To see the other types of publications on this topic, follow the link: Online digital games.

Dissertations / Theses on the topic 'Online digital games'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 39 dissertations / theses for your research on the topic 'Online digital games.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

Moon, Kyung Seob. "Consistency Maintenance Algorithms for Multiplayer Online Digital Games." Thesis, Griffith University, 2007. http://hdl.handle.net/10072/367081.

Full text
Abstract:
Multiplayer Online Digital Games (MODIGs) are gaining in popularity because of the strategic sophistication added when games are played against other humans, as opposed to computer artificial intelligence (AI) opponents. However, the actualisation of multiplayer games is not easy, due to their complexity. Multiplayer games are the combined applications of various areas, such as networking, graphics, AI, sound, and process optimisation. Among them, problems related to networking -- such as limitations in data transfer rate, latency, and jitter -- are the most difficult to resolve. Network laten
APA, Harvard, Vancouver, ISO, and other styles
2

Liao, Yi-Yao. "PROMOTING ONLINE DISCUSSION PARTICIPATION BY INTEGRATING IDENTITY-ENHANCING FEATURES FROM DIGITAL GAMES." Ohio University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1193847811.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Peterson, Jeff Lynn. "Incidental Learning of Japanese through Reading Online, in Print, and in Digital Games." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/5799.

Full text
Abstract:
An increasing amount of attention has been brought to language learning through digital games. Incidental learning through different media types such as in print and online have also seen an increased amount of research done in recent years. This study examines the amount of incidental learning that occurs across three media types (in print, online, and in a digital simulation game) as well as participants' perceptions of how enjoyable and helpful these media types are. Results suggest that of the three media types, incidental learning occurred most through the online reading. Furthermore, alt
APA, Harvard, Vancouver, ISO, and other styles
4

Chan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.

Full text
Abstract:
Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game
APA, Harvard, Vancouver, ISO, and other styles
5

Broderick, Amy Colleen. "The Use of Digital and Online Games as a Tool for International Development." Thesis, The University of Arizona, 2013. http://hdl.handle.net/10150/311753.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Schliemann, Erik. "Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet." Thesis, Umeå universitet, Institutionen för informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73312.

Full text
Abstract:
As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate to each other, which presents interesting new opportunities foranonymity to create identities. An aspect of this radically evolving technology thatexhibits strong possibilities for altering or producing identities is the rapidly growingonline game genre MMOG (Massive Multiplayer Online Game) which isentertainment that millions of people all over the globe engage in daily. Thisrelatively new platform for socialising has become of cultural and social significance,which is why it calls for examina
APA, Harvard, Vancouver, ISO, and other styles
7

Pearce, Celia. "Playing ethnography : a study of emergent behaviour in online games and virtual worlds." Thesis, University of the Arts London, 2006. http://ualresearchonline.arts.ac.uk/2300/.

Full text
Abstract:
This study concerns itself with the relationship between game design and emergent social behaviour in massively multiplayer online games and virtual worlds. This thesis argues for a legitimisation of the study of ‘communities of play’, alongside communities perceived as more ‘serious’, such as communities of interest or practice. It also identifies six factors that contribute to emergent social behaviour and investigates the relationship between group and individual identity, and the emergent ways in which these arise from and intersect with the features and mechanics of the game worlds themse
APA, Harvard, Vancouver, ISO, and other styles
8

Eklund, Lina. "The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity." Doctoral thesis, Stockholms universitet, Sociologiska institutionen, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-83163.

Full text
Abstract:
This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. Applying an everyday perspective, focus is on gamers’ day-to-day practices and experiences. Studies I and II enquire into relational aspects of social gaming based on interviews and survey data. Study III investigates the relationship between game design and game
APA, Harvard, Vancouver, ISO, and other styles
9

Boyer, Steven Andrew. "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Atlanta, Ga. : Georgia State University, 2009. http://digitalarchive.gsu.edu/communication_theses/53/.

