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Dissertations / Theses on the topic 'Games. Play'

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1

Medler, Ben. "Play with data - an exploration of play analytics and its effect on player expereinces." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44888.

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In a time of 'Big Data,' 'Personal Informatics' and 'Infographics' the definitions of data visualization and data analytics are splintering rapidly. When one compares how Fortune 500 companies are using analytics to optimize their supply chains and lone individuals are visualizing their Twitter messages, we can see how multipurpose these areas are becoming. Visualization and analytics are frequently exhibited as tools for increasing efficiency and informing future decisions. At the same time, they are used to produce artworks that alter our perspectives of how data is represented and analyzed.
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Denham, Geoffrey Walter, University of Western Sydney, and School of Communication and Media. "Audio-visions : domestic videogame play." THESIS_XXX_SCM_Denham_G.xml, 1999. http://handle.uws.edu.au:8081/1959.7/255.

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The domestic playing of videogames is examined through a series of extended dialogues with male adolescents. The research process was grounded in a theorisation of audience activity in communication studies which sees meanings emerging from the boys’ engagements with kinetic texts in terms of refigurative activity. This encapsulates reading, interpretation, and a cultural productivity whereby the kinetic text is returned to the everyday world, primarily through a relation of mimicry. The cultural fertility of videogames is traced through this mimicry to reveal a series of themes: a de-stabilis
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Denham, Geoffrey Walter. "Audio-visions : domestic videogame play /." View thesis, 1999. http://library.uws.edu.au/adt-NUWS/public/adt-NUWS20030808.133600/index.html.

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4

Lankoski, Petri, Annika Waern, and Anne Mette Thorhauge. "Introduction to special Issue : Experiencing games: Games, play and players." Södertörns högskola, Medieteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-12968.

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5

Love, Lynn. "Playing games together : play interventions for community and communal play." Thesis, Abertay University, 2018. https://rke.abertay.ac.uk/en/studentTheses/8c1e28d1-3fed-4e48-b96f-2b83e8be05a2.

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This thesis is concerned with play, particularly the role of social play in a co-located context and its ability to bring people together. Participation in social play can have significant effects on an individual, group, community and culture, and thus, through practice-based research, this thesis documents the exploration of the design of “playful interventions” which may be artefacts or events which seek to bring people together through play. In play, individuals form shared meanings, understanding and values, as determined by the rules of the play situation. In the play experience, they be
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6

Harper, Todd L. "The Art of War: Fighting Games, Performativity, and Social Game Play." Ohio University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1283180978.

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7

Grimm, Todd Edward. "Describing the play, some combinatorial games." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape9/PQDD_0016/MQ49363.pdf.

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8

Wang, Huaxin. "Solving parity games through fictitious play." Thesis, Imperial College London, 2013. http://hdl.handle.net/10044/1/12554.

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The thesis aims to find an efficient algorithm for solving parity games. Parity games are graph-based, 0-sum, 2-person games with infinite plays. It is known that these games are determined: all nodes in these games are won by exactly one player. Solving parity games is equivalent to the model checking problem of modal mu-calculus; an efficient solution has important implications to program verification and controller synthesis. Although the decision problem of which player wins a given node is generally believed to be in PTIME, all known algorithms so far have been shown to run in (sub)expone
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Öhman, Sebastian. "Game mechanics, Role play, and Narrative - Critically learning values through games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20585.

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In 2018, the Swedish Parliament decided to make the UN Convention on the Rights of the Child acivil law, which will be implemented in the year 2020. The consequences of the decision are notunproblematic. The public debate, as well as research, shows that parents have a problem seeing howtheir style of parenting could correlate with the Convention’s legal text. The parents expresshopelessness towards the notion of child upbringing.This thesis is an exploratory pilot study aiming to prepare and generate new knowledge for a projectcommissioned by Save the Children with the goal to develop a game
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10

Beck, Michael J. "Shall We Play a Game?: The Performative Interactivity of Video Games." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700111/.

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This study examines the ways that videogames and live performance are informed by play theory. Utilizing performance studies methodologies, specifically personal narrative and autoperformance, the project explores the embodied ways that gamers know and understand videogames. A staged performance, “Shall We Play a Game?,” was crafted using Brechtian theatre techniques and Conquergood’s three A’s of performance, and served as the basis for the examination. This project seeks to dispel popular misconceptions about videogames and performance and to expand understanding about videogaming as an emb
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DeHart, Gretchen L. "Out of character : issues of identity, acceptance,and creativity in tabletop role-playing games." Muncie, Ind. : Ball State University, 2008. http://cardinalscholar.bsu.edu/376.

