Dissertations / Theses on the topic 'Video game characters in art'
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Archibald, Audon G. "Implicit and Explicit Racial Attitude Responses to Casts of Video Game Characters." Thesis, University of North Texas, 2020. https://digital.library.unt.edu/ark:/67531/metadc1707312/.
Full textRajkowska, Paulina. "Roles of female video game characters and their impact on gender representation." Thesis, Uppsala universitet, Medier och kommunikation, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-225393.
Full textGartland, Connor. "Making Mori: Emotional Depth and the Art of Video Games." Ohio University Honors Tutorial College / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1400681933.
Full textFreeman, Lucas Jerome. "Alchemically, an Educational Role-Playing Game." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/89252.
Full textMaster of Fine Arts
Marlow, Gregory. "Week 12, Video 02: Character Model." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/80.
Full textMarlow, Gregory. "Week 12, Video 03: Character Materials." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/81.
Full textMarlow, Gregory. "Week 12, Video 01: Character Concept Timelapse." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/79.
Full textTeetsel, Sarah M. "Musical Memory of the Player, Characters, and World of The Legend of Zelda Video Game Series." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1431710749.
Full textHagström, Anders. "Poetically Man Dwells in Game Space : A Phenomenological Investigation of Video Games as Art." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326132.
Full textDu, 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
Mittra, Anirudh. "Libero." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/76688.
Full textMaster of Fine Arts
Persson, Louise. "To Kill or Not to Kill : The Moral and Dramatic Potential of Expendable Characters in Role-playing Video Game Narratives." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12347.
Full textAsad, Mariam. "Making it difficult: modernist poetry as applied to game design analysis." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39617.
Full textLucena, Jesiel Lyncoln. "In a Haystack: A Video Game About Discrimination and Privilege in American Culture." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/387.
Full textMartis, Nicholas Samuel. "Learning to Be Human by Pretending to Be Elves, Dwarves, and Mages: A Phenomenological Aesthetic of Video Games." Thesis, Boston College, 2014. http://hdl.handle.net/2345/3886.
Full textThis paper combines principles from aesthetic cognitivism with phenomenological embodiment as explained by Maurice Merleau-Ponty in order to construct both an argument for video games as a form of art as well as a method for appreciating them. I argue that the unique status of video games as interactive fictions warrants an adjusted set of aesthetic criteria. My proposed method of examination involves the concept of "fictional embodiment" in which an appreciator imaginatively undergoes the experiences of the video game character. After establishing this framework the paper applies it to narrative and emotion in video games before moving on to extended examples
Thesis (BA) — Boston College, 2014
Submitted to: Boston College. College of Arts and Sciences
Discipline: College Honors Program
Discipline: Philosophy
Perry, Allison. "Women and Video Games: Pigeonholing the Past." Scholarship @ Claremont, 2012. http://scholarship.claremont.edu/scripps_theses/135.
Full textJensen, Michelle. "New Media and Interactivity." Thesis, The University of Sydney, 2006. http://hdl.handle.net/2123/1522.
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.
Drazdauskas, Laurynas. "Virtual Reality as a Phenomenon of Art." Thesis, Linköping University, Department of Philosophy, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7645.
Full textIn this essay results are developed on two different levels. First, it is shown in demonstration that a phenomenological analysis on the lines of Roman’s Ingarden’s study of works in literature can be applied to Virtual Reality works, such as professional-simulators and video-games. In particular it can then be pointed out that: i) sound is separable from the scene, but using sound VR becomes enriched; ii) the main role in literature is left for the imagination, while in VR we find richness in concretization.
Second, it is argued in discussion that works in VR can be qualified as works of art. These electronic works may have all the aesthetical qualities (based on the phenomenology of Roman Ingarden) of the works of art in the traditional sense. So, that paper has two objectives: an analysis of VR and the search for the status of VR in art.
Wilson, Jason Anthony. "Gameplay and the Aesthetics of Intimacy." Thesis, Griffith University, 2007. http://hdl.handle.net/10072/365610.