Full text
Abstract:
Thesis (M.A.)--Georgia State University, 2009.<br>Title from title page (Digital Archive@GSU, viewed July 20, 2010) Ted Friedman, committee chair; Alisa Perren, Greg Smith, committee members. Includes bibliographical references (p. 156-169).
APA, Harvard, Vancouver, ISO, and other styles
10

Bäcke, Maria. "Power Games : Rules and Roles in Second Life." Doctoral thesis, Karlskrona : Blekinge Institute of Technology, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00496.

Full text
Abstract:
This study investigates how the members of four different role-playing communities on the online platform Second Life perform social as well as dramatic roles within their community. The trajectories of power influencing these roles are my main focus. Theoretically I am relying primarily on performance studies scholar Richard Schechner, sociologist Erving Goffman, and post-structuralists Michel Foucault, Gilles Deleuze and Felìx Guattari. My methodological stance has its origin primarily within literature studies using text analysis as my preferred method, but I also draw on the (cyber)ethnogr
APA, Harvard, Vancouver, ISO, and other styles
11

Rios, Pino Luis Felipe. "Players Attitudes Towards In-Game Advertising." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/655075.

Full text
Abstract:
Los usuarios están protestando activamente contra los anuncios digitales invasivos descargando software de bloqueo de anuncios. Los desarrolladores de juegos recientes introducen publicidad dinámica e interactiva en mundos virtuales. En este contexto, videojuegos como el NBA2K18, lanzaron diferentes plataformas como vallas publicitarias y otros medios publicitarios dentro del juego. Este estudio tiene como objetivo analizar cómo es la experiencia del usuario en NBA2K18 con respecto a la participación de las marcas en él. Se posiciona en el paradigma interpretativo y se realizaron entrevistas s
APA, Harvard, Vancouver, ISO, and other styles
12

Gauteul, Loraine. "The Digital Myth of Women on The Battlefield : A Reception Analysis of Female Soldiers in the Online Discourse of Battlefield V." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, HLK, Medie- och kommunikationsvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-44575.

Full text
Abstract:
Lately, the trailer for the game “Battlefield V” received a massive backlash from the players of the Battlefield franchise due to the fact that the game inspired by World War II featured a woman as the main character. This research set out to investigate how female elements are interpreted in a traditional male-dominated digital space, and aims to highlight the elements to consider when introducing a female lead character in a video game. The method employed was the critical discourse analysis method (CDA) which interprets discourse by drawing out the implicit meanings in texts. The analysis s
APA, Harvard, Vancouver, ISO, and other styles
13

Stagevik, Markus, and Cecilia Benson. "The effectiveness of digital online games as an extramural activity for facilitating motivation and vocabulary acquisition in L2 English learning: student and teacher perspectives." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30606.

Full text
Abstract:
In Sweden, 50% of all teenagers between the ages 12-18 spend at least three hours a day, spending their time on anything from digital games to YouTube and homework research. Given the popularity of such activities, it is worthwhile investigating to what degree any one of them might be used to help facilitate English second language learning. Research show that digital games use lead to an enhanced vocabulary comprehension, reading comprehension, speaking comprehension, lowered anxiety level and enhanced willingness to communicate for L2 English learners. In the current study we used a qualitat
APA, Harvard, Vancouver, ISO, and other styles
14

Turner, Wesley. "SLOTZ: A Game-Based Measure of Problem Gambling." Thesis, Griffith University, 2018. http://hdl.handle.net/10072/380999.

Full text
Abstract:
The last decade has seen a marked increase in gambling availability and participation. This increase is in part due to a rapid proliferation in digital platforms of gambling delivery, including online betting and smartphone betting applications. In turn, this rise in gambling availability and participation has led to an increase in the prevalence of gambling-related issues. This is particularly concerning, as relatively few problem gamblers ever engage in treatment, despite experiencing substantial psychological and social impairment as a result of their gambling. Difficulties with engagement
APA, Harvard, Vancouver, ISO, and other styles
15

Weissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.

Full text
APA, Harvard, Vancouver, ISO, and other styles
16

Dua, Akshay. "Trust-but-Verify: Guaranteeing the Integrity of User-generated Content in Online Applications." PDXScholar, 2013. https://pdxscholar.library.pdx.edu/open_access_etds/1425.

