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Dissertations / Theses on the topic 'Games of representation'

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1

Solgevik, Christoffer. "Stereotypical representation of others in game animation : A case study of the game Crest." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-226241.

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Through the years, stereotypical representation of others has been present in video games. There exist numerous games which consist of characters that are being represented stereotypical in a negative way. The aim of this thesis is to discuss how stereotypes occur ingame animation and to see if an understanding of the culture represented will help inavoiding negative stereotypes. Possessing knowledge of the represented culture, I proposethat a negative stereotypical representation of others can be kept to a minimum in theanimations of the game Crest. This was tested on ten participants from Sw
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Terrington, Simon. "Developing a representation of simple voting games within category theory." Thesis, King's College London (University of London), 2012. https://kclpure.kcl.ac.uk/portal/en/theses/developing-a-representation-of-simple-voting-games-within-category-theory(221e7401-8dae-4f6c-9b36-4f4e23835aeb).html.

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Simple voting games (SVGs) are mathematical idealisations of decision-making by a council or board for example the EU Council of Ministers or the UN Security Council. -- The theory of SVGs includes structure-preserving mappings. Until now, these have not been organised in a category. -- We start in the most natural way, with the objects of the category being SVGs conceived as sets of sets of voters and arrows being isomorphisms, bloc formation and inclusion maps. -- An alternative category, or sequence of categories, of SVGs, is simple to define. Co is the category with two objects and a singl
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Nuzzo, Francesco. "Unsupervised state representation pretraining in Reinforcement Learning applied to Atari games." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-288189.

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State representation learning aims to extract useful features from the observations received by a Reinforcement Learning agent interacting with an environment. These features allow the agent to take advantage of the low-dimensional and informative representation to improve the efficiency in solving tasks. In this work, we study unsupervised state representation learning in Atari games. We use a RNN architecture for learning features that depend on sequences of observations, and pretrain a single-frame encoder architecture with different methods on randomly collected frames. Finally, we empiric
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Unéus, Danielle, and Emil Christenson. "Transgender in Games : A Comparative Study of Transgender Characters in Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-330774.

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This thesis contains an analysis of transgender characters in games. The method for selecting the characters was based on the importance of the character in the game with the requirement that the game must have sold at least half a million units. The goal was to analyse well-known characters in gaming history to get an overview of how the game industry has represented transgender in games. Out of 102 characters only six of them met the requirements and have been analysed with the use of queer theory. Gender and how the characters break the norms of what is feminine and what is masculine is in
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Heijltjes, Willem Bernard. "Graphical representation of canonical proof : two case studies." Thesis, University of Edinburgh, 2012. http://hdl.handle.net/1842/5838.

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An interesting problem in proof theory is to find representations of proof that do not distinguish between proofs that are ‘morally’ the same. For many logics, the presentation of proofs in a traditional formalism, such as Gentzen’s sequent calculus, introduces artificial syntactic structure called ‘bureaucracy’; e.g., an arbitrary ordering of freely permutable inferences. A proof system that is free of bureaucracy is called canonical for a logic. In this dissertation two canonical proof systems are presented, for two logics: a notion of proof nets for additive linear logic with units, and ‘cl
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Granlund, Hanna, and Olivia Peter. "A gaming-community for all : Visuell representation och inkludering av etniciteter inom spelindustrin." Thesis, Mittuniversitetet, Institutionen för design, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-40926.

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Syftet i uppsatsen behandlar frågan om hur representation av etniciteter ser ut inom spelindustrin, med fokus på spel i genren RPG. Fokus för undersökningen är spel som tilldelats högst betyg sorterat efter User Score på hemsidan Metacritic.com.    Två analysmetoder har använts för att undersöka i vilken grad som de utvalda speltitlarna är representativa för olika etniciteter. En kvantitativ innehållsanalys har genomförts för att undersöka de representativa möjligheterna inuti spelen, med fokus på spelbara karaktärer. Metoden använde sig av ett kodschema för att genomföra analysen och tydligt
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Generazio, Hòa. "Consistency of representation for disaggregation from constructive to virtual combat simulations." Diss., Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/30773.

