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1

Mimoun, Arnaud. "What are the pressures affecting game students during a game production course? : A qualitative research conducted over a small population of undergraduate international game students." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-420948.

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The game industry is modern and as such in constant evolution, therefore it needs information on how to better its work practices either it be on a professional level or at a training level. This thesis focuses on game education, specifically on the game students partaking in such education and developing a game as part of a game-based development course. The study investigated what kinds of pressure might be afflicting game students at Uppsala University during their game production courses and what are the effects of such pressures on the work/life balance of the concerned game students. To conduct the data collection, a survey with close and open-ended questions was used to gather information on focused topics but also get the opinion of the respondents on the matter. As a result of the research, it was possible to learn that the game students are pushing themselves to adopt overworking tendencies during their game production course. This behavior would be motivated by the different pressures affecting them during their game production course like the pressure to produce high-quality work. The conclusion reached is that the pressures affecting game students during their game production courses are related to the lack of healthy work habits of game students when working independently on their game productions. The pressures have impacts on the work/life balance of the affected students who often end up sacrificing their well-being in favor of work. This decision can have the opposite effect as work/life balance conflicts can hinder a game student's chances of academic success. To address this issue this thesis recommends game schools to support game students who are working independently by leading them to adopt healthy work habits and helping them to cope with the pressures of their environment.
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Weimar, Rolf. "A simplified game engine for a game development course." Master's thesis, University of Cape Town, 2014. http://hdl.handle.net/11427/9202.

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Includes bibliographical references.<br>The Video Game industry is maturing. Success in the video game industry relies on many things, including marketing, sound business practises, and top notch technical implementation. Games Engines are software systems that facilitate game production. The growth of the game industry has increased the demand for programmers trained in game development technologies. A simplified game engine, designed specifically for the game development courses which service the supply of graduates for the industry, could have many advantages. This dissertation analysed the requirements of such a system. We found that such a game engine would need to be extensible, reusable, modular, be easy to learn, and be open source. It would also need to at least include graphics, audio, networking and path-finding components. Our analysis found that no game engine currently exists that fulfills all these requirements. We designed and implemented a game engine to fulfill all these requirements. Our game engine is built around a module framework, where each task of the game engine is handled by a module. This modular design allows us to easily change functionality by adding, removing or updating modules.
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Almeida, Samuel de Jesus. "Augmenting video game development with eye movement analysis." Master's thesis, Universidade de Aveiro, 2009. http://hdl.handle.net/10773/1199.

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Mestrado em Comunicação Multimédia<br>A indústria dos vídeo jogos é actualmente uma das mais valiosas e lucrativas do género. Como se espera de qualquer membro activo desta indústria, os produtores de vídeo jogos aspiram a obter uma quota desse mercado e das receitas. Hoje, a exigência relativa ao lançamento de vídeo jogos é tal que, por vezes, uma das etapas cruciais do desenvolvimento do produto é preterida – a avaliação da usabilidade – o que resulta em jogos de menor qualidade. Ainda, os vídeo jogos que são avaliados acabam por o ser à custa de métodos que não são totalmente correctos e que não respeitam à unicidade do media. O presente trabalho surge, portanto, com o objectivo de apresentar uma nova metodologia que vá ao encontro do referido problema. A metodologia proposta é uma parte de um estudo empírico que contou com participantes com distintos níveis de experiencia com vídeo jogos e que fez uso de dois instrumentos: um questionário e em segundo lugar, uma tecnologia que não gera consenso – o eye tracking – um método que mensura os movimentos e as posições do olho. Os dados obtidos através dos questionários bem como os resultados do eye tracking foram analisados e serviram de base para o objectivo maior deste estudo: o desenvolvimento de guidelines (linhas orientadoras) que possam assistir na melhoria da concepção e do desenvolvimento de vídeo jogos. ABSTRACT: The video game industry is presently one of the most valuable and lucrative of its kind. As is expected from any active member in this industry, video game developers aspire to secure a share of that market and income. Currently, the demand to deliver video games is such that at times, one of the most important moments of product development is overlooked – usability evaluation – resulting in less enjoyable or playable video games. Furthermore, those that are evaluated are done so at the cost of methods that are not completely accurate and that do not respect the uniqueness of the media. The present study emerges, therefore, with the objective of presenting a new methodology that can challenge the mentioned predicament. The proposed methodology is one part of an empirical study that counted with participants of various gaming experiences and made use of two instruments: a questionnaire and secondly, a technology many have yet to accept – eye tracking – a method capable of measuring eye movement and eye positions. The acquired data from the questionnaires along with eye tracking results were analyzed and served as the basis for the greater objective of this study: the development of guidelines that can assist in the augmentation of video game development.
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Hess, Taryn. "COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2108.