Full text
Abstract:
Online applications that are open to participation lack reliable methods to establish the integrity of user-generated information. Users may unknowingly own compromised devices, or intentionally publish forged information. In these scenarios, applications need some way to determine the "correctness" of autonomously generated information. Towards that end, this thesis presents a "trust-but-verify" approach that enables open online applications to independently verify the information generated by each participant. In addition to enabling independent verification, our framework allows an applicat
APA, Harvard, Vancouver, ISO, and other styles
17

Capasso, Caio Assis. "Dimensões do conteúdo gerado por usuário em videogames: cultura participativa e a intervenção criativa através do Modding." Pontifícia Universidade Católica de São Paulo, 2014. https://tede2.pucsp.br/handle/handle/18146.

Full text
Abstract:
Made available in DSpace on 2016-04-29T14:23:28Z (GMT). No. of bitstreams: 1 Caio Assis Capasso.pdf: 1551637 bytes, checksum: c0c126f85ced7a9208f93a493d6d39d8 (MD5) Previous issue date: 2014-03-12<br>This research aims to verify how videogames allow the creation, sharing and collaboration of user-generated content, and the characteristics of fan communities that are created to such objective. For this work we minimally define videogames as digital games that are dependent of a computational support for its realization. Some useful videogames for the better understanding of the activities of
APA, Harvard, Vancouver, ISO, and other styles
18

Coussieu, Wilfried. "La construction sociotechnique des joueurs coproducteurs : Ethnographie des pratiques de modification d’un logiciel de jeu : Kerbal Space Program." Electronic Thesis or Diss., Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLT031.

Full text
Abstract:
Quel est le sens des pratiques de modification de logiciels de jeux ? Quel est leur rôle et comment s’articulent-elles au travail de conception de ces objets techniques ? Ce travail de thèse interroge la façon dont les pratiques ludiques et techniques de ‘modding’ du jeu commercial Kerbal Space Program découlent de sa conception tout en permettant sa remise en question à travers la figure de l’usager-moddeur. Nous explorons cette problématique en réalisant une ethnographie au croisement de trois approches conceptuelles : les Science and Technology Studies, la théorie de l’Acteur-Réseau et la s
APA, Harvard, Vancouver, ISO, and other styles
19

Johansson, Emil, and Hannes Premmert. "Sociala relationer online : En undersökning om hur digitala plattformar främjar sociala relationer online." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-42172.

Full text
Abstract:
En utmaning knutet till onlinespel och sociala relationer online är svårigheten att bibehålla kontakten, vilket leder till att många relationer och vänskaper online påverkas negativt när användare går från ett spel till ett annat. Tidigare forskning pekar på att den kontakt som uppstår till följd av onlinespel består av svaga relationer utan större känslomässiga och personliga band mellan spelarna. Syftet med denna studie är således att undersöka uppkomsten av sociala relationer online för att sedan dra slutsatser knutet till hur dessa relationer bildas med hjälp av digitala plattformar. För a
APA, Harvard, Vancouver, ISO, and other styles
20

Cruz, Daniel Viana Abs da. "Juventude e jogos digitais : envolvimento e relações sociais através dos Massively Multiplayer Online Role-Play Games." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/70055.

Full text
Abstract:
Esta pesquisa possui como objetivo geral o estudo do envolvimento e das relações sociais de jovens através dos Massively Multiplayer Online Role-Play Games. Para tanto foram realizados três estudos, um qualitativo e dois quantitativos. O primeiro estudo foi conduzido com 20 estudantes de escolas públicas e particulares da região metropolitana de Porto Alegre e teve como objetivo descrever como ocorre a construção e desenvolvimento de avatares por jovens jogadores para a interação nos MMORPGs. Foram realizadas entrevistas semi-estruturadas e analisadas posteriormente com Análise de Conteúdo. Os
APA, Harvard, Vancouver, ISO, and other styles
21

Arpin, Rachel Ann. "The Effectiveness of Digital Escape Rooms to Deliver Leadership Training: A Mixed-Methods Study." Franklin University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=frank1620315747289854.

Full text
APA, Harvard, Vancouver, ISO, and other styles
22

Södergran, Philip, and David Söderlund. "Interaktiv digital utbildning för gasansvariga inom Region Uppsala." Thesis, Uppsala universitet, Tillämpad materialvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-448081.

