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Dissertations / Theses on the topic 'Gameplay experience'

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1

Fekete, Lorand, and Maria Hagelbäck. "Gameplay experience with eye tracking." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5320.

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This study is about how a person who is used to play games experiences playing a game with their eyes as input. The participants played a 3D game where the player had to collect coins by moving a ball over them. The participants first tried the game with keyboard as input and then right after only interacting by gazing via screen. The achieved score was recorded both for input from keyboard and input from eye. After the game session the participants were asked to answer two questionnaires that contained questions about their background and questions referring to the game they just played. The
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Mäyrä, Frans, and Laura Ermi. "Fundamental components of the gameplay experience : analysing immersion." Universität Potsdam, 2011. http://opus.kobv.de/ubp/volltexte/2011/4983/.

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This co-authored paper is based on research that originated in 2003 when our team started a series of extensive field studies into the character of gameplay experiences. Originally within the Children as the Actors of Game Cultures research project, our aim was to better understand why particularly young people enjoy playing games, while also asking their parents how they perceive gaming as playing partners or as close observers. Gradually our in-depth interviews started to reveal a complex picture of more general relevance, where personal experiences, social contexts and cultural practices al
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Du, Yajie. "Enhancing board gameplay experience with light based timers." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209408.

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In this thesis we will present a study on using lighting to enhance the gameplay of modern board games as a gameplay element timer. Based on the research on the usage of the timers in various social board games, we categorize the timers into 3 types: the turn-taking timer, the reminder timer and the warning timer. For designing and developing the light based timers, we frame the design space and propose 4 types of timers to be our design object: the turn-taking timer, the reminder timer, the warning timer and the combination timer of warning and reminding timer. We designed different light eff
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Almeida, Samuel de Jesus. "The player and video game interplay in the gameplay experience construct." Doctoral thesis, Universidade de Aveiro, 2013. http://hdl.handle.net/10773/13417.

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Doutoramento em Informação e Comunicação em Plataformas Digitais<br>Among the many discussions and studies related to video games, one of the most recurrent, widely debated and important relates to the experience of playing video games. The gameplay experience – as appropriated in this study – is the result of the interplay between two essential elements: a video game and a player. Existing studies have explored the resulting experience of video game playing from the perspective of the video game or the player, but none appear to equally balance both of these elements. The study present
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Ambekar, Kiran. "Improving the Gameplay Experience and Guiding Bottom Players in an Interactive Mapping Game." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984203/.

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In game based learning, motivating the players to learn by providing them a desirable gameplay experience is extremely important. However, it's not an easy task considering the quality of today's commercial non-educational games. Throughout the gameplay, the player should neither get overwhelmed nor under-challenged. The best way to do so is to monitor the player's actions in the game because these actions can tell the reason behind the player's performance. They can also tell about the player's lacking competencies or knowledge. Based on this information, in-game educational interventions in
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Bräysy, Alex, and Axel Arkö. "Fourth Wall Manipulation in Digital Games and its Impact on the Gameplay Experience." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32431.

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This thesis explores how manipulation of the fourth wall can affect players’ Gameplay Experience in digital games, due to the lack of any significant research regarding the matter. In preparation of the study, multiple commercially released digital games with instances of fourth wall manipulation were analysed. This led to the creation of four distinct game design patterns. These patterns were implemented into a game artefact specifically created for the study, which was played by eight participants. After playing, the participants were interviewed about how they experienced the game artefact.
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Santos, Hélia Vannucchi de Almeida. "A importância das regras e do gameplay no envolvimento do jogador de videogame." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/27/27159/tde-22062010-102953/.

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Este trabalho tem como intuito trazer luz a elementos que possibilitem o claro entendimento dos conceitos responsáveis pelo envolvimento do jogador com o jogo, em especial, as regras e o gameplay, que consideramos como primordiais para a construção de sua experiência de jogar. Neste intento, partimos do entendimento do conceito de jogo, buscando identificar os elementos que são importantes para que um jogo se constitua como tal, derivando os que consideramos ser essenciais ao jogo. Discutimos os conceitos de regras e gameplay, seus tipos e elementos, e as relações e as influências que se estab
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Khunyeli, Ramotsamai Itumeleng. "'Technic' practices of the computer game Lanner: identity development through the LAN-gameplay experience." Thesis, Rhodes University, 2011. http://hdl.handle.net/10962/d1013405.

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This thesis is a reception analysis using qualitative interviews to investigate the formation of cultural groups around computer-game LANs present in Rhodes University. It also looks at how issues of social inequalities evident on the university's campus impact on the participation of students in these LANs. The findings of this study are that the participants have established a community around the practice of computer LAN-gameplay based on values developed through the combination of the material and gameworlds. It serves as a home-on-campus for them; where they can fully explore their passio
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Crépault, Wibe Catherine. "Investigating gameplay and gaming experience in an audio-only puzzle game using stressful versus calm ambience." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-84624.

