Dissertations / Theses on the topic 'Ludology'
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Fuchs, Angelica. "The Player’s Journey: Ludology and Narratology in Modern Gaming." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5460.
Full textNacke, Lennart. "Affective Ludology : Scientific Measurement of User Experience in Interactive Entertainment." Doctoral thesis, Karlskrona : Blekinge Institute of Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00449.
Full textAudi, Gustavo Magliano. "Jogos narrativos de videogame: criação e manutenção do estado de imersão." Universidade do Estado do Rio de Janeiro, 2012. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=5209.
Full textThe objective of this research is to understand how the narrative game of adventure manages to attract and maintain the attention of the player, immersing him into the fictional world, despite the existence of countless stimuli available around him. It is suggested a definition to narrative game of adventure and to immersion, and then it is established a relationship between elements present in games and frameworks that attract the attention of the individual. The research uses material produced by the two main lines of games study: Narratology and Ludology. The theoretical content was compared and exemplified by the practice of different games, mainly of Sony Playstation 3. The concept of narrative game, the playing of games and the relationship between its elements and the attention tools revealed that the narrative game of adventure represents a powerful way to create and maintain the state of immersion of the player.
Nanamaker, Benjamin. "Emergent gameplay the limits of ludology and narratology in analyzing video game narrative /." Connect to resource, 2005. http://hdl.handle.net/1811/5884.
Full textTitle from first page of PDF file. Document formatted into pages: contains 52 p.; also includes graphics. Includes bibliographical references (p. 53-58). Available online via Ohio State University's Knowledge Bank.
Richter, Angelika. "Klassifikationen von Computerspielen." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4390/.
Full textClassifications of computer games is concerned with the terms that are used to label computer games for classificatory purposes. A representative selection of such classification models, that covers the works of designers, journalists, pedagogues, laymen and explicit computer game researchers, are introduced and assessed with regard to their ability to classify specific games unambiguously. Two essentially different approaches to this problem are identified: “categorizations” establish rigid categories to which single games are to be assigned unambiguously, while “typologies” examine and classify single elements of games and not games as a whole. Both methods are analysed and their advantages and disadvantages are shown. As it becomes obvious that classifying computer games is highly dependent on the respective basic understanding of what a computer game is, the study of the classification models is preceded by an overview which discusses four chosen aspects as examples of this problematic definition.
Guimarães, Neto Ernane. "Formas de fazer ficção: de Final Fantasy VII ao livro eletrônico." Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/18102.
Full textThis dissertation investigates ontological attributes of electronic games and books. This approach is founded on Philosophy, Communication and Ludology authors, contrasted and connected to each other. The principles in Nelson Goodman s nominalist philosophy ground the dialogue among different authors. A philosophy of language is constructed, aiming for the combination of concepts such as Heidegger s errancy and the thoughts on fiction since Plato and Aristotle. The tools obtained from this structure of relations are used for an interpretation of the Final Fantasy VII electronic game. Game researchers, such as Gonzalo Frasca and James Paul Gee, as well as Ludology epitomes such as Johan Huizinga and Roger Caillois, are summoned to support the understanding of this specific subject. From that game emerges a functional separation between independent narrative planes, related either to the fictional plot or playability. Following reflections on the ontology of electronic games, an exercise of translating Final Fantasy VII to e-book format is proposed. Marshall McLuhan helps thinking about the inherent potential in every new expressive medium; Walter Benjamin bridges traditional Western fiction and features of the reception experience, which are regained by digital media-laden interaction. Marie-Laure Ryan, among others who applied Literary Studies to understand games, complements the resulting e-book s conception. As a result, this research intends to accomplish a threefold role. It discusses language fundamentals and their ethical consequences for the work of communicators; analyzes a culturally relevant document in its mechanics and its fictional structure; presents an interactive book as an example of the electronic media potential in enriching the reading experience of fictional texts, even for non-game products
Esta dissertação investiga atributos ontológicos de jogos e livros eletrônicos. A abordagem fundamenta-se em autores da Filosofia, da Comunicação e da Ludologia, contrastados e articulados. Os princípios da filosofia nominalista de Nelson Goodman baseiam esse diálogo entre autores. Constrói-se uma filosofia da linguagem que vise a combinação de conceitos como a errância de Heidegger e a ficção desde Platão e Aristóteles. Os instrumentos desenvolvidos a partir dessa estrutura de relações são aplicados a uma interpretação do jogo eletrônico Final Fantasy VII. Pesquisadores de jogos, como Gonzalo Frasca e James Paul Gee, passando por referências da Ludologia como Johan Huizinga e Roger Caillois, são invocados em apoio à compreensão específica desse objeto. Emerge nesse jogo uma separação funcional entre planos narrativos independentes, relacionados ao roteiro ficcional ou à jogabilidade. A partir de reflexões sobre a ontologia do jogo eletrônico, propõe-se um exercício de tradução de Final Fantasy VII para o formato de livro eletrônico. Marshall McLuhan auxilia a pensar sobre o potencial inerente a cada novo meio de expressão; Walter Benjamin faz a ponte entre a tradição ficcional ocidental e características da experiência da recepção, resgatadas pela interatividade proporcionada pelos meios digitais. Marie- Laure Ryan, entre outros autores que utilizaram o repertório dos Estudos Literários para a compreensão dos jogos, complementa a concepção do livro eletrônico produzido. Como resultado, a pesquisa pretende cumprir um triplo papel. Discute conceitos fundamentais da linguagem e suas consequências éticas para o trabalho dos comunicadores; analisa um documento cultural relevante em suas mecânicas e em sua estrutura ficcional; apresenta um livro interativo como exemplo do potencial dos meios eletrônicos de enriquecer a experiência de leitura do texto ficcional, mesmo para produtos que não sejam jogos
Christer, Lidén. "The quest for medievalism in ‘The Witcher 3’ : A study of the vita gravis: the apposition between the medieval and the fantastical." Thesis, Stockholms universitet, Historiska institutionen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-139214.