Full text
Abstract:
Background: In healthcare, it is common that personnel handle medical gases. Medical gases can be hazardous if they are handled the wrong way. The healthcare personnel needs knowledge within gas handling to eliminate the risks of mix-ups, inaccurate transportation, inaccurate change of regulators and further on. Therefore, it is essential to educate healthcare personnel in how to handle medical gases in a safe manner. Region Uppsala has been responsible for educations on-site. To make the education more accessible it is desirable to make an interactive online course, with personnel responsible
APA, Harvard, Vancouver, ISO, and other styles
23

Peng, Xiaoyue. "The study of digital gamebased learning on motivating Chinese primary students to study mathematics." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-80607.

Full text
Abstract:
The research focus of this paper discusses digital game-based learning as a novel learning approach and further emphasises on the empirical study of technologies motivating Chinese primary students to study and learn mathematics at home. Considering that digital game-based learning is still under development, the effects of it is still controversial. The aim of this research is to examine family users of digital game-based learning systems through online research methods. It is interesting to study this area from the family users’ perspective because of the online context. In China, the concep
APA, Harvard, Vancouver, ISO, and other styles
24

ASSIS, Bruno Monte de. "Amazônia Virtual no game Brasil Ragnarök Online: representações, construção e circulação de sentidos sobre a região." Universidade Federal do Pará, 2015. http://repositorio.ufpa.br/jspui/handle/2011/7303.

Full text
Abstract:
Submitted by Cássio da Cruz Nogueira (cassionogueirakk@gmail.com) on 2017-01-16T13:00:54Z No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Dissertacao_AmazoniaVirtualGame.pdf: 12543353 bytes, checksum: 38d5376719a0ead4bc8f4ed9e79c6a59 (MD5)<br>Approved for entry into archive by Edisangela Bastos (edisangela@ufpa.br) on 2017-01-16T14:51:53Z (GMT) No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Dissertacao_AmazoniaVirtualGame.pdf: 12543353 bytes, checksum: 38d5376719a0ead4bc8f4ed9e79c6a59 (MD5)<br>Made av
APA, Harvard, Vancouver, ISO, and other styles
25

Sato, Adriana Kei Ohashi. "Imaginário e design: resignificação do jogo eletrônico por meio da linguagem expressiva." Universidade Presbiteriana Mackenzie, 2007. http://tede.mackenzie.br/jspui/handle/tede/1943.

Full text
Abstract:
Made available in DSpace on 2016-03-15T19:43:06Z (GMT). No. of bitstreams: 1 Adriana Kei Ohashi Sato.pdf: 1422574 bytes, checksum: 540e2341a2b34d4eca47c4af926c8a33 (MD5) Previous issue date: 2007-09-14<br>This work intends to analyze design as the object that generates answers to the user's (gamer's) expectations based on the collective imaginarium. In turn, this imaginarium originates in a specific social-cultural context. Considering men as symbolic beings, they look for the reason of their existence by attribuing meaning to objects. Those meanings are interpreted by society, creating valu
APA, Harvard, Vancouver, ISO, and other styles
26

Yu, Po-ren, and 游博仁. "Developing an online encyclopedia for little people and their family with multimedia technologies and digital games." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/877zzv.

Full text
Abstract:
碩士<br>國立中央大學<br>網路學習科技研究所<br>104<br>Rare diseases affect patients’ quality of their daily life. For example, people with achondroplasia (i.e., little people) need to face a lot of difficulties in their daily life due to their small bodies. Nevertheless, the symptoms of the little people are not so serious as those of people with other rare diseases. Thus, the little people are still able to look after themselves if proper training is provided for them. On the other hand, the little people with young ages need to be attended by their family. Thus, the little people’s family also need sufficient
APA, Harvard, Vancouver, ISO, and other styles
27

Silva, Diego Oliveira Telles da. "Distribuição online de jogos eletrônicos: análise tributária." Master's thesis, 2019. http://hdl.handle.net/10316/90417.

