Dissertations / Theses on the topic 'Interactive video game'
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Willoughby, A. "Video Game Theatre." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/2424.
Full textWoo, Tack. "video game culture and interactivity; An exploration of digital interactive media through a metaphorical approach to video game culture." Thesis, University of Dundee, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.510624.
Full textNakamura, Tatsuya. "The Soprants: conceptual and technical framework for a 3D interactive video game." Texas A&M University, 2006. http://hdl.handle.net/1969.1/4306.
Full textSutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.
Full textDepartment of Telecommunications
Scantlin, Ronda Mae. "Interactive media : an analysis of children's computer and video game use /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.
Full textAhn, Changhyun. "Interacting With Story: Examining Transportation into Video Game Narrative." Cleveland State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=csu1431608782.
Full textYates, Brittany Elizabeth McMurray Robert G. "A pilot study assessing energy expenditure during interactive video game play." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2008. http://dc.lib.unc.edu/u?/etd,1899.
Full textTitle from electronic title page (viewed Dec. 11, 2008). "... in partial fulfillment of the requirements for the degree of Master of Arts in the Department of Exercise and Sport Science Exercise Physiology." Discipline: Exercise and Sports Science; Department/School: Exercise and Sport Science.
Du, Toit Timon Dawid. "Interactive Media in Archaeology : Video Games for Archaeological Heritage Conservation." Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/78749.
Full textDissertation (MA (Archaeology))--university of Pretoria, 2020.
Anthropology and Archaeology
MA (Archaeology)
Unrestricted
Young, David M. "Adaptive Game Music: The Evolution and Future of Dynamic Music Systems in Video Games." Ohio University Honors Tutorial College / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1340112710.
Full textJensen, Michelle. "New Media and Interactivity." University of Sydney, 2006. http://hdl.handle.net/2123/1522.
Full textDigital/video games1 have entertained for 40 years and are a medium with the ability to reach a vast audience. In an article published in the Sydney Morning Herald, Charles Purcell reports that; “Globally, Halo 2 has sold more than 7 million copies. Both in the US and Australia it broke the film box-office record for the most earnings in the first 24 hours of release. The worldwide Halo 2 community on X-box Live has about 400,000 players… at the World Cyber Games in Seoul. Last year, gold medallist Matthew Leto won $US20,000 ($AUS27,0000) after his second consecutive Halo title.” 2. Game consoles have become a part of many lounge rooms just as the television did before them. Games are even commonplace in many coat pockets and carrying bags. This dissertation is concerned with the medium of digital/video games in relation to its effect on Game Art. It is also concerned with the concept of my studio work that deals with “evil” and the “uncanny” which are discussed in chapter four. My research looks at games and how they have developed and the relationship to contemporary art. A history of this development is explored in chapter two. My research will help me in developing an interactive piece. Throughout my current research the thoughts of author of The Second Self: Computers and the Human Spirit Sherry Turkle resonate: “…not what will the computer be like in the future, but instead, what will we be like? What kind of people are we becoming?” 3 It is interesting to consider the video/digital games as experiments of who we are or who we would like to be, little fantasies of empowerment. In a game we are able to live out our frustrations or fantasies in a closed and predictable experience.
Paustian, Shane William. "Designing an interactive visualization for intrusion detection systems with video game theory and technology." [Ames, Iowa : Iowa State University], 2007.
Find full textPickmans, León Jorge Tulio. "El Desarrollo de los videojuegos limeños y sus avances en la última década. Casos: Bamtang Games y Leap Game Studios." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/653214.
Full textThe present university work written by Jorge Tulio Pickmans León, as a student of the Communication faculty in the specialty of Audiovisual and Interactive Media, of the “Universidad Peruana de Ciencias Aplicadas” (Peruvian University of Applied Sciences), aims to be an investigation project having as a main topic the development of video games in Peru, precisely from Lima City, and how they are seen in an international environment. Plus, to analyze the development factors that are improving or delaying this young industry. In order to do this, the market and the target audience will be investigated through a mixes research study. And with that, analyze the main companies in the work field: Bamtang Games and Leap Game Studios, and their contributions in the market.