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This study investigates if gameplay in an audio-only puzzle game differs when the player is feeling stressed or calm. This was done by conducting a test where 14 participants played an audio-only, puzzle game with two levels. One level containing stressful ambience and the other level containing calm ambience. The players were timed during the playtest and the results were analyzed. The results showed a significant decrease of played time in the level containing stressful ambience. The study has also investigated whether the participants preferred the level with the stressful ambience or the l
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Lundmark, Martin. "The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22065.

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The gaming industry is changing, and new games and gaming experiences are being developed. From board games to video games, to the latest AR and VR games. Right now, developers are trying to develop experiences that combine the real and the virtual into one wholesome and believable mix. This gives new opportunities to implement technology in classical artifacts. In the context of board games there are several tangible pieces, and the dice is the chosen main character for this study. Placed in the middle, between board games and digital games, AR games comes now. Previous research of board game
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Lin, Philip. "Global gamers, transnational play, imaginary battlefield : encountering the gameplay experience in the war-themed first-person-shooter, Call of Duty." Thesis, University of Westminster, 2012. https://westminsterresearch.westminster.ac.uk/item/8z822/global-gamers-transnational-play-imaginary-battlefield-encountering-the-gameplay-experience-in-the-war-themed-first-person-shooter-call-of-duty.

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During the post-9/11 era we have witnessed the rise of war-themed digital games, which are increasingly produced and distributed on a massive global scale. This new form of 'militainment' re-formulates ‘the military-entertainment complex’ industrial model, and by repeatedly simulating historical/present/fictional war events and adopting militaristic stories, creates an adrenaline-pumping interactive gaming experience that the global gamers find very difficult to resist. Before 2011 the most iconic war-themed first-person-shooter (FPS) digital game, Call of Duty: Modern Warfare 2, achieved a ne
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Souza, Ricardo Vinicius Ferraz de. "Tradução e videogames: uma perspectiva histórico-descritiva sobre a localização de games no Brasil." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/8/8160/tde-03122015-131933/.

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Os videogames são hoje uma das formas de entretenimento mais populares em todo o mundo. Muito desse sucesso só foi possível graças à tradução, a qual, por meio de versões localizadas para os mais diversos idiomas, contribuiu decisivamente para que os videogames alcançassem um número cada vez maior de mercados e chegassem a milhões de lares ao redor do planeta. Esta dissertação, de caráter eminentemente historiográfico, tem por objetivo examinar a relação entre a tradução/localização e os videogames desde seu início até os dias de hoje. Além disso, pretende também, por meio da análise de alguns
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Molin, Martin, and Nicolina Kristiansson. "Using Biofeedback to Enhance Player Experience in a First-Person Shooter." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20921.

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This paper investigates if real-time biofeedback can be used to enhance individual player experience by increasing the sense of flow and immersion with the player and to what extent this can be achieved. We used an oximeter, the Contec CMS50D+ to capture live biometric data which was in turn interpreted and implemented in the game Half-Life 2. The data was used to alter the damage taken and inflicted by the player, the timescale and the field of view, all to enhance the players sense of flow and immersion.An experiment group playing the modification and a control group playing the original gam
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Alvarez, Diaz Maria Guadalupe. "Experiencing Play with Digital Heritage through Mobile AR Technology." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12740.

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The present work is based on the research and design of a mobile AR experiment performed in the context of the emerging interdisciplinary fields of digital heritage and experience design. In an attempt to find a method to support the justification and discovery of elements that can influence the user towards the fulfilment of an objective in a heritage experience, my experimental research reveals that a combination of play moments including elements of embodiment and sensuousness in mobile AR are most suitable to convey a story. Determining suitable gameplay and game mechanics requires an appr
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Powell, Robin. "Positive and Negative effects of Game Analytics in the Game Design process : A Grounded Theory Study." Thesis, Uppsala universitet, Institutionen för informatik och media, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-298302.

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The purpose of this Grounded Theory study is to investigate the positive and negative effects of Game Analytics and how it may affect the Game Design process within the Game Development process. This is done by reviewing and observing available source material appertaining to Triple AAA Games Industry Experts regarding the topics of Game Analytics, Gameplay, Game Design as well as Game Development. The source material consists of publications, presentations, articles and lectures directly linked to the aforementioned areas in which will be used to reinforce the theory. Through the collected da
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Ewelle, Ewelle Richard. "Adapter les communications des jeux dans le cloud." Thesis, Montpellier, 2015. http://www.theses.fr/2015MONTS145/document.

