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Dissertations / Theses on the topic 'Video game characters'

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1

Rajkowska, 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.

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Due to immense popularity of video games the author investigates the presence of gender portrayal within them. The purpose of this study is to thoroughly analyse a general phenomenon, such as gender, within video games to develop a better understanding of its particularities in this form of media and to expand the general body of knowledge on video games as a research topic. As prior literature shows, gender within video games can be either defined by its biased and sexualized character or by a tendency towards equality and strength for woman. To explain those varied results the author introdu
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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/.

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Prior research has established a relationship between playing video games containing stereotyped representations of traditionally marginalized groups and resulting negative attitudes towards those groups. Yet, very little work has examined video games containing more positive, non-stereotyped representations and whether these diverse casts have inverse effects resulting in positive attitudes following exposure, an effect demonstrated in television media. The current study makes use of two paradigms, one based on short-term priming theory concerning immediate exposure to media, and one on long-
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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.

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Killing in role-playing video games is often a prominent feature. Most of the times, the characters killed are nameless criminals or minions of the true antagonist and if the game wants the player to kill, the player will most probably kill. This research was conducted to see how a dynamic narrative could affect a player’s choice of whether or not to kill expendable adversaries when a choice was provided. Participants played an interactive narrative in two different versions, followed by interviews, to see how narrative consequences and mechanisms for moral disengagement affected the players’
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Teetsel, 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.

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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.

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The purpose of this thesis is to examine the development of the character of Lara Croft by analysing her dialogue with four other characters in the video game Tomb Raider, from 2013. The four other characters are Conrad Roth, Samantha “Sam” Nishimura, Alex Weiss and Dr James Whitman. In analysing the dialogue, content analysis was used in order to discover common themes in Lara Croft’s relationships with the other characters. The themes found in the dialogue are strength, trust, affection, guilt and acceptance. These themes appear differently in her relationships, each of which revealing a dif
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Washburn, Megan E. "Dynamic Procedural Music Generation from NPC Attributes." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2193.

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Procedural content generation for video games (PCGG) has seen a steep increase in the past decade, aiming to foster emergent gameplay as well as to address the challenge of producing large amounts of engaging content quickly. Most work in PCGG has been focused on generating art and assets such as levels, textures, and models, or on narrative design to generate storylines and progression paths. Given the difficulty of generating harmonically pleasing and interesting music, procedural music generation for games (PMGG) has not seen as much attention during this time. Music in video games is essen
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Sutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.

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This thesis identifies and explores the types of communication modes that exist in video games. Different types of communication are identified and discussed based on Frye's audience centered theory of modes. The inferior communication mode, the mimetic communication mode, the leader-centered communication mode, the romantic communication mode, and the mythical communication mode are all explained. A convenience sample of six video game players were interviewed about video games. An analysis of their self-identification statements revealed that players seek a high level of romantic communicati
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Oakley, Samuel. "White by Default: An Examination of Race Portrayed by Character Creation Systems in Video Games." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1563874480029597.

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Evans, Bruce. "The Message in the Mechanics: Designing Game Mechanics that Reflect a Character’s Mental State." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1555615050474514.

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Unéus, Danielle, and Emil Christenson. "Transgender in Games : A Comparative Study of Transgender Characters in Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-330774.

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This thesis contains an analysis of transgender characters in games. The method for selecting the characters was based on the importance of the character in the game with the requirement that the game must have sold at least half a million units. The goal was to analyse well-known characters in gaming history to get an overview of how the game industry has represented transgender in games. Out of 102 characters only six of them met the requirements and have been analysed with the use of queer theory. Gender and how the characters break the norms of what is feminine and what is masculine is in
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Gough, Richard D. "Player attitudes to avatar development in digital games : an exploratory study of single-player role-playing games and other genres." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/13540.