Full textTulloch, Rowan Christopher English Media & Performing Arts Faculty of Arts & Social Sciences UNSW. "Powerplay: video games, subjectivity and culture." Publisher:University of New South Wales. English, Media, & Performing Arts, 2009. http://handle.unsw.edu.au/1959.4/43519.
Full textCummings, Kelsey. "Gameplay Mechanics, Ideology, and Identity in Mobile and Online Girl Games." Thesis, University of Oregon, 2015. http://hdl.handle.net/1794/19270.
Full textSchules, Douglas Michael. "Anime fansubs: translation and media engagement as ludic practice." Diss., University of Iowa, 2012. https://ir.uiowa.edu/etd/3532.
Full textRönnberg, Alexander, and Martin Svensson. "En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo." Thesis, Södertörn University College, School of Communication, Technology and Design, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-341.
Full textThis essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.
The conclusion is that this particular game uses the narrative to motivate progress through the game and give the player a goal to play towards. It's also been used to enhance the players experience.
Uppsatsen gör en analys av de narrativa delarna i datorspelet Halo. Syftet med uppsatsen är att se vilken funktion de narrativa elementen fyller i ett datorspel i actiongenren. Analysen har gjort utifrån neoformalistisk teori enligt David Bordwell och Kristin Thompson. Valet av spel gjordes utifrån de positiva recensioner spelet fått som nämner historien i spelet. Uppsatsen försöker ge en bild av dagens forskning inom datorspel och narrativ och den bild framstående forskare har.
Slutsatsen är att spelet har använt narrativ för att fungera som drivkraft genom spelet och att ge spelaren det mål som man ska spela mot för att vinna. Det har också använts för att förhöja spelarens upplevelse.
Angelöv, Auguste. "Att leka life? - en undersökning av makt, lekt och berättande i tv-spel." Thesis, Södertörns högskola, Litteraturvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-34585.
Full textLidén, Christer. "The Desert of the Real in Spec Ops: The Line. A Study of Simultaneous Hyperreal Experiences by Protagonist and Player : A Study of Simultaneous Hyperreal Experiences by Protagonist and Player." Thesis, Stockholms universitet, Engelska institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-125903.
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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.
Full textNorman, Fredrik. "“A peaceful world is a boring world” : a study in narrative structure and mythological elements in Squaresoft‟s Chrono Trigger." Thesis, Högskolan i Gävle, Avdelningen för humaniora, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-8534.
Full textRoberts, Scott. "The Narrative of Weather: Understanding the Impact of Photo-realistic Procedural Weather on Narrative in Virtual Reality." Thesis, Griffith University, 2018. http://hdl.handle.net/10072/384792.
Full textThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
Queensland College of Art
Arts, Education and Law
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Calleros, Villarreal Daniel. "Digital Narratives and Linguistic Articulations of Mexican Identities in Emergent Media: Race, Lucha Libre Masks and Mock Spanish." Diss., The University of Arizona, 2015. http://hdl.handle.net/10150/565891.
Full textStåhl, Daniel. "En digital hjälte? : En klassisk narratologisk analys av ett nytt medium – tv-spelet som medietext." Thesis, Jönköping University, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-1134.
Full textThe digital games take an increasing part of our western society. The time when gaming was excluded to the most frantic computer fans is long gone. Today the gaming industry competes with both the film- and music industry for the consumers’ attention.
Despite this, research regarding the digital games has been put aside for a long time. But there is an ongoing process in establishing game studies regarding content and expression aspects that go beyond the question about possible psychological effects and such. But this process is still young and disagreements occur concerning how the games should be approached as an object of study.
This debate, originating from two different approaches; the narratological and the ludological, has proven to be central to the research society. To reach a better understanding regarding storytelling within the digital games I carried out a narratological analysis of a video game; Shadow of the Colossus for Playstation 2. I used classical narratological tools regarding the syntagmatic structure of storytelling; Propp’s characters and functions and Todorov’s equilibrium formula.
To be able to carry out this analysis the first step was to identify the storytelling elements of the game so that these could be properly recognized. After that the narratological tools were applied to these. In order not to neglect the medium specific characteristics that the digital games hold, I implemented a minor ludological analysis of its rules, to see how these were connected with the potential storytelling.
The narratological analysis proved to be useful; a number of Propp’s functions were identified and the storytelling could also be described on the basis of Todorov’s equilibrium. Furthermore a clear connection between the storytelling of the game and the ludus rules, meaning the rules that define the winning conditions and how to reach them. The classic narratological analysis was fruitful, but the medium specific characteristics with systems of rules and their connection to the storytelling elements proved to be an important relationship to illustrate further.
De digitala spelen tar allt större plats i vårt västerländska samhälle. Tiden då spelande bara var för de mest inbitna datorfantasterna är sedan länge förbi. Idag konkurrerar spelindustrin med både film- och musikindustrin om konsumenternas uppmärksamhet.
Trots det har forskning kring de digitala spelen länge åsidosatts. Men en process är nu i full gång för att etablera forskning kring spel och dess innehålls- och uttrycksmässiga aspekter som ser bortom frågan om eventuella skadliga psykologiska effekter och liknande. Men denna process är ung och oenighet råder om hur spelen som studieobjekt ska behandlas.