Full text
Abstract:
Dissertação de Mestrado em Direito apresentada à Faculdade de Direito<br>Fora objetivado compreender as operações jurídicas realizadas aos atos de distribuição online de jogos eletrônicos, para assim, perceber sua repercussão ao âmbito do Direito Tributário Internacional, Europeu Comunitário e Brasileiro. Outrossim, através de comparações, observou-se os avanços destinados aos enfrentamentos trazidos pela economia digital, onde assim se inserem as operações abordadas, diante a desmaterialização dos modelos de negócio. No mais, dividiu-se a abordagem da presente em cinco capítulos, em que o últ
APA, Harvard, Vancouver, ISO, and other styles
28

Huang, Li Song, and 黃麗松. "Online Engineering Material Laboratory—Digital Game-Based Learning." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/76986824805774075502.

Full text
Abstract:
碩士<br>國立交通大學<br>土木工程學系<br>99<br>Engineering Material Laboratory is one of the basic courses of Civil Engineering for undergraduate students. The objective of the course is to introduce the properties and relationship between materials which later will greatly help students in other advanced Civic Engineering courses. In traditional Engineering Material Laboratory class, safety procedure, time management and experiment-material costs are the essential limitations, however, give students neither less nor even no chance to review or repeat the experiments from time to time. Using computer capacit
APA, Harvard, Vancouver, ISO, and other styles
29

Wu, Chih-Kuang, and 吳志光. "Analysis of Distribution Strategies of Online Digital Contents by Game Theory." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/35960071727259371153.

Full text
Abstract:
碩士<br>國立臺灣大學<br>資訊管理學研究所<br>96<br>Internet had become an important media to distribute digital products. We attribute this to the improvement of network bandwidth and compress technologies. As more and more resources can be found on Internet, this media changed the business model of digital industry significantly. Not only digital content provider can be benefited, consumers who had bought a digital product can transmit their own files to others easily and almost freely. We can say that the improvement of Internet technologies lowered the cost of transmission of digital contents, also lowered
APA, Harvard, Vancouver, ISO, and other styles
30

Ho, Chih-yen, and 何治彥. "The choosing factors research of digital product for customer-case of online-game." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/hv8t75.

Full text
Abstract:
碩士<br>國立中山大學<br>國際經營管理碩士班<br>102<br>Recently, digital electronics industry has a explosive development due to the rapid updating of information and technology. The rapidly changing electronics industry has a different business model from the general industrial. Consumer&apos;&apos;s appetite for constant innovation and change, the various updates and changes are important topics for digital electronics industry. How to use the past experience in fast changing goods market with new types of industrial model various manufacturers to get the opportunity to become the primary task. This resear
APA, Harvard, Vancouver, ISO, and other styles
31

Chang, ChiaJu, and 張佳儒. "Conclusion and Rescission of Trading Contract of The Digital Products in Online Game." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/47649798074242067438.

Full text
APA, Harvard, Vancouver, ISO, and other styles
32

Mota, Diogo Carvalho dos Santos. "GameOn: A Game-Theoretic Approach to Digital Marketing and Online Lead Generation for Oligopoly Markets." Master's thesis, 2015. http://hdl.handle.net/10362/21803.

Full text
Abstract:
The importance and role of digital marketing in today’s competitive world is rapidly increasing. The surge and rapid expansion of digital technologies and especially, the Internet has propelled a shift in the consumers’ habits and consequently in the strategies that firms must employ to attract the maximum number of consumers possible towards their products and/or services. Within these efforts, the online lead generation process is gaining steam and is currently an extremely important activity which most firms in most industries perform. This process has been a target of much attention very r
APA, Harvard, Vancouver, ISO, and other styles
33

Shen, Chih-Fan, and 沈芝帆. "An empirical study of the purchase intention for digital props sold in online game stores." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/77628185868045959104.