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Digital games incorporate systems that allow players to customise and develop their controllable in-game representative (avatar) over the course of a game. Avatar customisation systems represent a point at which the goals and values of players interface with the intentions of the game developer forming a dynamic and complex relationship between system and user. With the proliferation of customisable avatars through digital games and the ongoing monetisation of customisation options through digital content delivery platforms it is important to understand the relationship between player and avat
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Zhadan, Anastasiia. "Artificial Intelligence Adaptation in Video Games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-79131.

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One of the most important features of a (computer) game that makes it memorable is an ability to bring a sense of engagement. This can be achieved in numerous ways, but the most major part is a challenge, often provided by in-game enemies and their ability to adapt towards the human player. However, adaptability is not very common in games. Throughout this thesis work, aspects of the game control systems that can be improved in order to be adaptable were studied. Based on the results gained from the study of the literature related to artificial intelligence in games, a classification of games
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Tencé, Fabien. "Probabilistic Behaviour Model and Imitation Learning Algorithm for Believable Characters in Video Games." Brest, 2011. http://www.theses.fr/2011BRES2032.

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This manuscript aims at designing a behaviour model for the control of believable characters in video games. We define a believable character as a computer program able to control a virtual body in a virtual environment 80 that other human users in the environment think the virtual body is controlled by another human user. To be more precise, we define 10 requirements for a character to be believable, based on previous experiments and work. In order to fulfil these requirements, we studied the behaviour models developed both in the research and the industry. As one of the requirement is that t
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Sherrick, Brett I. "Some disassembly required understanding the deaths of the player-character self in Call of duty 4 /." View electronic thesis (PDF), 2009. http://dl.uncw.edu/etd/2009-1/sherrickb/brettsherrick.pdf.

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Buchanan, Greg Roy. "Identification and character : negotiating between inferred authority and reader causality in prose novels and video games." Thesis, King's College London (University of London), 2016. https://kclpure.kcl.ac.uk/portal/en/theses/identification-and-character(fab38757-f73c-4d6e-958e-63a1a6aa9e26).html.

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In this thesis I undertake a comparison of novels and video games in order to clarify the ontological and ethical processes involved in reader construction of fictional characters. I demonstrate how the sequences of novels necessitate inference of textual authority. In contrast, although video games offer control over sequence, such control is unstable and can be compared with the effects of reader emotional engagement where inference as to what might happen in a narrative will often transform into what should happen next on behalf of various characters. Furthermore, I argue that as all charac
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Conroy, David J. "ThreatBot: A new model for improving FPS experiences with bots." Thesis, Queensland University of Technology, 2015. https://eprints.qut.edu.au/90077/1/David_Conroy_Thesis.pdf.

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This work is focused on the player experience and the design of artificial intelligence (AI) to meet player expectations in a competitive video game context. The original contribution of this research is a new approach to designing games and AI opponents that are more enjoyable for players to interact with, particularly in First Person Shooter (FPS) video games. This approach is modeled in detail and implemented in a prototype game AI called ThreatBot. The results show that the new AI design is more enjoyable to compete against, particularly with regards to player's perceived levels of compete
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Nämerforslund, Tim. "Machine Learning Adversaries in Video Games : Using reinforcement learning in the Unity Engine to create compelling enemy characters." Thesis, Mittuniversitetet, Institutionen för informationssystem och –teknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-42746.

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I och med att videospel blir mer avancerade, inte bara grafiskt utan också som konstform samt att dom erbjuder en mer inlevelsefull upplevelse, så kan det förväntas att spelen också ska erbjuda en större utmaning för att få spelaren bli ännu mer engagerad i spelet. Dagens spelare är vana vid fiender vars beteende styrs av tydliga mönster och regler, som beroende på situation agerar på ett förprogrammerat sätt och agerar utifrån förutsägbara mönster. Detta leder till en spelupplevelse där målet blir att klura ut det här mönstret och hitta ett sätt att överlista eller besegra det. Men tänk om det
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Morawitz, Elizabeth. "Effects of the Sexualization of Female Characters in Video Games on Gender Stereotyping, Body Esteem, Self-Objectification, Self-Esteem, and Self-Efficacy." Diss., The University of Arizona, 2007. http://hdl.handle.net/10150/194117.