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Gelderie, Marcus [Verfasser]. "Strategy machines : representation and complexity of strategies in infinite games / Marcus Gelderie." Aachen : Hochschulbibliothek der Rheinisch-Westfälischen Technischen Hochschule Aachen, 2014. http://d-nb.info/105230320X/34.

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Lim, Chong-U. "Modeling player self-representation in multiplayer online games using social network data." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/82409.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 101-105).<br>Game players express values related to self-expression through various means such as avatar customization, gameplay style, and interactions with other players. Multiplayer online games are now often integrated with social networks that provide social contexts in which player-to-player interactions take place, such as conversation and trading of virtual items. Building upon a theoretical
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Lucas, Rowan. "Out of the Margins: Evolving Narrative Representation of Women in Video Games." VCU Scholars Compass, 2019. https://scholarscompass.vcu.edu/etd/5882.

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This thesis examines narrative representation of female characters in video games and how game narratives and representations contribute to socio-cultural discourse. First, this thesis explores and defines the cultural background for female representation in video games. It then defines video games as a type of text and describes the features that are unique to games, such as the use of avatars, and what impacts these features have on game narratives. The thesis attempts to establish evidence of an evolutionary arc of comprehensive female representation in video games by first exploring histor
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Ferm, Linus. "How the Graphical Representation of the HUD Affects the Usability of a Third Person Game." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15421.

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The HUD is what allows players to interact with the game world and therefore thevisual representation of it is of importance to usability. Usability being broken down intothree components: effectiveness, efficiency and satisfaction. To study the subject athird person action game was made for the purpose. The game contained two differentHUD versions to test different approaches to UI design. Results for the study were, inrelation to usability, inconclusive due to a lack of participants and varying degrees ofexperience within the pool of participants. Preferences were gathered however, andprefer
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van, Aller Marcus. "Transgender and genderqueer experiences of avatar creation in games." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-356221.

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The objective of this thesis is to examine how respondents who self identify as transgender or genderqueer experience avatar creation systems in digital games. In the wake of GamerGate, gender has become a more prevalent topic of discussion, as such, this thesis seeks to survey transgender and genderqueer people in order to gain a better insight into their their experiences with avatar creation in games, and do they perceive the status quo of current avatar creation systems to be in need of change? If so, how? The results of the survey shows that the respondents use avatar creation systems as
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Cisneros, Linet L. "Playing Nice: the Limitations and Stereotypes Placed on Female Hero Representation in Video Games." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc500096/.

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This thesis provides an investigation of how gender stereotypes affect the narrative, mechanics, and experience of three different console based video games (Venetica, WET, and Velvet Assassin) with female protagonist. Each game is addressed within separate case study chapters and discusses how gender is integrated and intertwined with each narrative structure, image representation, and interactivity. Further analysis is provided in each case study as gender is addressed across several parts of each game, beginning with the female protagonist’s role as hero, her representation throughout the g
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Alves, Thiago. "Exploring Underrepresented Narratives : Social Anxiety in Games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15563.

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This research focuses on pushing forward the understanding of mental disorders portrayals in games, more specifically social anxiety, which still lies as a marginalized topic in this medium. In order to understand honest manifestations of social anxiety in games, the first step is to conduct a close reading of games made by people who suffer from this mental disorder. A collection of five indie games, all of autobiographical nature and featuring social anxiety as an important part of their text, was put together for this analysis. This was done embracing the need to address the representationa
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Andersson, Jessica. "Where does this fit? : A Comparative Study of the Graphical Portrayal of Keys as a system in Survival-horror Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-262489.

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Puzzles have always been a central part of games. One of the simplest manifestations of a puzzle in games is an obstruction that prevents the player from progressing and an object that removes the obstruction. The system of unlocking new areas with keys is used in order to provide interesting level design and help build narrative in games. This examination intends to provide knowledge and insight into how this type of system is commonly portrayed visually and thus provide a basis for designers to build upon when creating similar challenges, providing a greater awareness of the design norms tha
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Rajkowska, Paulina. "Roles of female video game characters and their impact on gender representation." Thesis, Uppsala universitet, Medier och kommunikation, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-225393.