Trabajo de investigación
Alhidari, Abdullah. "Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc799485/.
Full textRutherford, Kevin J. "Playing/Writing: Connecting Video Games, Learning, and Composition." Miami University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=miami1281125116.
Full textTiryakioglu, Nevsal. "A Theoretical Study of the Interactive Communication Process in Video Game Playing: A Symbolic Interactionist Approach." TopSCHOLAR®, 2001. http://digitalcommons.wku.edu/theses/642.
Full textWestlund, Magnus. "Exploring technology and design for interactive TV on tvOS : A game show as an example." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-191171.
Full textDetta projekt utforskar möjligheten att använda ”smarta” mediaspelare till TV-apparaten som plattform för interaktiva TV program. Forskningsmetoden var forskningsbaserad design där en prototyp designades och utvecklades som sedan utvärderades med användartest. Projektet använde sig av TV-programmet ”På spåret” som scenario och en applikation, som tillåter användare att spela med i programmet, utvecklades till Apple TV och tvOS. Applikationen implementerade model-view-controller-arkitektur och använde sig av ramverken AVFoundation samt UIKit för att skapa interaktiva överläggsvyer på en video-vy med strömmande video. De interaktiva inslagen synkades med videon med hjälp av metadata. Användartesterna visar på att det interaktiva TV-programmet ökade både i underhållningsvärde och i exaltation hos testpersonerna. Vidare slutsatser är att interaktivitet kan implementeras både under spelande och pausad video, och vilket man väljer är det som passar videoinnehållet bäst. Multimodala interaktioner såsom gester och feedback med ljud rekommenderas baserat på användartesterna. I detta projekt presenteras också en lösning för användarinput med fjärrkontrollen. Med ett virtuellt tangentbord filtrerar användaren ut sin inputdata utifrån en bestämd datamängd, vilket minimerar antalet skrivna bokstäver. Användartester bekräftar att filterlösningen är ett bra alternativ för inmatning i en specifik kategori av tillåten input. För helt fri textinmatning behövs dock bättre metoder.
Perry, Allison. "Women and Video Games: Pigeonholing the Past." Scholarship @ Claremont, 2012. http://scholarship.claremont.edu/scripps_theses/135.
Full textLundh, Haaland Magnus. "The Player as a Conductor : Utilizing an Expressive Performance System to Create an Interactive Video Game Soundtrack." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-281324.
Full textMusik används ofta som ett komplement i konst och underhållning för att förstärka den känslomässiga upplevelse. I datorspel och andra icke-linjära medier måste musiken ta på sig denna rollen dynamiskt, eftersom det inte går att veta hur händelserna kommer utfalla sig i förväg. För att lösa detta problem har det utvecklats olika tekniker, men dom flesta är fortfarande baserade på digitala inspelningar. I denna studie utforskar jag användningen av ett "Computer Systen for Expressive Musig Performance" (CSEMP) för att dynamiskt forma datorns framträdande av en lineär komposition till ett enkelt plattformsspel. En prototyp baserat på systemet "KTH Rule System" utvecklades och utvärderades genom semistrukturerade intervjuer och observationer med 7 deltagare. Resultaten visar att förändringar i uppspelningen lyckades spegla mindre förändringar i spelet, såsom hur en spelkaraktär rör sig, och var mindre effekt som ljudeffekter och för större förändringar, såsom när spelaren är i fara eller spelet är över. Alla deltagare föredrog det interaktiva ljudspåret över en icke-interaktiv version i det samma ljudspåret.
Dymek, Mikolaj. "Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation." Doctoral thesis, KTH, Industriell ekonomi och organisation (Avd.), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-13084.
Full textQC20100708
Andersson, Olliver. "Exploring new interaction possibilities for video game music scores using sample-based granular synthesis." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79572.
Full textFor contact with the author or request of videoclips, audio or other resources
Mail: olliver.andersson@gmail.com
Wood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.