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Content analyses indicate that women and girls are gender-stereotyped and negatively portrayed in video games, yet, to date, no research has examined the effects of exposure to these images on consumers. The purpose of the present study was to investigate the influence of sexualized (stereotypical) and non-sexualized (counter-stereotypical) portrayals of female characters in video games on players' self-esteem, gender stereotyping, body esteem, self-objectification, and self-efficacy. Social cognitive theory and presence are utilized to explicate the processes through which individuals are aff
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Ljungqvist, Ylva, and Frida Svensson. "Creating Your Fantasy Self : An Analysis of Ethnicity in Character Creators in Computer Fantasy Role-Playing Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-254724.

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This thesis examines whether character creators in fantasy role-playing games allow players to create ethnically diverse characters. We studied eight games following a procedure to record perceivable data about the available options, and conducted interviews. The results show that options for minority ethnicities are usually either very few and lack variation or are non-existent. All the interviewees answered that they were generally dissatisfied with the options given to them in character creators and could rarely make a representation of themselves. This highlights the need to diversify the
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RUBIO, VILLALBA IGNACIO. "Analysis of the OCR System Application in Intermodal Terminals : Malmö Intermodal Terminal." Thesis, KTH, Transportplanering, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-278856.

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The analysis carried out in this thesis is made from two different points of view, the qualitative and the quantitative, by using the case study of Malmö intermodal terminal. The first analysis is focused on how the intermodal terminals works and which elements of it interact and how, in order to achieve the purpose of the terminal, and how the Intelligent Video Gate is able to affect in any way to this functioning, mainly in a positive way that allows the better functioning of the terminal.From the quantitative point of view what is carried out is a timing and economic analysis of the Malmö I
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Wahlsten, 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.

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Uppsatsen tar sig – med utgångspunkt i en analys av spelet Tomb Raider (2013) – an frågan om hur karakterisering genomförs inom interaktiva dataspel. Wahlsten väljer att använda sig dels av Sonja K Foss metod för narrativ analys, dels av Ian Bogosts procedurala retorik för att visa hur karaktären Lara Croft konstrueras under loppet av spelet. Dessa två metoder används för att kartlägga verktygen med vilka spelets narrativ presenteras, såväl de interaktiva som de icke-interaktiva. Uppsatsen visar tydligt och med många exempel att det finns en spänning mellan narrativets krav och spelarens intre
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Voss, Simon. "Designval för virtuella karaktärer med artificiell intelligens och deras påverkan på spelupplevelsen." Thesis, Södertörns högskola, Medieteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-44661.

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Denna studie undersöker hur spelupplevelsen i ett "management"-spel förändras om virtuella karaktärer agerar verklighetstroget i sina handlingar och val samt hur en spelutvecklare kan hålla nere påverkan på spelets prestanda och samtidigt bibehålla trovärdigheten hos spelets virtuella karaktärer. Resultat från tidigare forskning om AI-LOD har använts som grund i utvecklingen av en prototyp av ett "management"-spel som sedan testats av åtta deltagare följt av individuella intervjuer gällande deras upplevelser av och reflektioner kring spelet. Studien presenterar förslag på tillvägagångssätt för
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Grose, Shaun David. "Caught in time: a close reading of life is strange." Thesis, 2017. https://hdl.handle.net/10539/24565.

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Digital games offer a unique perspectives as they allow the consumer to interact and affect the media; some digital games have constructed gameplay mechanics around the manipulation of time, allowing the player to directly affect the passage of time within the game world. [No abstract provided. Information taken from introduction].<br>GR2018
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Cutumisu, Maria. "Using behaviour patterns to generate scripts for computer role-playing games." 2009. http://hdl.handle.net/10048/583.