Full textThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Arts Media and Culture
Arts, Education and Law
Full Text
Mendonça, Bruno de Abreu. "Do game à arte: processo criativo em gamearte." Universidade Federal de Goiás, 2014. http://repositorio.bc.ufg.br/tede/handle/tede/3833.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
The research presented here seeks, through the investigation of the characteristics and ways of the electronic games, analyze their possibilities as an art object – the form of artistic expression called gameart. Through exploratory research that permeates the origins of video games, their relationships, motivations and evolution, its intended to develop a deeper understanding of the structure and definition of the electronic game in order to develop an gameart object that can reflect, deconstruct and /or criticize characteristics from the universe of eletronic games . After presenting the definition, genres and formats of games, the research turns to the definition and analysis of the concept of gameart, revisiting the origins of this new creative possibility and reflecting on the possibilities to treat a video game as an art object. The theoretical analysis developed here became the basis for experimentation and construction of aesthetic and conceptual scheme, aiming at the creative process of two gameart objects , the first more generalist and created as an exercise of introduction to the universe of gameart and the second, deeper, seeking a detailing of the elements that define it. Both gameart objects served as basis for the construction of a third – and last – gameart object, presenting concepts acquired by experience with previous works : Labyrinth of the Mind.
A pesquisa aqui apresentada busca, através da investigação acerca dos moldes e características dos chamados games – jogos eletrônicos – analisar suas possibilidades como objeto de arte, sendo que essa forma de expressão artística é denominada gamearte. Através da pesquisa exploratória que perpassa as origens dos jogos eletrônicos, suas relações, motivações e evolução, pretende-se desenvolver uma compreensão mais profunda sobre a estruturação e definição do termo game afim de desenvolver um objeto de gamearte que consiga refletir, desconstruir e/ou criticar características do universo dos games. Após a apresentação da definição, os gêneros e formatações de games, a pesquisa se volta para a definição e análise do conceito de gamearte, revisitando as origens dessa recente possibilidade criativa e refletindo acerca das possibilidades de se tratar um jogo eletrônico como objeto de arte. As análises teóricas aqui desenvolvidas serviram de base para a experimentação e construção do raciocínio estético e conceitual visando o processo criativo de dois trabalhos de gamearte, o primeiro deles mais generalista e criado como exercício de introdução ao universo da gamearte e o segundo mais detalhista, visando um aprofundamento nos elementos que o definem. Ambos os trabalhos serviram, então, de base para a construção de um terceiro – e último – objeto de gamearte, que apresenta conceitos adquiridos pela experiência com as obras anteriores: Labirinto da Mente.
Paananen, A. (Anniina). "The development of the character of Lara Croft as manifested in the dialogue between her and other characters in the Tomb Raider reboot video game." Bachelor's thesis, University of Oulu, 2017. http://urn.fi/URN:NBN:fi:oulu-201706072625.
Full textTämän tutkielman tarkoituksena on tarkastella Lara Croftin hahmon kehitystä analysoimalla hänen dialogiaan neljän muun hahmon kanssa videopelissä Tomb Raider vuodelta 2013. Kyseiset neljä muuta hahmoa ovat Conrad Roth, Samantha “Sam” Nishimura, Alex Weiss ja Dr James Whitman. Dialogin analysoinnissa käytettiin sisällönanalyysiä, joka paljasti yhteisiä teemoja Lara Croftin suhteissa muiden hahmojen kanssa. Teemat, jotka dialogista löytyivät, ovat vahvuus, luottamus, kiintymys, syyllisyys ja hyväksyntä. Nämä teemat ilmenevät eri tavoin hänen suhteissaan, joista jokainen paljastaa eri puolen hänen kehityksestään. Dialogin analyysi osoittaa Lara Croftin kehityksen hahmona, kun hän kasvaa kokemattomasta seikkailijasta vahvaksi mutta sulkeutuneeksi selviytyjäksi
Tarasevičius, Gediminas. "Didvyrio mitas vaizdo žaidimuose." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2011. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2011~D_20110804_091745-91279.