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Due to immense popularity of video games the author investigates the presence of gender portrayal within them. The purpose of this study is to thoroughly analyse a general phenomenon, such as gender, within video games to develop a better understanding of its particularities in this form of media and to expand the general body of knowledge on video games as a research topic. As prior literature shows, gender within video games can be either defined by its biased and sexualized character or by a tendency towards equality and strength for woman. To explain those varied results the author introdu
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Fjäll, Madeleine. "Vikingars representation i spel : En studie om hur spelare uppfattar vikingar beroende på dess utseende." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-354008.

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Kulturell representation har länge varit ett ämne som tagits upp i diskussioner, i denna uppsats kommer vi ta upp om hur vikingar är representerade i spel. Frågeställningen är: På vilka sätt är spelares förväntningar av vikingar annorlunda mot verkligheten? För att kunna svara på denna fråga har vi först gjort en förstudie där vi använde en tematisk analys för att få fram åtta bilder med olika varianter på vikingar som går från ”spelviking” till ”historisk viking” i fyra olika steg. Fyra manliga bilder och fyra kvinnliga bilder skapades, dessa bilder visades sedan i par till deltagarna i en en
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Olsson, Joel. "Body Remains a Difference : Representation of Gender in Four Newspapers' Reporting on the 2016 Olympic Games." Thesis, Stockholms universitet, Engelska institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-138748.

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This thesis investigates how male and female athletes competing in the 2016 Olympic Games in Rio de Janeiro were portrayed in two British and two American newspapers (The Daily Telegraph, The Independent, Los Angeles Times and The Washington Post). It also examines how the total amount of coverage was distributed between athletes of each gender. Previous studies have shown that female athletes are not given as much space as male athletes (Jones, 2004, Caple, Greenwood, &amp; Lumby, 2011, Godoy-Pressland 2014) and that when they are reported on, not portrayed in the same way as male athletes (E
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Hanson, Philip. "A Unified Representation for Dialogue and Action in Computer Games: Bridging the Gap Between Talkers and Fighters." Digital WPI, 2010. https://digitalcommons.wpi.edu/etd-theses/845.

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Most computer game characters are either ``talkers,' i.e., they engage in dialogue with the player, or ``fighters,' i.e., they engage in actions against or with the player, and that may affect the virtual world. The reason for this dichotomy is a corresponding gap in the underlying development technologies used for each kind of character. Using concepts from task modeling and computational linguistics, we have developed a new kind of character-authoring technology which bridges this gap, thereby making it possible to create richer and more interesting characters for computer games.
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Brashear, Cherise Lukacs. "The Representation of Games in 18th-Century Rococo Painting: Differences in the Discourse Between Children and Adults." Thesis, The University of Arizona, 2015. http://hdl.handle.net/10150/578954.

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This essay explores the significance of depicting children's games in 18th-century Rococo painting and the differences in intended meanings when applied to children versus adults. More specifically, the focus of my research is on the use of these games to exhibit moral lessons among adolescents and expose the connotations of fickleness, courtship, and eroticism when directed at aristocratic adults. The specific images that will be included in my discussion are Jean-Honoré Fragonard's Happy Hazards of the Swing (1767) and Blind Man's Bluff (c.a. 1750-1752), Jean-Baptiste-Siméon Chardin's Soap B
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von, Friesendorff Rickard. "Navigering och mental representation med ljud i en icke-visuell 3D miljö." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17014.

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Denna studie tar upp forskning kring tillgänglighet inom data/tv-spel och fokuserar främst på ljudspel, en genre som särskilt uppstått för synnedsatta. Texten tar upp frågeställningen kring seende personers upplevelser av ljudspel och att kvalitativ data ska samlas in för denna studie. Metoden diskuteras och relevant forskning för denna studie nämns därefter. Genom att lyfta fram viktiga designval för genren ljudspel har en artefakt skapats dedikerad till studien. Denna artefakt består av ett enkelt spel med syfte att undersöka seende personers förmåga att navigera i en okänd
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Ljungqvist, Ylva, and Frida Svensson. "Creating Your Fantasy Self : An Analysis of Ethnicity in Character Creators in Computer Fantasy Role-Playing Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-254724.