Denna debatt som utgår från två olika ansatser; den narratologiska och ludologiska, har visat sig vara central i forskarvärlden. För att försöka nå bättre förståelse kring berättande i de digitala spelens värld genomförde jag en narratologisk analys av ett enskilt spel; Shadow of the Colossus till Playstation 2. Jag utgick från klassiska narratologiska verktyg som utgår från berättandets syntagmatiska struktur; Propps rollfunktioner och Todorovs jämviktsformel.
För att kunna genomföra denna analys var första steget att först identifiera de berättande elementen i spelet så att dessa kunde kartläggas. När det var gjort applicerades de narratologiska verktygen på dessa. För att inte helt åsidosätta de mediespecifika kriterierna som de digitala spelen besitter, genomförde jag en enkel ludologisk analys av dess spelregler, för att se hur dessa var sammankopplade med eventuellt berättande.
Den narratologiska analysen visade sig vara användbar; ett antal av Propps funktioner identifierades och berättandet kunde även beskrivas utifrån Todorovs jämvikt. Dessutom visades ett klart samband mellan spelets berättande och dess ludusregler, det vill säga de regler som definierar mål och hur dessa skall nås. Den klassiska narratologiska analysen var fruktbar, men de mediespecifika egenskaperna med regelsystem och dess sammankoppling med de berättande elementen visade sig vara ett viktigt förhållande att belysa.
Brandberg, Peter. "Spelet om spelandet : En medieetnografisk studie av barns dataspelande på en fritidsklubb." Thesis, Uppsala University, Media and Communication, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-9163.
Full textAbstract
Title: The game of playing: A media ethnographic study of children playing videogames on a Swedish after school recreation centre. Spelet om spelandet: En medieetnografisk studie av barns dataspelande på en fritidsklubb.
Number of pages: 46
Author: Peter Brandberg
Tutor: Amelie Hössjer
Period: Spring term 2008
Course: Media and Communication studies D
University: Division of Media and Communication, Department of Information Science, Uppsala University
Purpose/Aim: The aim with this study is to describe how children play video games in an everyday context. In this study this context consists of a Swedish after school recreation centre. By combining three different aspects on the activity this study tries to understand how both the video game and the social and cultural context in which the activity takes place in influences it. This by taking one analyse of the specific game that the children played at the time of the study and how the overall environment is structured into account. Together these two perspectives contribute to the understanding of the playing as a complex and dynamic activity.
Material/Method: The material and method consists primary of a participatory observation which were conducted for eight days in an after school recreation centre. The analyse of the video game uses specific parts from the ludologist Aki Järvinens “applied ludology” to understand the game Guitar Hero.
Main results: The main results of this study shows how the social context influences the play activity in which the children needs to negotiate about the resources needed to play. They used different strategies to try to gain control over the interfaces to the game. The study also shows how the children didn’t relate to the fact that these interfaces looked like guitars in their use of them. Instead the children used knowledge about other interfaces and played the game by “pressing buttons in the right time”.
Keywords: media ethnographic, participatory observation, ludology, applied ludology, video game, game studies, guitar hero, children, after school recreation centre, situated play
Anyó, Sayol Lluís. "El meu videojoc, la nostra narració. Els relats de la identitat." Doctoral thesis, Universitat Ramon Llull, 2011. http://hdl.handle.net/10803/51085.
Full textEn el marco amplio de las teorias audiovisuales, esta tesis doctoral aborda las relaciones entre identidad, narración y videojuego desde la perspectiva de la antropología cultural, de las teorías narratológicas en cine y literatura y de la ludología. Se propone la figura teórica del jugador implicado para explicar el tipo de relación entre el jugador y su personaje, en relación con la construcción de un relato identitario. En este sentido, se relaciona la idea de marcos de experiencia con la de niveles narrativos y narradores. El modelo teórico y metodológico resultante se aplica al estudio de caso de dos videojuegos: Silent Hill 2, un survival horror monousuario y Espai8, un juego de rol en línea masivo y multijugador.
In the wide framework of audiovisual theories, this PhD. thesis undertakes the relation between identity, narrative and videogames from the point of view of cultural anthropology, of narratological theories in cinema and literature and of ludology. We propound the theoretical figure of the implied player connected with the construction of a discourse of the self-identity. In this sense, we connect the idea of frames of experience with the idea of narrative levels and narrators. The resulting theoretical and methodological model it’s applied to the study case of two video games: Silent Hill 2, a singleplayer survival horror, and Espai8, a massively multiplayer online rol-playing game.
Marques, Pedro da Silva Pereira Dias. "Jogos sérios: ferramentas do novo jornalismo." Master's thesis, Instituto Superior de Ciências Sociais e Políticas, 2013. http://hdl.handle.net/10400.5/6172.