Full text
Abstract:
碩士<br>東吳大學<br>資訊管理學系<br>97<br>In Taiwan, to attract more and more game players, monthly fees for playing online game has been gradually vanished. Instead, online game players pay only for items or VIP services in online games. It is possible that online game players’ intention to pay could also be transformed due to the different nature of the payment mechanism. For better understanding of this phenomenon, this study empirically investigated the factors affecting players’ intention to pay for digital props in online game stores. Based on TRA, we incorporated the personal and social factors, an
APA, Harvard, Vancouver, ISO, and other styles
34

Wu, Ciou-Lan, and 吳秋蘭. "The Exploratory Study of Research Digital Learning Materials Design from the Attarct Factors of Online Game." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/80409166466935631677.

Full text
Abstract:
碩士<br>國立臺北教育大學<br>課程與教學研究所<br>97<br>With the information technology progressed, the on-line game becomes popular among students. On the other hand, e-learning also becomes a new learning method among students. The quality digital- materials could improve the learning effect. According the popular and design process of on-line game, the proposal of study is to find the relation between on-line games and digital materials. The questionnaire and interview are used in this study as the method. The findings are described as below: 1)There are 71.45% students have the experience about playing on-lin
APA, Harvard, Vancouver, ISO, and other styles
35

Kuo, Yu-Jen, and 郭昱仁. "The Implementation of Digital Game Based On Online Collaborative Learning Assessment System in Multi-user Virtual Environments." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/e32v3k.

Full text
Abstract:
碩士<br>臺中技術學院<br>多媒體設計系碩士班<br>98<br>This study builds on the platform for the collaborative learning of Chinese as second language, the platform for the collaborative learning of Chinese as second language to provide a large number of poets animated teaching situation to help learners learn, learner through the learning animation context of poets, within the platform for online text within the assessment test. We note that the typical traditional learning assessment only words to describe of the problem, Users do assessment tests, because watching a lot of word, feeling bored and easy to lose p
APA, Harvard, Vancouver, ISO, and other styles
36

NAN, HSU PING, and 許丙楠. "The Relationships of Brand image, Service Quality and Customer Satisfaction: An Example of Online Game in Digital Content Industry." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/6syzsx.

Full text
Abstract:
碩士<br>高苑科技大學<br>經營管理研究所<br>102<br>In recent years, Internet applications and diversification driven by the popularity of broadband Internet, the traditional game industry is no longer limited to stand-alone version of the game platform, and transferred to the development of online game. The online game will bring more growth for the broadband access business and other content industries. And it will become an important profit source of Internet industry. In recent years, almost there are growing magnitude of space every year. According to the estimates by MIC , Taiwan's online game market (PC)
APA, Harvard, Vancouver, ISO, and other styles
37

Lin, Jui-Ling, and 林瑞琳. "A Study of the Influence among Online Game Player’s Involvement, Satisfaction and Loyalty to the Purchase Intention of Digital Props." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/b2fk4c.

Full text
Abstract:
碩士<br>國立東華大學<br>社會暨公共行政學系<br>100<br>In the age of online game trending to free of charge, game supplier’s major profit is from selling the digital props. However current studies about cash sale are emphasized on the deals between game players, it rarely focuses on the part of purchasing the supplier’s digital props, and the influence between involvement, loyalty, satisfaction and the purchase intention. Therefore, this research concentrates on the supplier’s digital props, and investigates the relation between involvement, loyalty, satisfaction and the purchase intention. This research use
APA, Harvard, Vancouver, ISO, and other styles
38

(6622946), Bianca Batti. "Worldbuilding in Feminist Game Studies: Toward a Methodology of Disruption." Thesis, 2019.

Find full text
Abstract:
<div>This project engages in an intersectional and interdisciplinary tracing of the emerging field of feminist game studies and the epistemologies and methodologies that exist within this field. Through such tracing, this project asks—what are feminist game studies’ epistemological goals and frameworks? What methodologies can the field draw from in order to achieve these epistemological goals? Ultimately, this project argues that feminist game studies enacts an epistemology of feminist worldbuilding—that is, an inclusive, embodied, space-claiming mode of producing knowledge—and achieves this w
APA, Harvard, Vancouver, ISO, and other styles
39

Bankova, Kamelia, and Pavlina Stancheva. "How Social Media Influencers Co-Create Brand Value in the Digital World? : Exploratory research investigating Gamers and Opinion Leaders as Social Media Influencers and the process of Brand Value Creation in the Digital World." Thesis, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54576.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!