Full textThe theme of this work is „Hero‘s Journey‘s representation in video games“. In this work, based on C. G. Jung‘s concept of collective subconsciousness, the content of „Hero‘s Journey“(as systemized by Joseph Campbell) is analyzed. The concept of universal myth is found not only in the literature, but also in most of the visual art which is based on narrative element, including video games. The work analyzes the interpretation of „Hero‘s Journey“ in video games and identifies the variations of the template of the universal myth as it occurs in this video game medium.
Baychelier, Guillaume. "Des dispositifs de contrainte : iconologie interartiale et vidéoludique des corps monstrueux." Thesis, Paris 1, 2016. http://www.theses.fr/2016PA01H310.
Full textThe notion of positive restraint (Barney) brings to light the apparatuses' ability to produce practices that prove to be fertile, because restrained. Monstrous bodies in horror video games are analyzed from the perspective of the restraint apparatuses' artistic fertility, thus elaborating a new iconological approach to the image issues in videogames and monsters' generating power. Apparatuses are understood as routes whose spatialit is closely linked to the ideas of enclosure and obstacle. Echoing to Jankélévitch, these constraints establish organs-obstacles that set in motion a practice in which despife is paradoxically thanks to. Submitting to constraint engages a generalive process that can only take shape in the presence of a displeasure trial, a "delightful horror" leading us to investigate further the link between sublime and the way restraint apparatuses are grounded in the experience of negative pleasures, of a unsuitability leading, according to Schiller, to a superior suitability. Beyond discharging oneself from horrified stupor by the "artialisation" of the image, the interartial iconological (pictorial, video...) and mythological fields allow us to explore the genesis of monstrosity by restrainl apparatuses (Rubens' Medusa). It also underlines the idea of resistance by the impossibility of capture (Proteus) that leads us to examine the apparatuses without considering them as necessarily linked to closure, and the question of the lack of restraint considered as a paradoxical restraint, which leads to the practice of mètis that enables to avoid stumbling in closed spaces as well as getting lost in wide open spaces
Aubrecht, Michelle Adrienne. "Using Gamestar Mechanic with Elementary Art students: An exploration of one teacher’s experiences." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1313592553.
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 textBlake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.
Full textLe, 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
TONIOLO, FRANCESCO. "YOUTUBE E VIDEOGIOCHI. PROSPETTIVE DI RICERCA SU PRODUZIONE,DISTRIBUZIONE E IMMAGINARI." Doctoral thesis, Università Cattolica del Sacro Cuore, 2019. http://hdl.handle.net/10280/58408.
Full textThe research project investigates the connections between YouTube content creators (“youtubers”) and video games. The impact of these youtubers, half influencers and half celebrities, is observed in its economic and productive dimension, and in its influence on the collective imagination. The analysis has been conducted with different sources, methodologies (both qualitative and quantitative) and theoretical prospectives, in a general framework related to creative industries, game studies and “YouTube Studies”. The research analyzes the current situation of gaming contents on the YouTube platform, and presents a model related to content creators in the creative industries.
Schrank, Brian. "Play beyond flow: a theory of avant-garde videogames." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42865.
Full textHadzinsky, 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 textStanko, John. "Playing to Learn." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd/1512.
Full textWashburn, Megan E. "Dynamic Procedural Music Generation from NPC Attributes." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2193.
Full textHolmdahl, Arnman Thea. "Konstverket i spelmiljö : En undersökning av spelet Animal Crossing: New Horizons (2020) användande av konstverk och presentation av museet som institution." Thesis, Södertörns högskola, Konstvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-44039.
Full textUppsatsen behandlar digitaliserad konsts kanonisering i spelet Animal Crossing: New Horizons (Nintendo/Nintendo EPD, 2020). Uppsatsens syften är att analysera vilka konstverk som spelet integrerar i sitt museum och hur dessa verk kategoriseras, samt hur spelaren kan interagera med konstverken. Bolter och Grusins remedieringsteorier behandlas utifrån denna frågeställning med fokus på digitalisering och konstrepresentation. Slutsatsen är att spelarens interaktion med konstverken på det digitala museet är begränsad, men att spelaren får mer frihet i spelets andra miljöer. Således följs etablerade konventioner kring hur besökaren på ett museum ska bete sig. Konstverkens aura förändras då spelaren kan inneha hur många originalverk som helst. Trots denna omdefinierade aura stärks däremot verkens originalitet av museets institutionaliserade och auktoritära presentation.