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12

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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13

Wang, Pengyu. "Labor or Play? Understanding Productive Activities in Digital Games." Thesis, Uppsala universitet, Medier och kommunikation, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-254800.

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For a long time, playing games was considered as the opposite of being productive. However, in the digital age, millions of players produce economic value in the game worlds. This new phenomenon challenges the previous dichotomy of labor and play. To understand this new phenomenon, theoretical innovations are required.   This thesis aims to give a better understanding of in-game productive activities from a theoretical perspective. Based on previous academic studies, I develop a new theoretical framework upon the concept “playbor.” This framework is an attempt of combining two theoretical trad
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Devlen, Balkan. "Games leaders play renegade and international crisis /." Diss., Columbia, Mo. : University of Missouri-Columbia, 2007. http://hdl.handle.net/10355/5945.

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Thesis (Ph. D.)--University of Missouri-Columbia, 2007.<br>The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on December 20, 2007) Includes bibliographical references.
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Mudrock, Libby Ann. "What motivates children to play video games?" The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu1239795078.

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Patel, Ushma Kesha. "IMPROVING BEHAVIOR OF COMPUTER GAME BOTS USING FICITITOUS PLAY." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/562.

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In modern computer games, `bots' - Intelligent realistic agents play a prominent role in success of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games' player, a player might lose interest in the game. We propose the use of a game theoretic based learning rule called Fictitious Play for improving behavior of these computer game bots which will make them less predictable and hence, more enjoyable to a game play
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Sanger, Mark A. "Use of video games to increase sport knowledge and game-play performance." [Ames, Iowa : Iowa State University], 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1473254.

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18

Schrank, Brian. "Play beyond flow: a theory of avant-garde videogames." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42865.

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Videogame tinkerers, players, and activists of the 21st century are continuing, yet redefining, the avant-garde art and literary movements of the 20th century. Videogames are diverging as a social, cultural, and digital medium. They are used as political instruments, artistic experiments, social catalysts, and personal means of expression. A diverse field of games and technocultural play, such as alternate reality games, griefer attacks, arcade sculptures, and so on, can be compared and contrasted to the avant-garde, such as contemporary tactical media, net art, video art, Fluxus, the Situatio
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Bassenge, Leoni. "Making Room for Play : A play-centric workshop proposal for increasing girls' game literacy and access to games." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-449565.

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This thesis addresses the gender-specific game access inequalities that exist between male and non-male children. To do this, it proposes a conceptual workshop design named SpielRaum, which aims to offer teens of marginalized genders a safe space to access games. By curating games for free play and combining it with guided discussions and self-reflection exercises, the workshop hopes to facilitate game literacy in a play-centric way. This sets it apart from other game-related workshops for non-male teens, which are also examined. It is found that they tend to be development-centric. Leading up
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Ware, Nicholas R. "“You Must Defeat Shen Long To Stand A Chance”: Street Fighter, Race, Play, and Player." Bowling Green State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1277062605.

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Lee, Moon Gul. "New fictitious play procedure for solving Blotto games." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Dec%5FLee%5Moon.pdf.

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Thesis (M.S. in Operations Research)--Naval Postgraduate School, Dec. 2004.<br>Thesis Advisor(s): James N. Eagle, W. Matthew Carlyle. Includes bibliographical references (p. 35). Also available online.
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Beale, Matthew Carson. "Playing the Writing Game: Gaming the Writing Play." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/32006.

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My studies consider the application of digital game theory to the instruction of writing in the first year composition classroom. I frame my argument through dialectic of representation and simulation and the cultural shift now in progress from the latter to the former. I first address the history of multimodal composition in the writing classroom, specifically noting the movement from analysis to design. In the third chapter, I examine several primary tenants of video game theory in relation to traditional academic writing, such as the concept of authorship and the importance of a rule sys
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Erickson, Darald Eugene. "The games teachers play: Students' opinions of educational games in the secondary classroom." CSUSB ScholarWorks, 2000. https://scholarworks.lib.csusb.edu/etd-project/1650.