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This thesis examines whether character creators in fantasy role-playing games allow players to create ethnically diverse characters. We studied eight games following a procedure to record perceivable data about the available options, and conducted interviews. The results show that options for minority ethnicities are usually either very few and lack variation or are non-existent. All the interviewees answered that they were generally dissatisfied with the options given to them in character creators and could rarely make a representation of themselves. This highlights the need to diversify the
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Lee, Jung W. "Korean sporting nationalism in the global era : South Korean media representation of the 2004 Athens summer Olympic Games." Thesis, Loughborough University, 2007. https://dspace.lboro.ac.uk/2134/21063.

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The purpose of this thesis is to Investigate the relation between mega sport event, media and Korean nationalism in the context of globalisation. Attention is paid to the South Korean media coverage of the 2004 summer Athens Olympic Games. A process/figurational sociological perspective was implemented in making sense of the global-national nexus in the media coverage of the Olympic Games. In this examination, the way In which the media promote the notion of globalisation and reinforce the Idea of nationalism was addressed. The South Korean newspapers and television coverage were investigated
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Duminy, Willem H. "A learning framework for zero-knowledge game playing agents." Pretoria : [s.n.], 2006. http://upetd.up.ac.za/thesis/available/etd-10172007-153836.

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Schiffman, James R. "Mass Media and Representation: a Critical Comparison of the CCTV and NBC Presentations of the Opening Ceremony of the 2008 Beijing Olympic Summer Games." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/communication_diss/31.

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A critical comparison of the CCTV and NBC broadcasts of the Opening Ceremony of the 2008 Beijing Olympics demonstrates how two sets of narratives that on the surface glorify China and the long Chinese cultural and historic tradition offer very different ideological projections about China's rise as a power and engagement with the wider capitalist world. For CCTV, China has finally righted a longstanding historical injustice and established itself as a co-equal nation among nations. For NBC, ambivalence about China is the watchword, and further reforms that by implication will help clear China
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Waller, Vanja. "Gender representation through the horrors of Fatal frame (2001) : Textual analysis into female gender representation in the Japanese survival horror game, Fatal Frame (2001)." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20087.

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Gender representation in the horror genre has many interesting discussions surrounding it through multiple perspectives such as psychoanalysis and culture. This article intends to expand the investigation of how female characters are portrayed in horror games. The research on female representation will investigate the potential connections between horror cinema and horror games in the survival horror game Fatal Frame (2001, Koei Tecmo), the first title of a series that is iconic f0r drawing inspiration from Japanese mythology and horror tropes while simultaneously using a large cast of female
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Arltoft, Emma, and Agnes Benkö. "Camp and Buried : Queer perceptions of queer tropes and stereotypes in games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17119.

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The state of queer representation in games is poor, and queer consumers are growing increasingly vocal in their demands for nuanced portrayals. This thesis investigates how queer players perceive the tropes and stereotypes commonly used to portray them in games. By sorting through existing representation and using the most common tropes found, this study created two example characters which were represented both narratively and visually. These characters were then the subject of a study of 29 participants. The comments and opinions of these 29 participants were then analysed to find a largely
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Bello, Robson Scarassati. "O videogame como representação histórica: narrativa, espaço e jogabilidade, em Assassin\'s Creed (2007-2015)." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/8/8138/tde-19122016-103439/.

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O objetivo deste trabalho é investigar as relações entre a representação da História e os jogos eletrônicos (Videogames) através da análise dos jogos da série, produzidos entre 2007 e 2015, Assassins Creed. A série representou múltiplos tempos históricos em narrativas, jogabilidades e espaços virtuais que reconstituíram cenários do passado para exploração e interação de um jogador que controla o avatar de um Assassino. Nossa investigação pretende compreender este produto, ainda pouco estudado nas ciências humanas, em sua especificidade, estabelecendo sua posição dentro da Indústria Cultural em
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Silva, Fernando Duro da. "Teorias do projeto e representação : investigação sobre uma lacuna epistemológica." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2011. http://hdl.handle.net/10183/35344.