Johansson, Anneli, and Tove Dahlström. "Diffraktion i spelgrafik;En metod för analogt och digitalt konstskapande." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19946.
Full textThe role of the artist as a researcher is difficult to place since it’s hard to be objective while researching your creative approach as an individual. This bachelor thesis has taken the stance of the post-humanist viewpoint on the world and how we as humans act within it, especially through the eyes of the artist and our relationship to our materials. With this in mind, we developed our research question surrounding the phenomena of diffraction. Diffraction is a natural phenomena where waves of light collide and form a pattern where we can look at the effect of the differences that occur. Our understanding and take on diffraction is based on Donna Haraway’s and Karen Barad’s deep knowledge on the subject in both a philosophical and scientific way. With diffraction as a method we experiment and document our positions and intra-actions with our artistic material as our joined partner in materializing a 3D environment within a game engine. We and our material become the research subjects to answer the question about how diffraction can become a method for artistic creation in a blend of analogue and digital art production. This journey is documented through notes and reflections from our separate perspectives and we also lay out our production cycle to display our process and which production methods are integrated where. To finish this paper, we discuss the conditions of our work and how the theme and subject of this research could be expanded upon.
Rempulski, 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
Orain, Hugo. "Images et Révolution en mouvement : représentations fictionnelles de la Révolution française au cinéma, à la télévision et dans le jeu vidéo entre 2000 et 2020." Thesis, Rennes 2, 2022. http://www.theses.fr/2022REN20013.
Full textOur thesis questions the contemporary mythologies which transform our perception of the past, by nourishing a social imagination, and by colliding with historian narratives. For this, we studied 23 fictional representations of the French Revolution in cinema, television and video game, in France, between 2000 and 2020. The Revolution is a memorial object that persists largely thanks to fictions. Contemporary mythologies, such as the focus on the Terror and revolutionary violence, feed a dark vision of history, and oppose a positive republican memory. The fictions that we have analyzed are seen and played by millions of individuals, thus fictional narratives constitute a "parallel school" which competes with historical works. Until this day, no historical research has really been conducted on these issues. Our approach is unique because it is intermedia, that is to say that we have combined three media (cinema, television and video games), according to the idea that there is a media hybridization in design process. In this thesis, using sources of conception and reception (interviews, making-off, art work, reviews...), have deconstructed contemporary to understand mechanisms of representation of the past. Historians must bring fictions into their laboratory
Grose, Shaun David. "Caught in time: a close reading of life is strange." Thesis, 2017. https://hdl.handle.net/10539/24565.
Full textGR2018
Cutumisu, Maria. "Using behaviour patterns to generate scripts for computer role-playing games." 2009. http://hdl.handle.net/10048/583.
Full textTitle from PDF file main screen (viewed on Sept. 9, 2009). "A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Doctor of Philosophy, Department of Computing Science, University of Alberta." Includes bibliographical references.
Shelton, Jake M. G. "An empirical study of fictitious human spokes-characters: the use of video game characters as brand endorsers to improve the purchase intentions of consumers." Thesis, 2015. http://hdl.handle.net/10539/18811.