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The use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for educational purposes, there is a lack of research on the effectiveness of serious video games. When paring the increasing use of online educational environments, the push to use serious video games, and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. Based on current literature, no other known study has conducted an analysis comparing a serious game-based and non-game based online course; making this a unique study. The purpose of this study was to compare student learning experiences and outcomes between a serious game-based and non-game based online American History course. The data sources were data provided from Florida Virtual School (FLVS) and student and teacher interviews. Random samples of 92 students were statistically analyzed. A group of 8 students and 4 teachers were interviewed. FLVS data provided were analyzed using an independent t-test and the Mann-Whitney test and the student and teacher interview were analyzed using thematic analysis. Results of an independent t-test revealed that there was a significant (p < .01) difference in the mean number of days necessary to complete the course (MGB = 145.80, SDGB = 50.64, MNGB = 112.63, SDNGB = 49.60). The Mann-Whitney results indicated a significant difference between course performance and the type of American history course (Z = -5.066, p < .01); students in the serious game-based online course had an A average whereas students in the non-game-based online course had a B average. The thematic analysis of the relationship between student performance and motivation in both courses indicated that students and teachers of the game-based online course provided more reasons for student motivation than the students and teachers in the non-game-based online course. The thematic analysis of what aspects do students perceive as helpful and/or hindering to their learning indicated that students and teachers of the game-based online course provided more desirable, more helpful, less undesirable, and less hindering aspects for their course than the students and teachers in the non-game-based online course. As a result of the unique nature of this study, the findings provide new information for the fields of research on online learning, serious video gaming, and instructional design as well as inform instructional-designers, teachers, education stakeholders, serious video game designers, and education researchers.<br>Ph.D.<br>Other<br>Education<br>Education PhD
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Holmgren, Hailey Elizabeth. "For the Love of a Game: The Effects of Pathological Video Game Use on Romantic Relationship Satisfaction." BYU ScholarsArchive, 2017. https://scholarsarchive.byu.edu/etd/6900.

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Media use may have the potential to influence romantic relationships, depending on the context of media use. For example, pathological media use, which includes symptoms of addiction such as relapse, withdrawal, and conflict with family and friends over media use, may be particularly damaging to romantic relationships. Additionally, research shows that pathological video game use can negatively influence factors of mental health, including depression. The current study includes 183 heterosexual couples from the Eastern United States. Both members of each couple completed online surveys answering questions regarding pathological media use, depression, and relationship satisfaction. Results showed that male pathological video game use was not associated with female romantic relationship satisfaction. Additionally, male pathological video game use was associated with increased levels of male depression, and male depression was associated with increased levels of female relationship satisfaction. However, male depression did not mediate the relation between male pathological video game use and female relationship satisfaction. Discussion focuses on the implications of pathological video game use on mental health, as well as problems within the sample, measurement, and short-term longitudinal study design.
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Williams, Walter K. "Video Game Development Strategies for Creating Successful Cognitively Challenging Games." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/4762.

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The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was to investigate the design strategies of video game developers who have successfully created video games that are challenging, entertaining, and successful. The technology acceptance model served as a conceptual framework. The entire population for this study was members of a video game development team from a small successful video game development company in North Carolina. The data collection process included interviews with 7 video game developers and analysis of 7 organizational documents. Member checking was used to increase the validity of the findings from the participants. Through the use of triangulation, 4 major themes were identified in the study: the video game designer has a significant impact on the development process, the development process for successful video games follows iterative agile programming methods, programming to challenge cognition is not a target goal for developers, and receiving feedback is essential to the process. The findings in this study may benefit future video game developers and organizations to develop strategies for developing successful games that entertain and challenge players while ensuring the viability of the organization. Findings may influence society as they demonstrate where the points of interest should be directed concerning the impact of video games upon behavior of the players.
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Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.

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The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
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8

Blomqvist, Samuel, and Björn Detterfelt. "Real Time Integrated Tools for Video Game Development : a usability study." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-167066.