Full textKirkwood, Demetrice. "The Effects of Playing Exergames on Energy Expenditure." TopSCHOLAR®, 2011. http://digitalcommons.wku.edu/theses/1133.
Full textHaji, Mohammad Ali Sabbagh Shabnam. "Digital Interactive Games for Assessment: A Study of the Effectiveness of a Digital Game as a Measure of Students' Understanding of Boolean Logic." Master's thesis, University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/6284.
Full textM.F.A.
Masters
Visual Arts and Design
Arts and Humanities
Emerging Media; Digital Media
Hadzinsky, Chad. "A Look into the Industry of Video Games Past, Present, and Yet to Come." Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/cmc_theses/842.
Full textDavies, Huw. "Towards a more versatile dynamic-music for video games : approaches to compositional considerations and techniques for continuous music." Thesis, University of Oxford, 2015. http://ora.ox.ac.uk/objects/uuid:3f1e4cfa-4a36-44d8-9f4b-4c623ce6b045.
Full textAl-Sader, Mohamed. "Gaze-driven interaction in video games." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-156718.
Full textRempulski, Nicolas. "Synthèse dynamique de superviseur pour l'exécution adaptative d'applications interactives." Thesis, La Rochelle, 2013. http://www.theses.fr/2013LAROS407/document.
Full textThis PhD thesis has for objective to propose solutions to interactive storytelling problems. We aim to propose a design method for the authors, as well as a logic of execution using this model to control the narrative unfolding. We apply our works in the video games context, but wish to address interactive storytelling in a wider dimension. We so approach the interactive story as a breakdown of the classic storytelling. Indeed, interactive storytelling creation process is not any more only under the author responsability, but also involves spectators. Through a review of the classic storytelling, we thus wish, at first, to formalize storytelling and its stakes. We use then the concept of ”œuvre en mouvement” to identify processes and actors involved in this creation process of a work, and thus to define the stakes in our research works. We propose an interactive storytelling mode base on automata. This one allows a controland a check on possible narratives, during design as well as dynamically while producing the story. However this formalism is complex to handle by authors. So, we formulate a top-level model, based on storytelling concepts, allowing authors to create an interactive story model using concepts they know. This model is then converted into our automaton based model. The latter serves then as referent for the dynamic control of the interactive storytelling, done by a supervisor multi-agents. This one, by observing produced events in the video game, is then able of controlling and guarantee the quality criteria specified by authors. We propose an implementation of our approach in a framework, including authoring tools to edite our models. We also implements automata check and supervision algorithms necessary to control video game virtual universe
Bedoya, De Lama Luis Sebastian. "La influencia de la jerarquía visual en la aprendibilidad de los videojuegos de administración de recursos." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/652367.
Full textIn this investigation we analyzed the influence of the principles of visual hierarchy in the learnability of resource management video game interfaces, to which a hypothesis was postulated regarding how visual hierarchy applied to user interface design on games of this genre influence positively in the learnability, making easier the recognition of graphic elements and the memorization of the steps to achieve victory lowering the possibility of game quitting in new players. To achieve this supposition, two Real Time Strategy video games that were developed from 2008 to 2018 were analyzed. Similarly, usability tests of such games were made, and, therefore, surveys that measure the learnability from the participants standpoint. The results of the documentary analysis suggest that the application of the principles of similarity, common fate, proximity and contrast. In the results of the usability tests and surveys it was recorded that the arrangement of graphic elements helped them to achieve the dictated tasks, memorizing them and using them in the fastest way to achieve victory. We can conclude that there’s a positive influence of visual hierarchy in the speed and effectiveness of learning from the videogame interfaces of the studied genre and, that the application of the principles look for a successful experience rather than just a hierarchy order between the game assets.
Trabajo de investigación
McLean, David Parsons. "It's in the Game: The effect of Competition and Cooperation on Anti-Social Behavior in Online Video Games." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/71667.
Full textMaster of Arts
Gançarski, Pierre. "Le controle de l'interactivite et du temps dans la production d'animation." Université Louis Pasteur (Strasbourg) (1971-2008), 1988. http://www.theses.fr/1988STR13217.