Full textCelebrity endorsements have been established as one of the most preferred methods of advertising by marketers. This popularity springs from the numerous benefits which advertisers experience when employing a celebrity endorser. However there are also a number of potential risks which can cause major problems when using a celebrity as part of a brands marketing campaign. The benefits of using a celebrity endorser can be markedly reversed if the celebrity is involved in a controversial incident. As a solution to this problem this research has investigated the use of video game characters as celebrity brand endorsers. This is because video game characters are celebrities in their own right but they are not plagued by the same risks and problems as ordinary celebrities. This type of endorsement has been done in the past, an example being the use of Lara Croft to endorse Lucozade, and this kind of endorsement has been shown to boost sales. This research addresses a gap in knowledge by investigating the plausibility of using a video game character in place of a celebrity to endorse a brand. This research has applied the learnings from several models of celebrity endorsement to the use of video game characters in order to investigate the positive characteristics which consumers perceive about video game characters and how these characteristics affect their interests in purchasing the products. The Models which were used were: the Source Attractiveness Model, the Source Credibility Model and the Match-Up Hypothesis. The overlapping constructs of these models were used to develop the Theoretical Model of Fictitious Human Spokes Characters. iv This research consisted of a self-administered quantitative research questionnaire, which was tested using a pilot study of 45 respondents. The questionnaire was distributed in the city of Johannesburg, South Africa, to a sample group of 493 respondents between the ages of 18 to 35. Fictitious adverts were used as stimuli during the questionnaire. The data collected was analysed using statistical analysis to investigate the relationships between the variables used in the research model. Convenience sampling was used because of time and monetary constraints. This research found that video game characters that are perceived by the target audience to be attractive, likeable, familiar, trustworthy, an expert in relation to the product being endorsed and matched well with the product being endorsed can be used to increase the purchase intentions of the target audience when the characters are used to endorse a brand. This research also found that the endorsements are not equally effective for consumers of different genders or for consumers who have previous experience with video games and those that do not. It can be recommended that marketers invest time into investigating the usefulness of using video game characters as endorsers for their brand. It can also be recommended that video game companies seek opportunities to create partnerships with marketers to use their characters as brand endorsers.
Kerr, Christopher M. "Intentional dialogues leveraging intent to enable the effective reuse of content /." 2009. http://hdl.handle.net/10048/813.
Full textTitle from PDF file main screen (viewed on Apr. 1, 2010). A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Science, Department of Computing Science, University of Alberta. Includes bibliographical references.
Bednarz, Megan Reneé. "Morality and Meaning in Video Games: A New Approach to Christian Game Design." Thesis, 2011. http://hdl.handle.net/1969.1/ETD-TAMU-2011-05-9069.
Full textTsai, Ming-Feng, and 蔡名峰. "The Illustrated Works of Computer Game Characters in the Records of Three Kingdoms Based on the Art Nouveau Style." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/83015058544673943576.
Full text國立臺灣藝術大學
視覺傳達設計學系碩士班
99
In recent years, the market value of computer game industry is gradually raising day by day. From the worldwide famous Electronic Entertainment Expo (E3), it can be discovered that computer game industry has overtaken ten billion dollars for US business several years. Even in the west, it is considered to keep pace with film industry. As well as in Asia, the business of online game should not be underestimated, bringing in almost NT$ 100 billion for Taiwan business every year. With an example of Japan and Korea, the GDP of online game industry has already surpassed both the GDP of electrical appliance industry and the GDP of automobile industry. In conclusion, the field of online game design is becoming a hot industry which can not be ignored. The study has two main aspects which focus on the design of computer game characters. One aspect is to find out appropriate styles and elements for designing computer game characters by investigating the western painting styles of the Art Nouveau in the nineteenth century; the other aspect is to research those mighty heroes in both “Records of Three Kingdoms”, the masterpiece of Chinese historiography and “Romance of the Three Kingdoms”, the classic of the Chinese historical fiction, generalizing the differences in images, personalities, and features from different characters. Further, the blend of the two above-mentioned results of the eastern and western different art culture backgrounds turns out to make the design of computer game characters return to local looks, and to restart after adding new concepts and design elements. Therefore, it creates a new form of design for computer game characters.
楊智瑋. "An Application of Game/Toy-Based E-learning Courseware for Senior High School Audio and Video Art." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/92677966704578799652.
Full text國立臺灣藝術大學
多媒體動畫藝術學系碩士班
99
“Applied Art” has been added into the course of senior high school to shorten the distance between realistic life and artistic application. However, true essence and various definitions of “Applied Art” have complicated how to teach and what to teach. Particularly difficult is art teaching which requires technical combinations and multi-media application, such as “Audio and Video Art,” whose goal is even hard to achieve given by insufficient qualified teachers nowadays. The object of the present study is to develop a Game/Toy-based e-learning courseware for the “Applied Art” course of senior high schools which bases on simulated learning theory, seeking to supplement teaching methods and materials.