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After systematically using educational games in three secondary English classes over a one-year period, this project documents the effectiveness of games by analyzing students' opinions. Surveys were used to determine the perceptions of 150 students about the actual games used in their classes. Some examples of effective games are also given.
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Hildebrand, John. "Games Consumers Play| The Construction, Maintenance, and Defense of Elective Identity Through Play." Thesis, University of Illinois at Chicago, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3558510.

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<p> Play is a means to express and explore an individual&rsquo;s or a community&rsquo;s identity. The individual uses play to communicate meaning about who they are. People perform identity when they meet role expectations (Goffman, 1959). Play involves accepting or rejecting the role expectations of the situation in which we find ourselves (Grayson, 1999). We don&rsquo;t have to play when there are role expectations, but we <i>can</i> if we so choose.</p><p> All play has meaning (Huizinga, 1956). It points to and signifies other things. It reflects and rewards the values of the players&rsqu
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Orrock, Amy Louise. "Play and learning in Pieter Bruegel's 'Children's games'." Thesis, University of Edinburgh, 2010. http://hdl.handle.net/1842/5505.

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This thesis offers a reassessment of Pieter Bruegel the Elder’s painting Children’s Games (1560, Kunsthistoriches Museum, Vienna). Addressing the lack of historically accurate interpretations of Bruegel’s panel, I use a wide range of sixteenth-century sources to develop fresh insights into how the work might have been understood by its original audience. The Introduction opens with a description of the painting’s iconography, provenance, current condition and conservation history. A review of previous literature relating to the panel sets Children’s Games within the trajectory of scholarship o
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Wei, Ermo. "Learning to Play Cooperative Games via Reinforcement Learning." Thesis, George Mason University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13420351.

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<p> Being able to accomplish tasks with multiple learners through learning has long been a goal of the multiagent systems and machine learning communities. One of the main approaches people have taken is reinforcement learning, but due to certain conditions and restrictions, applying reinforcement learning in a multiagent setting has not achieved the same level of success when compared to its single agent counterparts. </p><p> This thesis aims to make coordination better for agents in cooperative games by improving on reinforcement learning algorithms in several ways. I begin by examining ce
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Belman, Jonathan. "A study of empathetic play in serious games." Thesis, New York University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10129582.

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<p> This work explores some key questions associated with designing games to foster empathy. First, how can design practice build on the understandings of empathy that have been developed in a variety of disciplines? Although empathy has been thoroughly studied in many fields, the lack of standardized nomenclature makes it difficult to apply knowledge from one to the next. Here, I present a theoretical framework that helps organize and explain research on empathy across disciplines. I also use the framework to propose heuristic best practices for designing games to foster empathy. </p><p> Se
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Hummelgren, Lars, and Anton Lyxell. "Using PAQ8L to play games of perfect information." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-229759.

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One of the best compression algorithms to date in terms of compression ratio is PAQ8L. This thesis shows how PAQ8L can be used to predict moves in a four by four variant of tic-tac-toe. We define three agents to benchmark the performance of PAQ8L. The first agent is based on memorization, the second makes random guesses and the third uses PAQ8L to predict moves. The PAQ8L agent outperforms the other two agents in terms of prediction accuracy, but uses significantly more time and memory.<br>En av de bästa kompressionsalgoritmerna idag med hänsyn till kompressionsgrad är PAQ8L. Den här avhandlin
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Westecott, Emma. "Performing play in digital games : mapping feminist futures." Thesis, University of South Wales, 2015. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.702320.

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Whether judged from an economic, social or cultural perspective videogames are one of the most successful experiential forms in the contemporary technological landscape, yet it remains remarkably difficult to find widespread visible engagement by women and girls as either players or makers. This thesis adopts a cross-disciplinary approach that explores three intersecting themes: performance theory, feminism and game studies. The goal is to build trajectories of interest across theory to interdisciplinary ends. An ongoing connection to theatrical form - in this case performance - is productive
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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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Nichols, Randall James. "The games people play : a political economic analysis of video games and their production /." view abstract or download file of text, 2005. http://wwwlib.umi.com/cr/uoregon/fullcit?p3201695.

