sumy State University, 2016. http://essuir.sumdu.edu.ua/handle/123456789/46882.

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Game theory is a section of applied mathematics that studies various mathematical models of optimal decision making in conflict situations. J. Von Neumann and O. Monhenshternom in 1944 wrote the work "Theory of Games and Economic Behavior." From the very beginning of its development, it was aimed at solving economic problems. Later it began to be applied in other areas related to the conflict. Theoretical and playing methods of optimal solutions are widely used in medicine, in economic and social planning and forecasting, and other matters of science and technology.Today, the game theo
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GU, JIN. "Game Complex." Thesis, KTH, Arkitektur, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-277849.

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This project is a new type of game center in the "game paradise" Akihabara, Tokyo. In Japan, anime, cosplay, Game industry and virtual world have developed very mature and attractive, while in the reality society, most people are under great pressure. Those lead to the Otaku culture, refer to people like to stay at home, obsessed with virtual world and avoid the real social activities. Game and game center tend to become negative things in many ways. So in this project I want to add new fun circulations in the building, and create new games which help people have better interaction with spaces
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Bertram, David. "Game-Space." Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/31140.

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Game-space presents the development of a student game-hall on the campus of Virginia Polytechnic Institute and State University in Blacksburg, Virginia. The architectural theory that guided the development asserts that an intelligent translation of a building's physical and conceptual needs into a matrix of well defined layers provides a strong foundation for the creation of a cultivated space.<br>Master of Architecture
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Marker, Stephanie Ann. "The Game." Bowling Green State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1269021476.

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Whitehurst, Lauren M. "Home Game." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1522342103693997.

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Maurer, Jaclyn, and Linda Houtkooper. "Game Food." College of Agriculture and Life Sciences, University of Arizona (Tucson, AZ), 2005. http://hdl.handle.net/10150/146466.

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Blake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.

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This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of t
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Andersen, Kat L. "Lonely Game." ScholarWorks@UNO, 2019. https://scholarworks.uno.edu/td/2686.

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Lonely Gameis a collection of short stories exploring different manifestations and consequences of loneliness. Secondary thematic elements include perceptions based on unique life experiences, and how different perspectives play with one’s concept of reality.
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Ozsoy, Aysu Sultan. "Game Theoretic Approach To Newsboy Problem: Nash, Stackelberg, Cooperative Games." Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/12606490/index.pdf.

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In this thesis, competitive and cooperative newsboy problems for two substitutable products are analyzed by using game theoretic concepts. The demands of the products are assumed to be dependent and normally distributed. Competition is handled for Nash and Stackelberg games. Nash and Stackelberg games are compared in terms of the order quantities and the expected profits. Cooperative newsboy problem is analyzed for the products having equal costs and revenues. The effect of demand correlation on the order quantities and the expected profits in all of the games is investigated through numerical
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Trigo, Algar Antonio Rafael. "Serious Games For Overcoming Phobias : The Benefits of Game Elements." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9513.

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This thesis analyses the benefits of applying game elements to a Virtual Reality application for overcoming phobias, with a special focus on acrophobia, i.e. the fear of heights. Two different prototypes using the Oculus Rift head-mounted display were developed with a gradually exposure to heights. Both prototypes shared the same acrophobic scenario, but one included extra features from games such as engagement, motivation or goals. Twenty-four participants, divided into two groups of twelve, with moderate aversion to heights tested the prototypes. The participants’ heart rate and the time tha
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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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Towle, Bradford Allen. "Combining role playing game constructs toward real time strategy games." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1447598.

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Andersson, Anders. "Multiplayer Game Server for Turn-Based Mobile Games in Erlang." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-205361.

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This master's thesis presents the analysis, design and implementation of a game server. The server is specialized for handling traffic for turn-based games, with additional focus on handling traffic over mobile networks. The content of the analysis includes defining requirements, the theory behind the network stack and choices in concurrency model construction. The design part focuses on creating valuable design documents that work as blueprints for the server implementation. The documentation for two prototype  implementations are also included, one with basic functionality and one that can b
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Begy, Jason Scott. "Interpreting abstract games : the metaphorical potential of formal game elements." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/59570.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2010.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student submitted PDF version of thesis.<br>Includes bibliographical references (p. 91-92).<br>As cultural artifacts, abstract games offer unique challenges to critical interpretation. This is largely due to the fact that such games lack a fictional element: there are no characters, no settings, and no narratives to speak of. In this
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Shook, Steffi A. "Personal Narrative Video Games: Failure, Empathy, and Marginalized Game Developers." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1556017903138173.

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Williams, Walter K. "Video Game Development Strategies for Creating Successful Cognitively Challenging Games." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/4762.

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The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was to investigate the design strategies of video game developers who have successfully created video games that are challenging, entertaining, and successful. The technology acceptance model served as a conceptual framework. The entire population for thi
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