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O tema central da tese é o projeto arquitetônico e a constatação de que há uma lacuna epistemológica entre a ação projetual e sua atualização como objeto arquitetônico. A tese delineia um quadro teórico de cunho explicativo que visa estabelecer a base para a compreensão do estatuto epistêmico do processo projetual, do ponto de vista do pensamento arquitetônico. Para tal recorre à interpretação de textos de fontes da teoria e história da arquitetura, da epistemologia e da filosofia que são cotejados, revelando relações que lançam luz sobre o problema. A investigação identifica no surgimento da
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Duminy, Willem Harklaas. "A learning framework for zero-knowledge game playing agents." Diss., University of Pretoria, 2007. http://hdl.handle.net/2263/28767.

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The subjects of perfect information games, machine learning and computational intelligence combine in an experiment that investigates a method to build the skill of a game-playing agent from zero game knowledge. The skill of a playing agent is determined by two aspects, the first is the quantity and quality of the knowledge it uses and the second aspect is its search capacity. This thesis introduces a novel representation language that combines symbols and numeric elements to capture game knowledge. Insofar search is concerned; an extension to an existing knowledge-based search method is devel
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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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Lima, Carlos William Ferreira de. "A construção da imagem realista em jogos de videogame: um estudo sobre as representações imagéticas nos games de nova geração." Pontifícia Universidade Católica de São Paulo, 2008. https://tede2.pucsp.br/handle/handle/5053.

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Made available in DSpace on 2016-04-26T18:17:08Z (GMT). No. of bitstreams: 1 Carlos William Ferreira de Lima.pdf: 1057288 bytes, checksum: 7e64f6a56172d5d50fa51283b5b546ec (MD5) Previous issue date: 2008-05-12<br>Videogames nowadays represent new ways of hypermediatic language, that is, complex narratives in features of games, in which users, known as interactors, are introduced with the purpose of having fun. In a short period of time, games have become an environment where different forms of communication are introduced in an interactive mode, providing gamers a feeling of immersion in suc
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Schwarz, Simone. "A sporting difference? : A comparative analysis of the media portrayal of male and female athletes during the Olympic Games 201." Thesis, Stockholms universitet, Institutionen för mediestudier, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-143968.

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The underrepresentation of sportswomen in all forms of news coverage has been widely acknowledged by feminist media scholars. However, some researchers claim that there is a shift towards greater gender equality of sports media coverage, especially during the Olympic Games. In light of such studies, the present study examined the quantitative and qualitative media representations of male and female athletes in six German news media outlets during the Olympic Games 2016. The empirical analysis focused on the coverage of the German men’s and women’s hockey team. In contrast to previous studies,
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Holmdahl, Arnman Thea. "Konstverket i spelmiljö : En undersökning av spelet Animal Crossing: New Horizons (2020) användande av konstverk och presentation av museet som institution." Thesis, Södertörns högskola, Konstvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-44039.

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This essay focuses on the digitalization of art canonisation in the game Animal Crossing: New Horizons (Nintendo/Nintendo EPD, 2020). Furthermore, the purpose of this essay is to understand which artworks the game incorporates in its museum, as well as how the player can interact with the artworks in question. Bolter and Grusin's remediation theory are thoroughly explored through the material, as well as the maintaining of norms through representation. The conclusion is that the game allows the player to interact restrictedly with the art in the museum, but is allowed more freedom outside of i
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Gous, Joané Facqueline. "Paul Auster's representation of invisible characters in selected novels." Thesis, North-West University, 2012. http://hdl.handle.net/10394/9028.

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In this dissertation I argue that invisible characters, as they appear in Paul Auster’s novels, serve a very specific function within the interpretative framework of a text and that they should be considered to play a functional role, in order to arrive at a more holistic interpretation of the text and a more accurate analysis of said texts. I argue that Auster knowingly includes these characters in his novels as part of his narrative technique, in order for them to serve specific functions and to contribute to the structure of postmodern fiction. I make use of a contextualized close reading o
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Ström, Anni-Ruffina. "Difficulties of Coming Out Amoung Japanese Elite Athletes : A media-studies inquiry into the case of soccer player Shiho Shimoyamada." Thesis, Stockholms universitet, Institutionen för Asien-, Mellanöstern- och Turkietstudier, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-191129.