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Thesis (Ph.D.)--University of Alberta, 2009.<br>Title 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.
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Kerr, Christopher M. "Intentional dialogues leveraging intent to enable the effective reuse of content /." 2009. http://hdl.handle.net/10048/813.

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Thesis (M.Sc.)--University of Alberta, 2009.<br>Title 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.
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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.

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Thesis (M.Com. (Research))--University of the Witwatersrand, Faculty of Commerce, Law and Management, School of Economic and Business Sciences, 2015.<br>Celebrity 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 i
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Kao, Ching-Han, and 高清漢. "User-Centered Design for Character in Video Games." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/t5gpjd.

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博士<br>國立交通大學<br>工業工程與管理系所<br>96<br>Characters in video games often serve as avatars of game players. Different game players may have their particular preferences for characters. This research conducts two steps to describe user-center design (UCD) for characters in video games. Participants are 261 teenager game players. Firstly, to explore the characters’ preference factors of video game players from two perspectives: personality and social cognition. Secondly, to transform the preference factors into construct characters’ UCD customization design. The customization design includes two recomm
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Chi, Chen Ying, and 陳瀅琪. "The Design Analysis of Characters in Japanese Otome Video Games." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/82809710284963330141.

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碩士<br>臺北市立教育大學<br>視覺藝術學系視覺藝術教學碩士學位班<br>100<br>With the development and easy access of computer technology, video games have become one of the most popular entertainment industries over the past twenty years. Since 1994, video game company Koei published the very first otome game –also known as Japanese romantic dating game–, this kind of game has become more and more popular and earned its own significant place in the game market.   This thesis is a research focusing on the most typical and well-known otome games in the market. Through the process of document analysis and content analysis, alo
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Hsieh, Tsung-Jen, and 謝宗仁. "Exploring the Attractiveness Factors of Cross-Cultural Characters in Video Games." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/33325840408405898556.

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碩士<br>明志科技大學<br>工業設計研究所<br>100<br>The video game industry focuses on digital content but it is also an integral part of the cultural and creative industries. Character design is a determining factor in a video game’s success because character appeal is a vital element in the consumer sensory experience. Because similar and different factors shape video game-character appeal in different cultures, this study selected at least 3 popular video games from different cultures (the United States, Japan, South Korea, Taiwan, and China) and adopted Evaluation Grid Method to interview 16 players and dev
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Prazeres, Vasco Pires. "Engagement in independent video games through narrative and character development." Master's thesis, 2013. http://hdl.handle.net/10400.14/20623.

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Independent videogames (also known as “indie games”) have experienced an increasingly prominent role in the videogame industry. In the last decade, this particular genre has seen an exponential growth, filling its own niche in the market. Furthermore, the low level of investment required by this genre (both in terms of economical and human resources) makes it a favoured path for small companies to start producing videogames. This paradigm of low resources, allied with the technological limitations of mobile devices (this genre's most common platform) defines the “indie game's” playabilit
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Dunn, Mary Elizabeth. "The effect of narrative elements within video games : localized setting and character motivation on audience arousal." Thesis, 2012. http://hdl.handle.net/2152/ETD-UT-2012-05-5828.

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The creative possibilities of video games have been energized by the continual advancement of technology in the twenty-first century. Extensive research has been conducted to better understand the effects of video game audio-visual components, gaming platforms, and computer-mediated communication. The research that has investigated the influence of narrative elements has focused primarily on their interaction with aggressive game play and increased aggression. After investigation into the literature pertaining to narrative, human motivation, and arousal, this thesis discusses study results ind
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Chiang, Weichih, and 江偉志. "A Study and Creation of Characters Form Design - An Example of Japanese Role-playing Video Games." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/21635020848375646145.