Full textEsta dissertação analisa a forma como os Jogos Sérios podem ser utilizados como complemento do jornalismo tradicional. Vários especialistas consideram que os videojogos podem ser uma mais-valia para o jornalismo por causa da sua natureza interativa: os jogadores assumem um papel ativo na busca de informação, interagindo através da mecânica de jogo e estabelecendo dessa forma uma ligação especial com o tema em questão. A pergunta de partida é "como funcionam os Jogos Sérios enquanto complemento jornalístico?" Os principais objetivos são analisar os Jogos Sérios enquanto ferramentas do novo jornalismo; comparar o papel dos Jogos Sérios com o dos media tradicionais; estudar detalhadamente September 12th aferindo a sua eficácia enquanto Jogo Sério e propor alguns temas que possam ser abordados por este género de videojogos em contexto português. De modo a investigar o potencial dos videojogos enquanto meio jornalístico, realizou-se a análise de conteúdo qualitativa de September 12th e entrevistou-se especialistas em jornalismo e em Jogos Sérios. Para avaliar o potencial de September 12th enquanto complemento jornalístico, entrevistou-se trinta indivíduos, jogadores e não jogadores habituais de videojogos. Esta investigação permitiu-nos constatar que, apesar dos Jogos Sérios poderem funcionar como ferramentas noticiosas eficazes, não deixam de ter algumas limitações. Os órgãos de comunicação devem avaliar se este investimento garantirá a sua continuidade a médio e longo prazo, estando o seu sucesso dependente de uma reorganização estrutural das redações, assim como da vontade dos jornalistas de testar novas fórmulas de apresentação do conteúdo informativo.
This dissertation explores how Serious Games can be used as a complement to traditional journalism. Several experts believe that video games can add value to journalism because of their interactive nature: players take an active role in the search for information, interacting through the game mechanics and thus establishing a special connection with the subject in question. The starting question set for this research is "how can Serious Games work as a complement to journalism?" The main objectives are to analyze Serious Games as tools of new journalism; to compare the role of Serious Games with traditional media; to particularly examine the case of September 12th in order to determine its effectiveness as a Serious Game and to propose some themes that may be addressed by this genre of video games in the Portuguese context. In order to investigate the potential of video games as a journalistic medium a qualitative analysis of September 12th was undertaken and experts in journalism and in Serious Games were interviewed. To evaluate the potential of September 12th as a complement to journalism, thirty individuals, players and non-players, were interviewed. This research lead us to conclude that Serious Games can function as effective tools of journalism, although not without some limitations. The media organizations should evaluate whether this investment will ensure its continuity in the medium and long term, with its success dependent on a structural reorganization of the newsroom as well as the willingness of journalists to test new formulas of presenting informational content.
Assis, Diego O. de. "Perspectivas para o jornalismo crítico de games." Pontifícia Universidade Católica de São Paulo, 2007. https://tede2.pucsp.br/handle/handle/4991.
Full textThe goal of this study is to analise the actual stage of games journalism and point to new perspectives regarding its critical approach. Even though recognized as one of the most promising sectors of the entertainment industry in the new millenium, the universe of the videogames is still receiving a not so representative attention from the mass communication vehicles if compared to more traditional forms such as cinema and music. Nowadays, a great portion of the coverage of videogames is still confined to specialized publications and technology sections of newspapers and magazines. To pursue this analysis it will at first be necessary to trace a historical panorama of the development of electronic games. Created almost 50 years ago, in an atempt to turn computers into something fun, videogames have been gaining complexity with successive technological advances until they have transformed into one of the most intriguing cultural objects from the turn of the 20th to the 21st century. Present in the lives of young people from all kind of societies in the last two decades, games have started to influence and to be influenced by other aesthetical languages from the pop culture, like movies, music, cartoons and comic books. Today, as stated by authors such as Chris Crawford, Steven Poole and Henry Jenkins, games represent a new and autonomous cultural cathegory, with specific features that demand its own theories and concepts. After going into the cultural and technological evolution of videogames, we will then look at some of the main publications dedicated to the subject, including segmented magazines, like Electronic Gaming Monthly, news and reviews websites, such as GameSpot.com and IGN.com, and blogs and internet services that have recently joined what is called games journalism. Still on this issue, we intend to show the major problems faced by games journalism in order to refrain from performing a mere utilitary role which it traditionally did and start dealing with the cultural, social and economical layers that have stick to the universe of videogames in the last decades. (Something that, paradoxically, publications of the non-specialized media, such as The New York Times and Wired have performed way more efficiently.) At last, we will be listing a few examples of how a well-informed games criticism practice can benefit from literature, as is the case with the controversial new games journalism, and also from concepts that are being debated in the Academy such as narrative (Murray), simulation (Frasca), meaningful play (Salen and Zimmerman) and software (Galloway, Manovich)
O objetivo desta dissertação é analisar o estágio atual do jornalismo de games e apontar novas perspectivas para sua abordagem crítica. Mesmo reconhecido como um dos setores da indústria de entretenimento mais promissores neste novo milênio, o universo dos videogames tem recebido ainda uma atenção proporcional pouco representativa nos meios de comunicação de massa se comparados a formatos mais tradicionais como o cinema e a música. No contexto atual, boa parte da cobertura de games permanece confinada a publicações especializadas e a cadernos de informática. Para levar adiante esta análise será necessário antes de tudo traçar um panorama histórico do desenvolvimento dos jogos eletrônicos. Surgidos há quase 50 anos, numa tentativa de transformar os computadores em algo divertido, os videogames foram ganhando complexidade com os sucessivos avanços tecnológicos até se transformarem em um dos objetos culturais mais instigantes da virada do século 20 para o 21. Presentes na vida dos jovens de praticamente todas as sociedades nas últimas duas décadas, os games passaram a influenciar e a serem influenciados por outras linguagens estéticas da cultura popular, como o cinema, a música, os desenhos animados e as histórias em quadrinhos. Hoje, como defendem à sua maneira autores como Chris Crawford, Steven Poole e Henry Jenkins, os games representam uma categoria cultural autônoma, com características específicas que exigem formulações teóricas e conceituais própria. Após um passeio pela evolução tecnológica e cultural dos videogames, iremos nos debruçar sobre as principais publicações do gênero, que incluem revistas especializadas, como a Electronic Gaming Monthly, sites de notícias e reviews (ou resenhas), como GameSpot.com e IGN.com, além de blogs e outras ferramentas de internet que mais recentemente se juntaram ao chamado jornalismo de games. Ainda nesse segmento, pretendemos apontar os principais problemas enfrentados para que o jornalismo de games deixe de desempenhar o papel meramente utilitário que tradicionalmente ocupou e passe a dar conta das camadas culturais, sociais e econômicas que se atrelaram ao universo dos jogos nas últimas décadas. (Algo que, paradoxalmente, veículos da imprensa não-especializada, como The New York Times, Wired e outros tem realizado com maior eficiência). Por fim, relacionaremos também alguns exemplos de como uma crítica bem informada de games pode se beneficiar de recursos formais da literatura, como é o caso do controverso new games journalism, além de conceitos que vem sendo debatidos na Academia como narrativas (Murray), simulação (Frasca), meaningful play (Salen e Zimmerman) e software (Galloway, Manovich)
Clark, Bradley R. "Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship." Diss., CLICK HERE for online access, 2008. http://contentdm.lib.byu.edu/ETD/image/etd2358.pdf.