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The 2020 Summer Olympicsand the Paralympic Games were scheduledto take placein Tokyo. This sporting mega-event has affected change in the public and social spheres of the host country, Japan, but with regard to athletes’ gender and sexual orientation Japan’s mainstream media seem still considerably biased. Little has been reported on openly LGBTpro athletes from Japan and their involvement in advocating the Olympic values:diversity, inclusiveness and equality.This thesis investigates howLGBTiconsare portrayed by the media, or more specifically,the national newspapers, LGBTcommunity sources and
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Meili, Angela Maria. "Pragmatica dos enunciados televisivos : um estudo da proibição e da desobediencia atraves dos corpos midiaticos." [s.n.], 2008. http://repositorio.unicamp.br/jspui/handle/REPOSIP/270847.

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Orientador: Kanavillil Rajagopalan<br>Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Estudos da Linguagem<br>Made available in DSpace on 2018-08-12T13:55:14Z (GMT). No. of bitstreams: 1 Meili_AngelaMaria_M.pdf: 4093334 bytes, checksum: ae691d3384ff20d6364901820c937e13 (MD5) Previous issue date: 2008<br>Resumo: A presente dissertação de Mestrado propõe-se a uma discussão crítica acerca da televisão contemporânea. Inicialmente, discute a questão da mediação e da noção de "meio" utilizada nas teorias e políticas da comunicação tradicionais, valendo-se, em partes, da Cr
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Isaksson, Hanna, and Tove Wahlberg. "More than four-legged vehicles? : The representation of horses in Dragon Age: Inquisition and Star Stable 1: Autumn Riders." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446579.

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This thesis investigated the representation of horses in the video games Star Stable 1: Autumn Riders and Dragon Age: Inquisition from an ecocritical lens. It applies the method of close reading to the game research field to analyse the representation of horses in video games and how that representation can be objectifying. The study finds that by framing horseback riding as the primary aspect of the horses the game design in these two games prioritises an anthropocentric view, where horses are modelled after their value to humans. This game design perspective can be seen in the lack of non-ri
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Reynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.

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Chorin, Anne. "Att spela heterosexuell : En studie av konstruktioner av genus och sexualitet i tv-spelen Prince of Persia och Fable II." Thesis, Södertörns högskola, Institutionen för genus, kultur och historia, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-2542.

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The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing. I ask questions about the conditions for p
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Mantovani, Marco. "Essays in forward looking behavior in strategic interactions." Doctoral thesis, Universite Libre de Bruxelles, 2013. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/209492.

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The general topic of our thesis is forward looking behavior in strategic situations. Mixing theoretical and experimental analysis, we document how strategic thinking is affected by the specific features of a dynamic interaction. The overarching result is that the information regarding decisions that are close to the current one, receive a qualitatively different consideration, with respect to distant ones. That is, the actual decisions are based on reasoning over a limited number of steps, close to actual decison node. We capture this feature of behavior both in a strategic (limited backward i
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Söderlund, Alexandra. "Spelkaraktärer i TV- och datorspel : En studie om spelkaraktärers betydelse för spelupplevelsen." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-163280.

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Computer and video games have taken the world by storm, since their creation the interest for these games has increased and approximately 62% of the Swedish population now plays computer or video games. A game character is of tremendous importance in a game and plays a central part in the whole game, however, the portrayal of these characters are often unrealistic. The female characters, however few, are often portrayed as oversexualized or subjugated as sexual objects. In this paper, a research is made studying the game experience from women’s point of view, trying to clarify how women are af
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Striff, Joël. "Efficience d'un jeu pédagogique d’entreprise pour apprendre le principe d’action (PA) du “progrès permanent” (PP)." Thesis, Paris 10, 2014. http://www.theses.fr/2014PA100190/document.