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Thesis (Ph. D.)--University of Oregon, 2005.<br>Typescript. Includes vita and abstract. Includes bibliographical references (leaves 225-252). Also available for download via the World Wide Web; free to University of Oregon users.
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Berger, Ulrich. "Brown's Original Fictitious Play." Elsevier, 2007. http://epub.wu.ac.at/5588/1/2007_JET.pdf.

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What modern game theorists describe as fictitious play is not the learning process George W. Brown defined in his 1951 paper. Brown's original version differs in a subtle detail, namely the order of belief updating. In this note we revive Brown's original fictitious play process and demonstrate that this seemingly innocent detail allows for an extremely simple and intuitive proof of convergence in an interesting and large class of games: nondegenerate ordinal potential games.
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Reis, Sofia Ester Pereira. "Expanding the magic circle in pervasive casual play." Doctoral thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/11352.

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Dissertação para obtenção do Grau de Doutor em Informática<br>In this document we present proposals for merging the fictional game world with the real world taking into account the profile of casual players. To merge games with reality we resorted to the creation of games that explore di-verse real world elements. We focused on sound, video, physiological data, ac-celerometer data, weather and location. We made the choice for these real world elements because data, about those elements, can be acquired making use of functionality already available, or foreseen in the near future, in devices li
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Niemi, Eric J. "The games men play| How community college men use video games to construct masculinity." Thesis, Northern Illinois University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3681948.

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<p> Employing a critical discourse analysis as a methodology, the study provides information into the intersection of male student development, video games, and two-year higher education institutions. Using a sample of 13 participants, this research study examines how male students at two year higher education instructions use video games to construct their masculinity. This study provides evidence that college men construct multiple definitions of masculinity by playing video games. Further, the benefits explored include academic and workplace strategies for success. Finally, opportunitie
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Swenson, Brian Woodbury. "Myopic Best-Response Learning in Large-Scale Games." Research Showcase @ CMU, 2017. http://repository.cmu.edu/dissertations/902.

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This dissertation studies multi-agent algorithms for learning Nash equilibrium strategies in games with many players. We focus our study on a set of learning dynamics in which agents seek to myopically optimize their next-stage utility given some forecast of opponent behavior; i.e., players act according to myopic best response dynamics. The prototypical algorithm in this class is the well-known fictitious play (FP) algorithm. FP dynamics are intuitively simple and can be seen as the \natural" learning dynamics associated with the Nash equilibrium concept. Accordingly, FP has received extensiv
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Johnson, Matthew S. S. "The subject at play computer games and composition studies /." [Bloomington, Ind.] : Indiana University, 2006. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3229570.

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Thesis (Ph.D.)--Indiana University, Dept. of English, 2006.<br>"Title from dissertation home page (viewed July 3, 2007)." Source: Dissertation Abstracts International, Volume: 67-08, Section: A, page: 2969. Adviser: John L. Schilb.
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Choi, Joshua. "Democratic Play : crowd-sourcing through games for architectural design." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/87135.

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Thesis: M. Arch., Massachusetts Institute of Technology, Department of Architecture, 2014.<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>This thesis presents a system that uses games. It allows people to participate in the process of designing an architectural space. The site for the design project of this experimental methodology is a courtyard on MIT campus. The games are initially prepared by the architect through sampling vari
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Miller, Annie Claire. "The games characters play : a Bernian approach to Pirandello." Thesis, University College London (University of London), 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.730924.

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Callahan, Patrick. "Long versus short violent videogame play : do players habituate? /." Swinburne Research Bank, 2006. http://hdl.handle.net/1959.3/4484.

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Thesis (BA(Hons) (Psychology)) - Faculty of Life and Social Sciences, Swinburne University of Technology, 2006.<br>"October 2006". Typescript. [A thesis is submitted in fulfilment of the requirements for the degree Bachelor of Arts in Psychology (Honours), Faculty of Life and Social Sciences, Swinburne University of Technology - 2006.].
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Souza, Cecilia Amanda Willi de. "Counter strike 1.6 calls to play." reponame:Repositório Institucional da UFSC, 2012. http://repositorio.ufsc.br/xmlui/handle/123456789/94036.