Full textMaldonado, Lana. "L'engagement narratif dans les jeux vidéo comme engagement d'apprentissage du joueur/apprenant dans des contextes formels et informels." Electronic Thesis or Diss., Université Côte d'Azur, 2024. http://www.theses.fr/2024COAZ2022.
Full textThis doctoral thesis, entitled "Narrative engagement in video games as a learning engagement for the player/learner in formal and informal contexts," is an interdisciplinary work closely linked to other fields such as game studies, ludology, narratology, and sociology. State of the art concerning video games presents a list of research that is interested in the study of learning (formal or informal) of different disciplines and knowledge through video games, as well as studies that focus on the narrative specificities of these games. On the other hand, our interest is in the impact of narrative engagement on learning engagement in formal and informal contexts based on entertainment and serious games.The results of this work thus aim to contribute to reflection on the role of this engagement for the involvement of players/learners in their learning journey. We sought to propose some experimental paths at the end of the research. To understand this possible relationship, this work seeks to investigate the specificities linked to three main elements of this dynamic: the player/learner, the learning context (formal or informal), and the type of video game (serious game and entertainment games). The results come from data analysis collected in a case study carried out with students at the University of Côte d'Azur over 16 months.The thesis is structured into three main parts. The first part brings together theoretical elements linked to the three main pillars of our work (player, context, and video game). From the gathering and crossing of concepts from different fields of knowledge, we seek to understand how video games and learning have been linked throughout history (intentionally or not) and how the mechanisms of narrative engagement and learning work from the use of serious games and entertainment video games for the player/learner. Guided by the reflections from the first part, the second part of this work presents the methodology, the different data collection tools used, and the processing of this data of various natures. Our objective was not to reduce the two types of engagement to a single analytical sphere, but rather to explore them in their various dimensions, which required the construction of a hybrid protocol that articulated data collection tools as diverse as standardized questionnaires, interviews, observation, and video capture. Finally, in the third part of the work, we present the results obtained and propose a multivariate analysis of those collected before, during, and after the video game sessions. At the end of the study, it was possible to observe a relationship between the two types of commitment for the research participants. However, this relationship is conditioned by respect for certain specificities linked to the players, the context, and the games: the player's learning style, the narrative potential of the game, and the interaction between the players
Holmquest, Broc Anthony. "Ludological Storytelling and Unique Narrative Experiences in Silent Hill Downpour." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363456341.
Full textWarmke, Daniel A. "Complexity, Fun, and Robots." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1565298442450712.
Full textPiehler, Robert. "Schnittstelle Spieler." Master's thesis, Universitätsbibliothek Chemnitz, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200801008.
Full textThe quality of a videogame’s interface is a decisive factor to its commercial success. However, the current evaluation methods focus primarily on qualitative research data like those generated in usability tests. Methods of inferential statistics are not common yet because of a lack of theoretical fundamentals. To address this issue, this paper provides a theoretical framework for quantitative analysis on different dimensions of interface design in videogames. Aspects of perception, psychology, sociology as well as culture are dealt with in this context and the associated scientific concepts are conflated by a theoretical extension of Huizinga’s “magic circle”. The technical term “genre” in regard to videogames is also discussed in this paper and it proves to be a basis for connecting the various concepts methodically. As a result, this paper presents a holistic model, which can be applied in future audience-specific and quantitative measuring instruments for interfaces in videogames
Lysell, Simon, and Diana Lövgren. "Interaktivt berättande : Spelberättande mellan narratologi och ludologi." Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14684.
Full textWahlsten, Christoffer. "”Run you bastards! I’m coming for you all!” : En narrativ och processretorisk analys av Tomb Raider." Thesis, Uppsala universitet, Avdelningen för retorik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296822.
Full textThe essay asks the question how characterization in video games is accomplished, with the subject of analysis being the video game Tomb Raider (2013). Wahlsten chooses to use the methodology of Sonja K Foss for the narrative analysis, in addition to Procedural Rhetoric coined by Ian Bogost. These two methodologies are used to map out the tools used to construct the narrative of the game, which includes interactive one as well as non-interactive ones. The essay clearly shows that there is a definite tension between the demands of the narrative on the player that puts into question the idea of interactive games mainly influencing through immersion. On the contrary, the game is constructed in such a way that the player is expected to identify with the playable character, while also motivating the player to distance itself from the character and use it as a sort of “virtual plaything”. Wahlsten thus highlights a fairly obscure but also highly interesting field of study within the Rhetorical sciences. Wahlsten is aware the object of study is not an obvious one within the field Rhetoric, but argues for the need of studies of games and Virtual Reality, and the importance of them for Rhetorical sciences in the future.