Vining, Nicholas. "Next-generation content creation: an investigative approach." Thesis, 2011. http://hdl.handle.net/1828/3830.
Full textGraduate
Dannelly, David. "Secondary World: The Limits of Ludonarrative." Master's thesis, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/6082.
Full textM.F.A.
Masters
Visual Arts and Design
Arts and Humanities
Emerging Media; Studio Art and the Computer Track
Lavier, Quentin. "Jeu vidéo et mort(s) : analyse de l’imaginaire de la mort dans le jeu vidéo." Thesis, 2019. http://hdl.handle.net/1866/24163.
Full textIn our society where death is a taboo, where mourning must be lived in secret and the topic avoided in public spheres, two spheres have the leisure to approach it without difficulty: religion and art. The art that caught my attention is the video game for its ability to put the player in control of his death. Each video game presents a different universe, and each will treat the player differently when he fails a task. By taking an interest in these punishments and the digital deaths that ensue, I examine the mythical imaginary that the gamer faces while playing video games. This thesis is divided into four chapters. The first chapter sets out the themes and concepts of my research. The first section deals with games, then more specifically with video games. I then address the ways by which the game can influence the player. In a second section, I discuss death and the discourses on it (eschatological) and I begin to associate it with video games. In the second chapter, I develop my problematic, namely that if most of the arts present a final death, the player cannot truly die in video games. This issue is woven around the notion of evolution and the attainment of immortality. The third chapter presents my theoretical framework and my methodology. I explain the formation of my video game corpus and explain how it was analyzed. The video game is understood as a mythical story capable of informing us about the mysteries of death. In this context, I use the mythanalysis developed by Gilbert Durand to determine in each game the relationship between the player and death. The last chapter presents my results by grouping the games by type. I present the relationship between player and death in each of the types, as well as in the games with a unique relationship to death.
Lessard, Jonathan. "Histoire formelle du jeu d’aventure sur ordinateur (le cas de l’Amérique du Nord de 1976-1999)." Thèse, 2013. http://hdl.handle.net/1866/10328.
Full textThis dissertation examines the formal evolution of adventure games from 1976 to 1999. It aims at understanding the genre’s emergence, its institution and transformations. The research is based on the parallel analysis of computer game magazine discourse and a large corpus of games. One of its main theses is that adventure games’ generic identity is founded on a relatively stable gameplay experience despite important formal variations. This experience is maintained by the reproduction of a general game design architecture initiated by Adventure in 1977. Specific historical models of the adventure game are the product of a negociation between developers’ efforts to adapt to changes in computer game ecology and the resistance of an established ludic architecture. In the first chapter, the research project is justified considering the current state of knowledge pertaining to digital game history in general and adventure games in particular. The theoretical framework, methodology and source materials are also detailed. The second chapter offers a fresh look at Crowther and Woods’Adventure (1976; 1977) in terms of the network of cultural practices in which it was developed. This analysis helps mapping the outlines of the game’s videoludic architecture. The third chapter describes the genre’s « narrative turn » taking place in the early 1980s. It describes the various historical factors pushing the genre as a narrative vehicle by embedding structured pre-written stories. The context of adventure games’ transition from a textual to a visual representation – and its experiential consequences – is the subject of the fourth chapter on the genre’s « graphical turn ». The « ergonomical turn » described in the fifth chapter relates the institution of the « point & click » model to contemporary advances in human-computer interaction as well as to the maturation of video game design as an autonomous practice. The last chapter gives an account of adventure games’ heyday on the onset of the multimedia revolution through the interactive film and “Myst-like” forms, followed by the slowdown – or even standstill – of its formal evolution.
Lefloïc, Lebel Adam. "Étude de l’impact des collectionneurs sur la préservation et la conservation du jeu vidéo." Thèse, 2018. http://hdl.handle.net/1866/22064.
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