Full textBraaf, Adele. "A grounded theory for active video game design to promote gamer engagement and immersion." Thesis, Cape Peninsula University of Technology, 2017. http://hdl.handle.net/20.500.11838/2724.
Full textActive Video Games (AVGs) are a form of video games that rely on gamer motion as the main source of interaction between the AVG and the player. These AVGs serve a number of purposes, such as medical rehabilitation, education, social development, and motor skill development, among others. Prolonged play of AVGs is not sustainable as gamers lose interest in playing AVGs after the initial period of acquiring them. Therefore, the following research question was posed: “What design factors contribute to an engaged and immersed AVG experience?” The aim was to explore the inhibiting and enhancing factors influencing engagement and immersion among AVG gamers, as well as to develop a theory of AVG design. Constructivist Grounded Theory (CGT) was used as the methodology to carry out this study, which adopted an inductive approach towards the research to construct a theory firmly grounded in the data. Play Active Theory (PAT) is the outcome of this process, which explores the engagement and immersion factors related to AVG design as well as the abandonment and replayability of AVGs. PAT was compared to existing engagement and motivation theories as part of the CGT process, and further refined. In closing, the research question was answered and the aims of the study were met. A reflection account of the research journey concludes the thesis.
Le, Prado Cécile. "Ecriture sonore : entre déterminisme, émergence et interactivité." Thesis, Paris, CNAM, 2013. http://www.theses.fr/2013CNAM0913/document.
Full textThe author of this thesis has worked as music composer on numerous sound walk art installations. During the last decade, this work has been influenced by the design methods used in video games, leading to interactive sound walk pieces. In the design process of such pieces, as compared with interactive music works, the composer must write her/his sound design in a real or a virtual space according to the listener’s promenade. A way to drive this walk is to let the listener interact with the System through Non Player Characters (NPC). Such an installation shows the evolution of the composer’s role from that of a deterministic creation to a non-deterministic one. For a given piece, the creator leaves to the interactor a certain amount of freedom and to the system, according its level of self-sufficiency, a certain amount of autonomy. According to these two parameters, each art piece can be positioned somewhere within a triangle D.I.S. which vertices are the Designer, the Interactor and the System. The main goal of this thesis is to analyze the goals and the needs of the designer of such interactive pieces, in terms of methodology and tools. We begin this work by a state of the art covering various fields, from interactive art to intelligent agents. The third chapter is devoted to the analysis of interactive pieces designed by musicians, plastic artists, game designers. From this analysis we propose a set of classification criteria and we place these art works in the DIS triangle. The fourth chapter raises the problematic of our research. We assume that the choice of a position in this triangle is directly related to a choice between two writing styles, the “scripting style” and the “emergent style”. In the scripting style, the designer takes the point of view of the interactor who becomes the narrator. In the emergent style, the designer takes the point of view of the NPC. The two styles are first compared according to the criteria presented in the previous chapter.For a deeper analysis of the two styles, we have designed, with the help of a development team, two versions of the same interactive sound installation The Listening Walker. The installation was created in Paris during the “Futur en Seine” Festival in June 2013 and shown as an art installation for ICEC 2013 in Sao paulo.The goal of this sound walk is to discover a virtual district of Paris around the Pantheon. This installation is designed as a video game with different levels of exploration. The player’s reward is the discovery of the city mainly via sound. Success depends on his listening behavior: NPC are moving around him, interpreting his moves, the direction he takes and the time spent listening particular sounds. Depending upon the listener’s attitude, each NPC has his own reaction such as running away, getting closer to the listener, ignoring him or helping him to discover secret areas. In the fifth chapter, we present the whole creation and development process of the two versions of the installation. It starts with the constraints and artistic choices. The informal specifications of the two versions are presented and the methods and programming methodologies used described. In both cases, the lack of efficient tools for non programmers is pointed out. This experiment shows also the great complexity of the emergent style compared to the scripting style: it is much more difficult to specify a world than to write a story, even an interactive one.In the conclusion, we corroborate our analysis with the point of view of creators working in different fields from interactive music to game design. Some possible extensions of this work are then presented
Jin, Chengyue. "Game narrative conveyed through visual elements in digital games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20104.