Lundell, Erika. "Förkroppsligad fiktion och fiktionaliserade kroppar : Levande rollspel i Östersjöregionen." Doctoral thesis, Stockholms universitet, Institutionen för etnologi, religionshistoria och genusvetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-103211.
Full textSolinski, Boris. "Ludologie : jeu, discours, complexité." Electronic Thesis or Diss., Université de Lorraine, 2015. http://www.theses.fr/2015LORR0129.
Full textConsidering play as an act is assigning it intent and purpose. Its problem is less its identification as play, obvious to everyone, that a problem of communicating the idea of what is being played: « So, what is play ? If no one asks me, I know; but if I want to explain when people ask me, I do not know anymore. » (L. Wittgenstein). More than play, this is a rethoric which is the topic of our research, that is to say this dynamics that involves the act of playing and makes human a player belongs to the intermediate area of experience (D. Winnicott). A rethoric at the interface between human rethoric of play and play rethoric about human, a playful rethoric of the ludic way : a ludology.Approaching play as it express itself, from implicit to explicit, from mythology to literature or epistemic thought about play, leads to focus on the values that play conveys and through it can be recognized, since play is not a form but a modalization: « what we believe is happening » (E. Goffman).From the functions of play, it is possible to organize the playful rethoric and, beyond the simple field of study, to develop a framework of ludologic understanding. This framework no more favours a rethoric over another nor the creation of a new rethoric, but definitely the articulation of the rethorics of play, not emphasizing components but the consistency of their dialogue (S. Genvo), consequence of the dynamics of the ludic way. Indeed, from a complex perspective (E. Morin), all theses rethorics of play do not contradict but complement and fertilize each other, provided we consider them potentially, for what each is likely to point out from the other.As rethoric of play rethoric, ludology is its homothetic, at the interface of human and his play, narration and simulation, time and space where the potentiality that play opens to human is realized in the choice that does not belong entirely to one or to the other, but whose interaction finally makes possible « the exercise of possibilities » (J. Henriot), providing the play, with the accomplishment of human, its condition as its purpose: its playful feature as synonymous with fun.So, undertaking play from a communicational and semiotic point of view makes possible to identify the specificity and scope of human play that embodies the ludic way. Ludology is this rethoric of the rethoric of play as a prospective, projective, creative and experiential way of knowledge that enriches human and social sciences
Solinski, Boris. "Ludologie : jeu, discours, complexité." Thesis, Université de Lorraine, 2015. http://www.theses.fr/2015LORR0129/document.
Full textConsidering play as an act is assigning it intent and purpose. Its problem is less its identification as play, obvious to everyone, that a problem of communicating the idea of what is being played: « So, what is play ? If no one asks me, I know; but if I want to explain when people ask me, I do not know anymore. » (L. Wittgenstein). More than play, this is a rethoric which is the topic of our research, that is to say this dynamics that involves the act of playing and makes human a player belongs to the intermediate area of experience (D. Winnicott). A rethoric at the interface between human rethoric of play and play rethoric about human, a playful rethoric of the ludic way : a ludology.Approaching play as it express itself, from implicit to explicit, from mythology to literature or epistemic thought about play, leads to focus on the values that play conveys and through it can be recognized, since play is not a form but a modalization: « what we believe is happening » (E. Goffman).From the functions of play, it is possible to organize the playful rethoric and, beyond the simple field of study, to develop a framework of ludologic understanding. This framework no more favours a rethoric over another nor the creation of a new rethoric, but definitely the articulation of the rethorics of play, not emphasizing components but the consistency of their dialogue (S. Genvo), consequence of the dynamics of the ludic way. Indeed, from a complex perspective (E. Morin), all theses rethorics of play do not contradict but complement and fertilize each other, provided we consider them potentially, for what each is likely to point out from the other.As rethoric of play rethoric, ludology is its homothetic, at the interface of human and his play, narration and simulation, time and space where the potentiality that play opens to human is realized in the choice that does not belong entirely to one or to the other, but whose interaction finally makes possible « the exercise of possibilities » (J. Henriot), providing the play, with the accomplishment of human, its condition as its purpose: its playful feature as synonymous with fun.So, undertaking play from a communicational and semiotic point of view makes possible to identify the specificity and scope of human play that embodies the ludic way. Ludology is this rethoric of the rethoric of play as a prospective, projective, creative and experiential way of knowledge that enriches human and social sciences
Ribeiro, João Henrique Ranhel. "TV digital interativa e hipermídia: jogos e narrativas interativas na TVi." Pontifícia Universidade Católica de São Paulo, 2005. https://tede2.pucsp.br/handle/handle/4654.
Full textThis thesis exposes a survey of new theories, researches and new approaches in the areas of narratology and ludology. It also exposes investigations on feasibility of using the knowledge acquired in such areas in developing new interactive contents for Digital Interactive TV (iTV). Initially the text shows an objective description of technical and operational aspects of the iTV. In the sequence, the narratologists and ludologists propositions are discussed. Narratology is a line of thought that studies the possibilities of interactive dramas a narrative structure in which the user can immerse as a character that he/she plays in first-person. Ludology is a line of thought that studies computer games virtual environments and worlds where the user can simulate, explore, face challenges, etc. The present research tries to survey the most relevant theoretical approaches and propositions from both areas narratology and ludology. Based on such propositions and theories we evaluate the possibility of introducing interactive dramas, new forms of games and new interactive programs in the iTV environment.