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The video game industry can be ruthless. As a developer, you usually find yourself working in the popular third-party development tools of the time. These tools however might not provide the best usability and quality of life one desires. This can lead to a lot of frustration for the developer, especially when the development enters a crunch period of long and hard work. We believe some of the frustration can be avoided, and we believe this can be done by creating effective, functional and user-friendly integrated development tools specialized for the development environment. In this master's thesis we investigated just that, how integrated game development tools can be designed to be usable in terms of effectiveness and learnability. The investigation was performed by designing and implementing an integrated game development tool. The development of the tool was performed iteratively with user testing between every iteration to find usability defects, allowing the tool to be refined and improved throughout the development process. To finish off the development process, there was a final user test where professional video game developers tried out the tool and then answered a System Usability Scale questionnaire. The System Usability Scale score and task completion rate showed that the final state of the tool can be considered highly usable in terms of effectiveness and averagely usable in terms of learnability. This suggests that involving user testing in the development process is vital for ensuring good usability in the end product.
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Lee, Alger Y. J. "Innovation and Strategy in Video games development : A multiple case study of Taiwan' Video game industry." Thesis, University of Manchester, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.509836.

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This thesis aims to address a major research gap in contemporary innovation and competition research by exploring the nature of innovation and competition in the videogame development (VGD) industry, which is considered a significant part of the creative service industries in the contemporary "experience economy". Based on an in-depth, chronological and multiple-case study, this thesis finds that the industry has experienced a radical "paradigm-shift" - transforming itself from producing simple products into supplying complex product systems (CoPS). This radical transformation consists of numerous incremental innovations across the whole industry over time. Despite finding that the precise nature of VGD innovation varies from case to case and firm to firm with a high degree of idiosyncrasy, this thesis demonstrates the significance and function of content innovation in the VGD innovation and competition process. This thesis also finds that, before the rise of the online format, videogame can be characterised as craft-like/simple product but then videogame should be characterised as craft-like/complex service system. However, in terms of the production method, the VGD industry follows the managerial pattern of traditional manufacturing industries as a great deal of formalisation and modularisation takes place within these multiple-CoPS project-based firms. In terms of competitive strategy, this thesis finds that the process and content of strategic management in the VGO industry do not resemble those described in either the rationalist approach or the Competitive Forces approach. In other words, the conventional wisdom of innovation and strategic management research can not offer a satisfactory account of all these aforementioned changes; and only a multifaceted innovation perspective and the dynamic capabilities approach (DCA) can truly capture the phenomenon taking place over the last few years. However, the DCA still needs further elaboration to be non-tautological.
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Smith, Jamie McClellan. "The Relationship Between Video Game Use and Couple Attachment Behaviors in Committed Romantic Relationships." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3606.

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This study examines whether the single or shared leisure activity of video gaming or a report of it as a problem is negatively related to couple attachment behaviors (accessibility, responsiveness, and engagement). The model suggests that individual frequency of violent video game use, individual frequency of nonviolent video game use, and couple video game use frequency predict negative couple attachment behaviors. In addition, video game playing that is perceived as a problem in the relationship serves as a mediator variable in the model. Data were collected using the Relationship Evaluation questionnaire (RELATE). The sample includes 2,112 couples who reported seriously dating, engagement, or marriage. The measures include assessing couple attachment behaviors and questions assessing video game use rates. Results indicated that male's violent video game use predicted the female's attachment behaviors, while the female's nonviolent video game use predicted the male's attachment behaviors. The male's violent video game use and the female's nonviolent video game use predicted his/her perception and their partner's perception that video games were a problem in the relationship, and their perception predicted less attachment behaviors, which was a fully mediated relationship for both. The female's view that video games were a problem negatively predicted both her and her partner's attachment behaviors, while the male's view only predicted his attachment behaviors. Future research directions and clinical implications for couples are discussed.
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Kuoppa, Andreas. "Design Decisions for Indie Development of Educational Video Games : A Case Study." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74576.

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Educational video games – especially for the PC market – do not seem to perform as well commercially as games from other genres. We argue that there is room for independent – ’indie’ – developers to break into the marketplace, by identifying certain niches and innovating on the genre. This would generate commercial value for such actors and knowledge value for the players. Design decisions of high importance made during development of an educational video game demo at the small Swedish company Toleap Consulting AB were analysed in the pursuit of contributing to effective indie development of such games. Three main problems that arose during development were identified, and three design decisions where implemented to combat these respective problems; (1) Interpreted educational game pattern utilising XML, (2) Function-based game views and (3) Community created assets, open source, and no costly dependencies. In our case, the formulated design decisions effectively solved our problems, and we argue that they generalise. If a developer creating a similar game (educational video game) in a similar situation (independent development with limited resources) encounters one or more of these problems, the suggested design decisions may help the developer solve the problems, in turn making more educational video games available on the market, generating the aforementioned commercial and knowledge values.
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Karim, Rami. "Test case prioritization in the context of a video game development project." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-265653.