Full textKrča, Michal. "Making better serious games for children with ADHD : Guidelines for designing motivational video game training." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12448.
Full textMoser, Shelby. "Digitally interactive works and video games : a philosophical exploration." Thesis, University of Kent, 2017. https://kar.kent.ac.uk/66616/.
Full textYounis, Bilal Khaleel. "CREATING DIGITAL GAMES AS INTERACTIVE LEARNING ENVIRONMENTS: FACTORS THAT AFFECT PALESTINIAN TEACHERS' SUCCESS IN MODIFYING VIDEO GAMES FOR INSTRUCTION." OpenSIUC, 2012. https://opensiuc.lib.siu.edu/dissertations/594.
Full textNavarro, Diego. "Biofeedback Interaction : Applying Physiological Methods to Entertainment Video Games." Licentiate thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20730.
Full textWibom, Martin. "Exploration of smell rehabilitation video games." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-45926.
Full textBohman, Niclas, and Kimberly Stinson. "The Effects of Peripheral Use on Video Game Play." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26262.
Full textI syfte att utvärdera prestandan av de tre kringutrustningarna handkontroll till Xbox 360, ett vanligttangentbord samt Rock Bands gitarrkontroll Fender Stratocaster deltog fjorton frivilliga personer i ettexperiment samt svarade på en enkät. Deltagarna spelade en prototyp gjord i spelmotorn Unity somsamlade in deras precisionspoäng som senare kunde analyseras i programmet R med metoden ANOVA.Dock hittades ingen signifikant mätbar skillnad mellan de olika kringutrustningarnas prestanda.Precisionspoängen analyserades även med hjälp av Pearsons produkt-moment korrelation där vi kundekonstatera att variationen i precisionspoängen var direkt kopplade till deltagarens specifika testrunda iexperimentet. Med hänsyn till detta tillsammans med resultaten från våra observationer samt feedbackfrån deltagarna fann vi att det fanns fler faktorer än inmatningsenheten som påverkade spelbarheten ochprecisionen: deltagarnas val vid hanteringen av kringutrustningen, de olika kontrollschemana samtinlärningseffekten som uppstod vid upprepat spelande av prototypens testbana och användandet avkringutrustningen.
Atanasov, Simeon. "Juiciness: Exploring and designing around experience of feedback in video games." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22264.
Full textWang, Ping. "Social game retrieval from unstructured videos." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/34673.
Full textLindström, Frida. ""Spela och lär" : En kvalitativ studie om sociala interaktioner, lärande och tv-spelskunnighet." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-80470.
Full textVideo games are something a significant portion of the population spend a lot of time playing. Today, video games aren’t something people solely play in their spare time, but also something played professionally. Some aspects of video games have been researched, however a few unexplored areas still appear to exist. The aim of this study was to describe and discuss interaction rituals in relation to “video game literacy” through examining how individuals describe how they’ve learned to play video games, as well as through discussing how playing video games can be considered an interaction ritual. This essay has utilized a qualitative approach with semi-structured interviews as the method for gathering empirical data. The results from this study suggest that the playing of video games together can be considered a form of interaction ritual, if the interaction contains certain elements. Furthermore, the study showed that it is possible for individuals to develop their understanding of video games through participating in these types of interactions, however it is also possible for individuals to increase their knowledge individually.
Redmond, Dustin Lamar. "The effect of video games on family communication and interaction." [Ames, Iowa : Iowa State University], 2010. 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:1476341.
Full textBénézech, Marine. "Serious games : le jeu en tension, rencontres entre jeu (vidéo), intention sérieuse et univers narratif." Thesis, Toulouse 2, 2017. http://www.theses.fr/2017TOU20081/document.