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碩士<br>國立臺中教育大學<br>數位內容科技學系碩士班<br>99<br>Game character is one of the most indispensible parts in all of the games. The purpose of the character is to guide the players into the story of the game. Good game characters may enhance the entertaining nature of the game, while increasing the players’ recognition towards the game, thus the majority of the games are designed with the system where the players may take control of the characters, so as to allow the players to blend into the virtual world of the game quickly in order to enhance the fun factor of the game. The game character design is extre
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Sharifi, AmirAli. "Generating adaptive companion behaviors using reinforcement learning in games." Master's thesis, 2010. http://hdl.handle.net/10048/1464.

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Non-Player Character (NPC) behaviors in todays computer games are mostly generated from manually written scripts. The high cost of manually creating complex behaviors for each NPC to exhibit intelligence in response to every situation in the game results in NPCs with repetitive and artificial looking behaviors. The goal of this research is to enable NPCs in computer games to exhibit natural and human-like behaviors in non-combat situations. The quality of these behaviors affects the game experience especially in story-based games, which rely heavily on player-NPC interactions. Reinforcement Le
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Calado, Jorge Miguel Pereira de Sousa. "A unity-based framework for sound transmission and perception in video games." Master's thesis, 2017. http://hdl.handle.net/10071/15452.

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The ability for humans to hear, attend to, and understand incoming sounds is affected, at least, by environmental, morphological, and cognitive factors. Conversely, current implementations of audition in virtual characters often only consider as constraint to the auditory process the distance between the sound emitter and the sound receiver. To cope with this limitation, this dissertation presents a novel framework, directed to game developers interested in implementing non-player characters with noisy, characterspecific, and context-dependent auditory perception. The framework is prepa
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Štosová, Tereza. "Rozdíly v percepci ženských postav v různých mediálních zpracováních ságy o Zaklínači." Master's thesis, 2021. http://www.nusl.cz/ntk/nusl-438120.

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The subject of this diploma thesis is the perception of female characters in various media adaptations of The Witcher from the perspective of audiences that show signs of fan affiliation. The research focuses on the two most recent adaptations, i.e. the third game The Witcher: Wild Hunt and the serie The Witcher on the Netflix platform. The research took the form of in-depth interviews with a total of nine participants and focused on the role, characteristics, relationships and motivations of female characters in order to find out how respondents perceive these areas in adaptations. The first
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Betz, Stephanie. "Virtual people: human-image relationships in the digital age." Phd thesis, 2019. http://hdl.handle.net/1885/164195.

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Images are proliferating in the world at ever-increasing speeds. As digital media become ever more deeply intertwined with our everyday lives, so too do the many figured images – such as fictional characters and personae – that inhabit that media. Given the increasingly significant role that media play in shaping our sense of self, other, and world, what effect could these figured images have in our lives and, more broadly, the world? This thesis explores the influence that figured images can have through an ethnographic study of the relationships conducted with and through fictional characte
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Poirier, Alexandre. "De héros à zéro: réflexions sur les manifestations et les effets de la faiblesse dans le jeu vidéo." Thèse, 2017. http://hdl.handle.net/1866/20035.

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Mineau-Murray, Loïc. "Agentivités des personnages féminins dans les jeux de rôle japonais : le cas de Tales of." Thesis, 2020. http://hdl.handle.net/1866/25090.

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Dans les jeux vidéo de rôle japonais (JRPG), si le héros est généralement un personnage masculin hétérosexuel se battant à l’arme blanche pour sauver le monde, le personnage de soutien principal est une jeune femme éprise du protagoniste et dotée de divers attributs associés au féminin (apparence soignée, mais peu adaptée au combat, tendance à occuper un rôle de soutien…). À partir du constat selon lequel la plupart des analyses féministes occidentales ne prennent pas en considération le contexte culturel spécifique japonais qui voit naître les JRPG, ce mémoire construit un cadre conceptuel po
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Matuszkiewicz, Kai. "Zwischen Interaktion und Narration:." Doctoral thesis, 2017. http://hdl.handle.net/11858/00-1735-0000-002E-E458-E.

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