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Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão, Programa de Pós-graduação em Letras/Inglês e Literatura Correspondente, Florianópolis, 2010<br>Made available in DSpace on 2012-10-25T05:47:24Z (GMT). No. of bitstreams: 1 289915.pdf: 2237047 bytes, checksum: a0d702f0981f51a52d99906c3959e707 (MD5)<br>Vídeo jogos, considerados um fenômeno de entretenimento de massa contemporâneo, vem sendo estudados e utilizados nas mais diversas áreas. Na Educação, cada vez mais docentes se aderem a esta prática como um meio de interação com as tecnologias de in
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Polgar, Daniel, and Lee Kåberg. ""Lets Play!" : En studie av kunskapsöverföring mellan digitala spel och musikinstrument." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-226826.

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The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee’s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains “digital games” and “non-digital instruments”. To examine our question formulation we chose to conduct a pilot stud
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Satwicz, Thomas. "Technology at play : an ethnographic study of young people's video gaming practices /." Thesis, Connect to this title online; UW restricted, 2006. http://hdl.handle.net/1773/7714.

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Spangenberg, Lisa Luise. "The games fairies play otherworld intruders in Medieval literary narratives /." Diss., Restricted to subscribing institutions, 2008. http://proquest.umi.com/pqdweb?did=1709825081&sid=2&Fmt=2&clientId=48051&RQT=309&VName=PQD.

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Skobeltcyn, Aleksandr, and XIN SHEN. "How to increase revenue in Free-to-Play mobile games." Thesis, KTH, Industriell Management, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-240676.

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The Free-to-play (F2P) model is the primary business model applied in indie mobile games nowadays. However, the fact that less than 5% of players are paying is still a big problem for developers. There is a theoretical gap in understandings of how to increase revenue without lowering the quality of the game and deliver more valuable and better gaming experience for players. Some assumptions and empirical methods need to be verified. The aim of this research is to understand a series of specific design and development questions of F2P games, including game inner mechanics, game structures, and
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Pasovic, Petrovic Ema. "Games in the Language Classroom-To Play is to Learn." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-32839.

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This thesis investigated why games are a helpful tool in the teaching classroom and what methods could be used when teaching with the help of games. The research method was a small-scale research synthesis where former studies were summarized and compared. In addition to this, interviews (with two teachers who had focused on developing their teaching with the help of games) were conducted in order for the research to become as sufficient as possible. An overview of the ways in which games could be beneficial in the classroom has been provided and also the reasons to why they should be used.The
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Erxleben, Matthew R. "Play Together: How Watching the Cooperative Play of Violent Video Games can Positively Influence Dyadic Relationships." Cleveland State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=csu1624211188603065.

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47

Roy, Andrew. "Flow and fantasy: an exploration of role-playing games." Oberlin College Honors Theses / OhioLINK, 1994. http://rave.ohiolink.edu/etdc/view?acc_num=oberlin1323879584.

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48

Blot, Alice. "Exploring games to foster empathy." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22980.

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In this thesis I investigated empathy field in games and I explored how to create a game fostering empathy. In a first part I defined empathy, game and game mechanics and I analyzed four games fostering empathy through the prism of these definitions. I noticed these games used role-playing so then I focused my research on role-play games. In a second part I proposed an interactive story based on game mechanics fostering empathy. This interactive story is a mix of LARP and escape room. The player embodies a role and follows a goal. This game tries to foster empathy for the main character, a you
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49

Kreskey, Faith. "Leaping Monsters and Realms of Play: Game Play Mechanics in Old Monster Yarns Sugoroku." Thesis, University of Oregon, 2013. http://hdl.handle.net/1794/12980.

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Taking Utagawa Yoshikazu's woodblock printed game board Monster Yarns as my case study, I will analyze how existing imagery and game play work together to create an interesting and engaging game. I will analyze the visual aspect of this work in great detail, discussing how the work is created from complex and disparate parts. I will then present a mechanical analysis of game play and player interaction with the print to fully address how this work functions as a game. While some elements of game play are problematic, I propose that the highly visual nature of Monster Yarns counteracts these
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50

Louie, Kym. "Flatterland: The Play." Scholarship @ Claremont, 2012. https://scholarship.claremont.edu/hmc_theses/27.

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This script is an adaptation of the popular science novel Flatterland: Like Flatland, Only More So by Ian Stewart. It brings new life to mathematical ideas and topics. By bringing math to the stage, concepts are presented in a more friendly and accessible manner. This play is intended to generate new interest in and expose new topics to an audience of nonmathematicians.
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