Full textThis thesis’ purpose is an exploration and study of narrative serious games’ writing modalities from the audiovisual research field point of view. Those tools have both a playful goal and a serious intention, tending also to reach narrative undertakings. The joint between play, seriousness and narrative is the main basis of this PhD research.This thesis’ stake can be defined as the need of understanding how play can be discern in serious games, as the approach of the way the serious intention is set forth and the determination of the reasons why a narrative dimension is setted.Our research is based on a 42 serious games’ corpus, which we have analyzed relying on semio-pragmatic.We had first seek to identify their cultural influence. We aimed to define objects which serious games inherited. Then we aimed to establish the « Playfull Based Act » of serious games and to highlight the major presence of « game pragmatic markers ».The playfull experience is however often felt as restricted especially because of challenges based on gaming lures or illusions. So we explored the reasons of the playfull obstruction and established the importance of writing in serious games. We have been able to define two types of narrative serious games structures from those previous elements : in alternance and in association. In the alternance structure, users are successively confronted to playfull, serious and narrative dimensions, which never be melted or crossed.In the association structure, those three dimensions answer to each other.We have developped a « real shot » serious game for general practioners in parallel,in order to train them to communication.The thoughts and researches conducted during scenario writing and the two prototypes' making and analysis have led us to emphasize the constraint aspect of the « alternance mode » of some of the games, but also its power of emphasize the serious intention of serious games, in the contrary of « association structure » which minore it
Bohné, Gunnar. "Emotions at play : gaining emotional knowledge using a video game." Thesis, Uppsala universitet, Människa-datorinteraktion, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-232370.
Full textDet finns en spridd uppfattning att videospel kan fungera som lärandespel för barn. Generelltsätt har denna uppfattning stöd i skolan och det finns därför även en önskan att producera spel som kan användas till att undervisa traditionella kärnämnen, exempelvis matematik eller biologi. Dessa ämnen är betydelsefulla att bemästra, dock finns även andra mer mjuka aspekter som kan ha en avgörande betydelse för barnets lärande. En sådan aspekt gäller den viktiga betydelse som känslor har i ett socialt sammanhang. I denna uppsats undersöker jag hur barn uppfattar och använder känslor då barnen spelar ett spel som är designat enkom för detta syfte. Spelet utnyttjar en design som låter spelaren interagera med tecknade djur i skilda scenarion. Jag redovisar resultat som baseras på ett urval av trettiotre (33) förskolebarn och sex (6) föräldrar. De material som samlades in bygger på en kvalitativ datainsamlingsmetod som är uppbyggd i två steg. I steg ett samlades data in genom observationer samt uppföljande intervjuer. I steg två genomfördes sedan observationer följt av demonstrationer då barnen använde gosedjur. Jag visar, genom att applicera ett ekologiskt ramverk samt teori kring emotionell intelligens, att barnen kan uppfatta känslor som manifesteras i ett videospel. Jag visar också att spe- let kan spelas genom en slumpmässig interaktion där barnen inte behöver använda känslor för att föra spelet framåt, och jag konkluderar därför att det är möjligt att barnen inte lär sig känslor som en följd av själva spelandet.
Ljung, Kenth. "Effects of Field-of-View in First-Person Video Games : A Study on Camera Field-of-View in Relation to Game Design." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-254330.
Full textVonderlind, Chris J. "Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1566367310448623.
Full textGlashüttner, Robert. "The perception of video games : from visual power to immersive interaction." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2457/.
Full textAlmeida, 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.
Full textAmong 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 presented here contributes to the ongoing debate with a gameplay experience model. The proposed model, which looks to equally balance the video game and the player elements, considers the gameplay experience to be both an interactive experience (related to the process of playing the video game) and an emotional experience (related to the outcome of playing the video game). The mutual influence of these two experiences during video game play ultimately defines the gameplay experience. To this gameplay experience contributes several dimensions, related to both the video game and player: the video game includes a mechanics, interface and narrative dimension; the player includes a motivations, expectations and background dimension. Also, the gameplay experience is initially defined by a gameplay situation, conditioned by an ambient in which gameplay takes place and a platform on which the video game is played. In order to initially validate the proposed model and attempt to show a relationship among the multiple model dimensions, a multi-case study was carried out using two different video games and player samples. In one study, results show significant correlations between multiple model dimensions, and evidence that video game related changes influence player motivations as well as player visual behavior. In specific player related analysis, results show that while players may be different in terms of background and expectations regarding the game, their motivation to play are not necessarily different, even if their performance in the game is weak. While further validation is necessary, this model not only contributes to the gameplay experience debate, but also demonstrates in a given context how player and video game dimensions evolve during video game play.