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Le Cloud computing émerge comme le nouveau paradigme informatique dans lequel la virtualisation des ressources fournit des services fiables correspondant aux demandes des utilisateurs. De nos jours, la plupart des applications interactives et utilisant beaucoup de données sont développées sur le cloud: Le jeu vidéo en est un exemple. Avec l'arrivée du cloud computing, l'accessibilité et l'ubiquité du jeu ont un brillant avenir; Les jeux peuvent être hébergés dans un serveur centralisé et accessibles via l'Internet par un client léger sur une grande variété de dispositifs avec des capacités mod
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Kayatt, Pedro Matsumura. "UBIQUOS - arcabouço multiplataforma para jogos colaborativos utilizando interface distribuída de usuário." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-03032017-080230/.

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O aumento no número de dispositivos móveis de alto desempenho e a disponibilidade de conexões sem fio permitiram o desenvolvimento de interfaces que são compartilhadas entre diversos dispositivos; tais interfaces são chamadas de Interfaces Distribuídas de Usuários. Esta pesquisa foca no desenvolvimento de um arcabouço que visa simplificar o desenvolvimento de jogos digitais que utilizem interfaces distribuídas, assim como analisar o atual estado da arte de outras tecnologias e arcabouços. É proposto um estudo de aceitação, utilizando parâmetros quantitativos e qualitativos, afim de comprovar a
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Amlie, Kristian. "Realtime capture and streaming of gameplay experiences." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2007. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18328.

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Today&apos;s games are social on a level that could only be imagined before. With modern games putting a stronger emphasis on social networking than ever before, the identity in the game often becomes on par with the one in real life. Yet many games lack the really strong networking tools, especially when networking regarding players of different games is concerned.Geelix is a project which tries to enhance the social gaming aspect by providing sharing of what has been aptly named: gaming experiences. The motivation for this goal is to enable stronger support for letting friends take part in y
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Stark, Jessica. "A Day in the Life of a Sim: Making Meaning of Video Game Avatars and Behaviors." Antioch University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1497718914530561.

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Pérez, Latorre Óliver. "Análisis de la significación del videojuego. Fundamentos teóricos del juego, el mundo narrativo y la enunciación interactiva como perspectivas de estudio del discurso." Doctoral thesis, Universitat Pompeu Fabra, 2010. http://hdl.handle.net/10803/7273.

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Esta Tesis Doctoral tiene como objeto de estudio la significación de los videojuegos. <br/>Si la forma en la que, desde niños, construimos universos de valores y damos sentido a nuestras vidas está indisolublemente unida a los medios y las obras de la cultura de masas, el estudio de los modos de significación del videojuego requiere, hoy en día, un desarrollo en profundidad. <br/>En relación con ello, el principal resultado de esta investigación consiste en la fundamentación teórica y metodológica de tres modelos de análisis del videojuego como discurso: un modelo de estructuras lúdicas, un mo
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Amsellem, João Pedro da Silva. "Crowdplay: Crowdsourcing Gameplay Experiences." Master's thesis, 2014. http://hdl.handle.net/10316/35548.

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Dissertação de Mestrado em Engenharia Informática apresentada à Faculdade de Ciências e Tecnologia da Universidade de Coimbra<br>CrowdPlay é uma plataforma de crowdsourcing capaz de proporcionar aos game designers uma opção viável para análise de protótipos de jogo de forma fácil e rápida de configurar. Possibilita a distribuição de cenários de teste de jogo, com base na parametrização das condições de ensaio, e a recolha, análise e visualização de dados de gameplay de videojogos, em grande escala e direcionada para o estudo da experiência de uso proposta pelo protótipo. Mesmo não conhecendo
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Rocha, Luís Filipe Cardoso. "Gameplay Analytics for Game Design Insights." Master's thesis, 2021. http://hdl.handle.net/10316/95514.

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Dissertação de Mestrado em Design e Multimédia apresentada à Faculdade de Ciências e Tecnologia<br>Understanding player behavior has become an essential task for game designers to discover gameplay patterns and, consequently, improve the game experience. In this project, we aim to address the challenge of understanding player experience, through the use of gameplay metrics. Specifically, it investigates whether gameplay data is able to convey information about why players behave in a particular way when playing video games. To achieve this, we designed and implemented an analytic platform that
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Chen, Chun-yu, and 陳俊佑. "The Study of Preference of the Gameplay Experience of Tabletop Games." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/5jp444.