A presente pesquisa expõe um levantamento sobre recentes teorias, pesquisas e abordagens nas áreas da narratologia e da ludologia. Baseado nas propostas e teorias mais relevantes de ambas as áreas, analisa-se as possibilidades de introdução de narrativas interativas, de novas formas de jogos e de novos aplicativos televisuais na TV Digital Interativa (TVi). Na primeira parte, uma descrição objetiva sobre os aspectos técnicos e operacionais da TVi é apresentada. Na seqüência são mostradas as propostas narratológicas. Narratologia é uma linha de pensamento que estuda a criação de dramas interativos estruturas narrativas nas quais o usuário pode imergir para vivenciar um papel em primeira-pessoa. Na terceira parte da pesquisa as propostas ludológicas são abordadas. Ludologia é uma linha de pensamento que estuda os jogos computacionais estruturas de mundos virtuais nos quais o usuário pode simular situações, explorar mundos, enfrentar desafios, etc. Dessa forma, o presente trabalho busca outras formas interativas de expressão no novo meio que surge, a TVi.
Carter, Justin T. "A conceptual framework of game feel: An evolutionary approach." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/227919/1/Justin_Carter_Thesis.pdf.
Full textSlodov, Dustin A. "Nostalgia and World of Warcraft myth and individual resistance /." Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1212088472.
Full textGifford, Ben. "Reviewing the critics: Examining popular video game reviews through a comparative content analysis." Cleveland State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=csu1377089044.
Full textMesa, Méndez Ancor. "Ludología híbrida. Heterogeneidad en los eventos juveniles cotidianos mediados por videojuegos." Doctoral thesis, Universitat Autònoma de Barcelona, 2012. http://hdl.handle.net/10803/107899.
Full textThe proliferation of digital technologies has led to the emergence of new forms of sociability which videogames are a good example for understanding many of the new relational boundaries provided by these inventions. Videogames have been extensively discussed by psychosocial research. Among this interest concerns abound, mostly about the potential risks that the rapid expansion of the practices with these devices could have to correct and healthy lives of young century. Against this background it is necessary to turn on the approach to the role of videogames in everyday relationships. Before worrying in advance about the possible effects that these practices may have on young people, is more illuminating delve to understand the ways in which people participate on this particular form of play. Through an ethnographic approach is possible to identify many disparate natures agents inviting to think video games as everyday processes in which both technological elements, than humans or discoursives, are instantly associated, as a collective achievement by simulating hybrid play areas willing to interaction and enjoyment. A gamer, for all his piggyback experience, is a category that is formed in the very act of videoplay and a videogame, rather than an artifact or a computer program is the process by which they contact the player and played by connections like screen, controls or game consoles, but also many other types, such as recurrent associations between digital commands (executed with fingers and other movements) and graphic-sound rules, or alliances and clashes between various types of participants in the game. From this point of view, one of the interests that brings my research is based on a type of constructive sociology, focusing on understanding many of these connection processes that trigger instantaneous emergency in particular contexts of sociability, rather than trying to explain the dangers that these processes may pose to life in society.
Zúniga, Elfström Love. "16 sätt att yla : Narratologiska anaylser av Porpentines Howling Dogs och Abigail Corfmans 16 Ways to Kill a Vampire at McDonalds." Thesis, Stockholms universitet, Institutionen för kultur och estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-189888.
Full textThis essay contains narratological analyses of the games Howling Dogs and 16 Ways to Kill a Vampire at McDonalds. The analyses are focused on the hypertext’s medial impact on the relations between user and narrative as well as narrator and narratee. The work is based on methods using possible worlds theory, created by theorists such as Alice Bell. A main purpose here is to further exemplify how to analyze texts having a deictic effect between themselves self and their readers. The purpose here is thus to test existing methods and further develop them. This purpose is also motivated by a, possibly naïve, hope of getting one step closer to a wider acknowledgement of how games can contribute to the subject of literature.
Choi, Jaz Hee-jeong. "Playpolis : transyouth and urban networking in Seoul." Thesis, Queensland University of Technology, 2010. https://eprints.qut.edu.au/37610/1/Jaz_Choi_Thesis.pdf.
Full textHansson, Mikael, and Stefan Karlsson. "A Matter of Perspective : A Qualitative study of Player-presence in First-person Video Games." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121058.
Full textStejdahl, Emil. "Tv-spelets berättande : En diskussion kring den ludologiska teoribildningen." Thesis, Linnéuniversitetet, Institutionen för språk och litteratur, SOL, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-16897.
Full textPifferi, Elisa. "Più di un libro, meno di un gioco. Le visual novel tra ludologia e narratologia." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2022. http://amslaurea.unibo.it/25136/.
Full textGiner, Esteban. "Discursivités vidéoludiques et discours des jeux vidéo : pour une ludologie socio-constructiviste orientée par les mothertales." Electronic Thesis or Diss., Université de Lorraine, 2023. http://www.theses.fr/2023LORR0238.