Entre as muitas discussões e estudos relacionados com os videojogos, um dos mais recorrentes, amplamente debatido e importante relaciona-se com a experiência de jogar videojogos. A experiência de jogo - como empregado neste estudo - é o resultado da interação entre dois elementos essenciais: um videojogo e um jogador. Os estudos existentes têm explorado a experiência resultante do ato de jogar a partir da perspectiva do videojogo ou do jogador, mas nenhum parece igualmente equilibrar estes dois elementos. O estudo aqui apresentado contribui para o debate em curso com um modelo da experiência de jogo. O modelo proposto, que procura equilibrar de forma igual os elementos videojogo e jogador, considera a experiência de jogo como uma experiência interativa (relacionada com o processo de jogar o videojogo) e uma experiência emocional (relacionada com o resultado de jogar o videojogo). A influência mútua destas duas experiências durante o ato de jogar define a experiência de jogo. Para esta experiência de jogo contribuem várias dimensões, relacionadas com o videojogo e o jogador: o videojogo inclui a dimensão da mecânica, da interface e narrativa; o jogador inclui a dimensão das motivações, expectativas e background. Além disso, a experiência de jogo é inicialmente definida por uma situação de jogo, condicionada por um ambiente em que o jogo se realiza e uma plataforma na qual se joga. Para inicialmente validar o modelo e tentar mostrar uma relação entre as múltiplas dimensões do modelo proposto, um estudo multicaso foi concretizado utilizando dois videojogos e amostras diferentes. Num dos estudos, os resultados mostram correlações significativas entre as múltiplas dimensões do modelo, e evidências de que alterações ao videojogo podem influenciar as motivações do jogador e o seu comportamento visual. Numa análise relacionada com características dos jogadores, os resultados mostram que os jogadores, embora possam ser diferentes em termos de experiência e expectativas em relação ao jogo, a sua motivação para jogar não é necessariamente diferente, mesmo que o seu desempenho no jogo seja fraco. Embora uma validação contínua do modelo seja necessária, este modelo não só contribui para o debate da experiência de jogo, mas também mostra num determinado contexto como as dimensões do jogador e videojogo evoluem durante o ato de jogar.
Miras, José-Louis de. "Entre cinéma et jeu vidéo : la fiction actable : sur les traces d'une forme filmique interactive en devenir." Thesis, Bordeaux 3, 2020. http://www.theses.fr/2020BOR30030.
Full textInteractive cinema, playable movies, interactive movies: all these denominations are the demonstrations of attempts to define a cinema where the spectator would have the possibility to interact with the narration by choosing alternatives. In this kind of cinema, the spectator is able to correct and modify the narration proceeding, because of the consequences of his choices. Since its creation in 1967, interactive cinema has not stopped searching for a stable form to define itself. Throughout the years, it has respectively taken the shape respectively of cinema, Internet and finally video games. This latter seems to have been the more stable form and has been for several years. Interactive cinema is, therefore, a promising interactive filmic form to be. This thesis leads us on its traces, bounding the lines and outlines and so highlights a marginal object which shows the transformations of the field of cinema. By establishing the story of interactive cinema, we will try to understand how this complex phenomenon, which is out of the traditional field of artistic disciplines, could have an effect on the convergence between cinema and video games. It is also question of studying how the interactive narration deploys itself and how it makes the spect-actor participate; to wonder about its viability in this current context, about the creation’s conditions of such works, and finally, to highlights the sociocultural stakes of this object registered in an artistic landscape where convergence media has become a common thing