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碩士<br>世新大學<br>圖文傳播暨數位出版學系<br>105<br>In recent years, despite text descriptions, information is integrated into infographic (or information graphic) with visual design elements. It’s not only convenient to read, but also make it easier to understand the contents it contains. Meanwhile, since the trend of board game is gradually more and more popular in Taiwan, including the common gameplay of Chinese chess, gomoku, chess, monopoly, playing cards, and the spread of German-style board games, this trend had indicated that the culture of board gaming in Taiwan is phenomenal. By the mean of question
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Wang, Cheng-Jen, and 王丞珍. "Toward Gameplay Experience Control for Match-three Games with Farming Mechanism." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/sw4k75.

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碩士<br>國立臺灣科技大學<br>資訊工程系<br>107<br>Match-three games are characterized by randomness, and their rules are also easy to understand. In the level design, in order to keep giving players different game experiences, game designers usually generate levels by adding new elements. However, the diversified elements and the complicated goals often cause the players easily to lose in the back levels of the game. Therefore, our research goal is to control the game experience without changing elements. In the match-three games, when the players eliminate the tiles, the game system will randomly generate d
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Hung, Chia-Yu, and 洪家祐. "The Influence of Self-efficacy and Self-regulation on Flow Experience in Gameplay." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/b9jkxz.

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Bojin, Nis André. "What do we learn when we change the way we play? : augmenting the computer gameplay experience /." 2005.

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Thesis (M.A.)--York University, 2005. Graduate Programme in Communication and Culture.<br>Typescript. Includes bibliographical references (leaves 98-103). Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL: http://gateway.proquest.com/openurl?url%5Fver=Z39.88-2004&res%5Fdat=xri:pqdiss &rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:MR11755
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YEH, KUN-MING, and 葉昆銘. "Comparative Study on the Game Experience of Asymmetric Gameplay – A Case Study of Interfaces of Virtual Reality and Personal Computer." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/z7x6t3.

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碩士<br>國立臺北教育大學<br>數位科技設計學系(含玩具與遊戲設計碩士班)<br>106<br>Virtual Reality (VR) is through the simulation of visual, auditory and other human sense, people seem to be in a virtual world, and can interact with people in the virtual world. The computing power of personal computers is sufficient to cover the computing needs of head-mounted displays, virtual reality applications such as games, movies, modeling, social will be more popular. However, not all users have enough space to support the virtual reality’s space requirements, many users still use 2D user-interface to interacting with three dimensiona
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Fernandes, Nuno Daniel Correia. "A Case Study in Generative Game Design." Master's thesis, 2021. http://hdl.handle.net/10316/95500.

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Dissertação de Mestrado em Design e Multimédia apresentada à Faculdade de Ciências e Tecnologia<br>Na área da produção de videojogos, é algo incomum que ocorra um design de jogos verdadeiramente inovador. Geralmente, o mercado mantém-se focado em repetir as mesmas abordagens que já foram comprovadas no passado. Portanto, é importante que os designers de jogos considerem fornecer experiências novas e significativas aos jogadores. Nesse contexto, a Geração Procedimental de Conteúdo (em inglês, Procedural Content Generation, ou PCG) é um conjunto promissor de métodos e técnicas que têm o potencia
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Dor, Simon. "Repenser l’histoire de la jouabilité : l’émergence du jeu de stratégie en temps réel." Thèse, 2015. http://hdl.handle.net/1866/13964.

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L’objectif de cette thèse est de réfléchir aux enjeux d’une histoire du jeu de stratégie en temps réel (STR). Il s’agit de mieux comprendre les contextes dans lesquels le genre prend sens pour historiciser son émergence et sa période classique. Cette thèse cherche à documenter, d’une part, la cristallisation du STR en tant qu’objet ayant une forme relativement stable et en tant que corpus précis et identifié et, d’autre part, l’émergence des formes de jouabilité classiques des STR. La première partie est consacrée à décrire l’objet de cette recherche, pour mieux comprendre la complexité du
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Chabot, Pierre-Luc. "De l’immersion à l’engagement, la perspective des concepteurs de jeux vidéo sur l’expérience de jeu." Thèse, 2012. http://hdl.handle.net/1866/8953.

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De nos jours, la notion d’immersion est largement utilisée, voire galvaudée, par l’industrie du jeu vidéo pour décrire les nouvelles expériences de jeu vécues par les joueurs, notamment lorsqu’ils utilisent des contrôleurs de mouvement. Il est donc intéressant de comprendre comment cette notion s’insère dans le processus de conception des jeux vidéo et comment les concepteurs de jeux vidéo mobilisent cette notion. Pour essayer de comprendre comment les concepteurs de jeux vidéo conçoivent leurs expériences de jeu dans ce contexte, nous avons réalisé une série de cinq entrevues avec des concept
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