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Comment former un élève ingénieur à un « principe » comme celui du progrès permanent ou du développement durable ? Notamment pour qu’il/elle devienne un futur acteur de progrès (permanent) pour l’organisation qui va l’employer ? Il n’y a pas de réponses satisfaisantes à cette question dans le sens classique d’apports de savoirs. Le rôle de l’école ne serait-il alors pas d’isoler « ce qui doit prioritairement rester de ce principe quand tous les autres savoirs auront été oubliés » : son « principe d’action » ? Enfin, de stimuler chez l’élève l’intérêt d’en savoir plus ? L’apprenant ne cherchera
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Schweizer, Bobby. "Representations of the city in video games." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/28251.

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Thesis (M. S.)--Literature, Communication, and Culture, Georgia Institute of Technology, 2009.<br>Committee Chair: Pearce, Celia; Committee Member: Do, Ellen Yi-Luen; Committee Member: Knoespel, Kenneth; Committee Member: Nitsche, Michael.
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Plank, Dana Marie. "Bodies in Play: Representations of Disability in 8- and 16-bit Video Game Soundscapes." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1543506274730883.

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Bergqvist, Andreas. "Aesthetic Details and Player Behavior : a study on how the colors of checkers in backgammon affect players’ choices of action." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1968.

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Based upon earlier studies in the fields of psychology and game design by Frank and Gilovich (1988) and Yee (2007), this paper examines the influence of color on players of backgammon. The paper examines the probability of a player hitting an opponent’s piece when possible in backgammon depending on the color of the checkers. The data sample was compared using a t-test but showed no significant correlation. Based upon the results it was concluded that the Proteus Effect is not as effectively achieved through units in board games compared to avatars in virtual worlds.
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Vendinha, Cláudia. "Desenhos e verbalizações, de crianças dos 4 aos 6 anos de idade, sobre dois acontecimentos de vida." Master's thesis, Instituto Superior de Psicologia Aplicada, 2002. http://hdl.handle.net/10400.12/1015.

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Dissertação de Mestrado em Psicologia Educacional<br>Tendo por base investigações recentes, no âmbito do quadro teórico de K. Nelson sobre a representação geral de acontecimentos e desenvolvimento cognitivo e linguístico, assim como investigações acerca da evolução da actividade gráfica infantil e sobre a função da linguagem na actividade, o presente estudo, pretende verificar de que forma a idade e a familiaridade e estruturação temporal de acontecimentos rotineiros, poderão influenciar a complexidade de produções gráficas e de relatos do ponto de vista linguístico. De forma a que este objec
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Tzanoudaki, Stephany. "The transition of the Olympic city from visual representations Of Coubertin's modern ideal to city representations as fashionable images." Thesis, University of Edinburgh, 2011. http://hdl.handle.net/1842/9380.

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My interest in this particular subject, involving the analysis of design and architectural proposals for the Olympic city, derives from an earlier MPhil study, completed in 2001 (see section 3.1.2). My PhD research gave me the chance to further my investigation in this subject and focus on the role of Olympic design and architecture and the analysis of the material that describes the aesthetic character and language of host cities. By writing this thesis, I have connected, the Olympic city subject with critical theory involving issues of modern cities’ changing urban, social and cultural ident
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Zaghloul, Yasser A. "Polarization based digital optical representation, gates, and processor." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/43675.

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A complete all-optical-processing polarization-based binary-logic system, by which any logic gate or processor could be implemented, was proposed. Following the new polarization-based representation, a new Orthoparallel processing technique that allows for the creation of all-optical-processing gates that produce a unique output once in a truth table, was developed. This representation allows for the implementation of all basic 16 logic gates, including the NAND and NOR gates that can be used independently to represent any Boolean expression or function. In addition, the concept of a generaliz
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Dahl, David, and Oscar Pleininger. "A Comparative Study of Representations for Procedurally Generated Structures in Games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20665.

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In this paper we have compared and evaluated two different representations used in search based procedural content generation (PCG). The comparison was based on the differences in performance, quality of the generated content and the complexity of the final artifacts. This was accomplished by creating two artifacts, each of which used one of the representations in combination with a genetic algorithm. This was followed up with individual testing sessions in which 21 test subjects participated. The evaluated results were then presented in a manner of relevance for both search based PCG as a who
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