Full textFrom their earliest controversies, such as the moral panic surrounding the release of Death Race, to the industry's contemporary difficulties in clearly positioning its creations, the videogame medium reveals discursive complexities. Sometimes media experiences, sometimes leisure activities, video games accumulate complex, plural and sometimes contradictory identities, making their study and that of their discourses subject to both scientific and public controversy. Those concerning the meanings of the games in the corpus studied in this doctoral work, the mothertales, are significant of this.These discursive complexities are related to the fact that videogame discourses (i.e., interpretations of realities derived from videogames) can be conceptualized as co-construction processes between the game, the audience and the ecosystem in which the whole evolves. This is why the problematic of this doctoral work concerns the elaboration of a theoretical and practical proposal for a complex analysis of videogame discourses. How can we design a ludology that takes into account the discursive complexities of video games, which give rise to frictions or complementarities in the co-construction of their interpretations?To address this issue, this doctoral work proposes and defends a socio-constructivist ludology (SCL) that formalizes and conceptualizes discourses as networks of actors, in and out of play, with diverse strategies and distributed responsibilities. Consequently, the analysis of a discourse involves the analysis of communication situations between these actors. In fact, SCL meets a triple challenge: (1) to formalize videogame discourses as sets of variations expressed differently according to the identities of the actants in communication situations, (2) to analyze and qualify the responsibilities and strategies deployed by these actants, enabling us to rule on the discursivity - more or less expressive, more or less persuasive - of a videogame discourse, and (3) to propose a set of tools at the service of other disciplines approaching the study of videogames through identities other than those of discourse.To answer this triple challenge, this doctoral work is structured in three sections. The first reviews and supports what is meant by discursive complexities. The second proposes a theoretical framework for approaching SCL from a materialist perspective of videogame discourses. The third section deploys and defends analytical tools that draw on the digital humanities to propose a complex, network analysis of videogame discourses. To illustrate all these propositions, this thesis analyzes three discourses: [the banality of evil], [fictional and responsible socialities] and finally [the actualization of role-playing games]. In so doing, in addition to a theoretical and practical proposition, this thesis contributes to a more specific analysis of these themes in video games
Sjögren, Mats. "”Did you go in my house?” - Spelarstyrd analeps i Final Fantasy VII." Thesis, Högskolan Dalarna, Litteraturvetenskap, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:du-871.
Full textJonsson, Jacob. "Ludologiska narrativ och intriger : Datorspelet L.A. Noire som litteraturdidaktiskt verktyg." Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-179299.
Full textPérez, Latorre Óliver. "Análisis de la significación del videojuego. Fundamentos teóricos del juego, el mundo narrativo y la enunciación interactiva como perspectivas de estudio del discurso." Doctoral thesis, Universitat Pompeu Fabra, 2010. http://hdl.handle.net/10803/7273.
Full textSi la forma en la que, desde niños, construimos universos de valores y damos sentido a nuestras vidas está indisolublemente unida a los medios y las obras de la cultura de masas, el estudio de los modos de significación del videojuego requiere, hoy en día, un desarrollo en profundidad.
En relación con ello, el principal resultado de esta investigación consiste en la fundamentación teórica y metodológica de tres modelos de análisis del videojuego como discurso: un modelo de estructuras lúdicas, un modelo del discurso como universo narrativo y un modelo de enunciación interactiva. Asimismo, se ofrece una sistematización de los códigos de significación que conforman el lenguaje del diseño de videojuegos. Estos modelos constituyen una aportación metodológica innovadora a la Teoría del Videojuego y al Análisis del Discurso.
Las fuentes teóricas y metodológicas fundamentales del trabajo son la Semiótica, la Ludología y la Narratología.
La aplicación empírica de los modelos de análisis propuestos se centra en ejemplos y estudios de caso de videojuegos figurativos/narrativos, pero los modelos han sido construidos pensando en su posible utilidad para el análisis de un amplio espectro de videojuegos y otro tipo de textualidades colindantes, como los mundos narrativos de la literatura y las series televisivas.
Finalmente, se cierra la investigación con dos estudios de caso donde se prueba el sistema teórico en su conjunto, sobre los videojuegos Ico (2001) y Shadow of the Colossus (2005), ambos del diseñador Fumito Ueda.
The object of study in this Doctoral Dissertation is the signification of videogames.
Since early childhood, the way we construct universes of values and make sense of our lifes is closely related to the media and works of mass culture. Therefore, the study of the modes of signification of videogames requires to be fully developed.
According to that, this research provides the theoretical and methodological fundamentals of three models of analysis of videogame as discourse: a model of ludic structures, a model of discourse as narrative universe and a model of interactive "énonciation". Besides that, a systematization of the main signification codes which compose the language of videogame design is carried out. These models constitute an innovative methodological contribution to Videogame Theory and Discourse Analysis.
The theoretical and methodological framework of the research is built upon Semiotics, Ludology and Narratology.
The empirical application of the proposed analytical models is focused on examples and case studies of figurative/narrative videogames. Nevertheless, the models have been constructed bearing in mind their possible utility for the analysis of a broad spectrum of videogames and other kinds of close textualities, like the narrative worlds from literature or television series.
At the end of the research, the theoretical system is tested as a whole in two case studies: Ico (2001) and Shadow of the Colossus (2005). Both videogames have been designed by Fumito Ueda.
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.
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Holst, Angelica, Cecilia Bullarsjö, and Ylvén Sanna Wallberg. "Visa, berätta inte : Hur väl uppfattar en spelare narrativet i ett spel utan en etableringsscen?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18619.
Full textSöderström, Henrik. "Konst-kontroll-konfiguration : Om meningsskapande i konst och dataspel." Thesis, Konstfack, Institutionen för Konst (K), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7733.
Full textTortolero, Cervantes Xochitl. "ESTRUCTURAS NARRATIVAS LÚDICAS: UN RESORTE CREATIVO PARA ARTISTAS DIGITALES." Doctoral thesis, Universitat Politècnica de València, 2013. http://hdl.handle.net/10251/31122.
Full textTortolero Cervantes, X. (2013). ESTRUCTURAS NARRATIVAS LÚDICAS: UN RESORTE CREATIVO PARA ARTISTAS DIGITALES [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/31122
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