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Regression testing is an important part of software development and is integral for finding regression errors caused by code changes or issues with revision control. However, executing all test cases in the test suite is often infeasible. One solution to this problem is to use a prioritization technique. Test prioritization techniques are often utilized to rearrange the execution order of test cases, such that the number of software faults found are maximized as early as possible. A test prioritization heuristic is presented in this report, which uses data regarding a test case’s previous execution history to calculate which test case is most likely to find a failure for the current version of the software. The proposed prioritization strategy uses two different modules. The first module statically prioritizes test cases by calculating a score for each test case, based on previous failure rate and distance of last execution. The second module, which is referred to as the history correlator, compares the test histories of every possible pair of tests and check for similarities in test execution histories. When a test has been executed in the regression testing phase, all test cases with similar test execution histories are given highest priority. The proposed strategies are tested in an experiment, using a software project from EA DICE as the software under test. The experiment presented in this report compares the performance of the history score calculation compared to the performance of random prioritization. The performance of both modules together is also compared to only using the first module, to decide if the history correlator improves the performance of the history score module. The results shows that the history score prioritization displays some potential to prioritize test cases that results in failure, but needs future improvements to provide results in a consistent basis. The addition of the history correlator does not lead to significant improvements in detecting failures.<br>Regressionstestning är en viktig del utav mjukvaruutveckling och är väsentlig för att finna regressionsfel. I de flesta fall är det omöjligt att exekvera alla testfall. Därför används ofta testprioriteringstekniker för att arrangera om exekveringsordningen av testfall, på ett sätt så att antalet funna fel maximeras så tidigt som möjligt. I denna rapport redovisas en prioriteringsheuristik som använder data om föregående körningar från testfall för att avgöra vilka test som mest troligt kommer hitta fel i den aktuella versionen av mjukvaran. Prioriteringsstrategin består av två moduler. Den första modulen prioriterar tester genom att ge varje test prioriteringspoäng baserat på föregående misslyckade körningar och tiden sen senaste exekvering av testfallet. Den andra modulen jämför föregående exekveringar mellan varje möjliga par av testfall och letar efter likheter. När ett testfall har exekverats under regressionstestning, ge högsta prioritet till alla testfall som har liknande exekveringshistorik. Den presenterade strategin testas i ett experiment, där prioriteringsstrategin testas mot ett mjukvaruprojekt från EA DICE. Första delen av experimentet jämför poängkalkyleringsstrategin med slumpmässig prioritering. Andra delen av experimentet jämför prestandan mellan användning av båda modulerna jämfört med endast poängkalkylering, för att undersöka om den andra modulen förbättrar prestandan för poängkalkyleringen. Resultatet visar att poängkalkyleringen visar potential i att prioritera testfall som resulterar i att fler fel är funna. Dock krävs det flera förbättringar för första modulen för att kunna få ut bra resultat som är konsekventa. Det finns inte tillräckligt med bevis som indikerar att den andra modulen bidrar till ett bättre resultat.
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Smith, Nathan J. "Does Video Game Content Matter? An Examination of Two Competing Ideas." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/6026.

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The current paper addresses the associations between video game content (i.e., physically aggressive, relationally aggressive, and prosocial) and physical aggression, relational aggression, and prosocial behavior in two distinct developmental periods. The purpose of the paper is to test whether playing video games with a particular type of content influences behaviors over time, or whether individuals who have higher levels of physical aggression, relational aggression, or prosocial behavior prefer to play games with similar content. Two theories will be simultaneously examined and tested in order to determine the relative merit in using each in research examining the relationships between video game content and positive and negative behaviors. More specifically, this paper will address the General Aggression Model/General Learning Model (GAM/GLM) and the Uses and Gratification Theory. The GAM/GLM, at their core, predict that exposure to video game content will build a cognitive schema which will guide how an individual should behave when confronted with a later social encounter (Anderson & Bushman, 2002). Contrarily, Uses and Gratification would suggest that a person chooses to play video games with a particular type of content, and that video games should not influence behavior. Specifically, according to the theory, individuals should seek out video games in order to fulfill their inward feelings and motivations (e.g., an individual with aggressive tendencies would play games with more violent and aggressive content) (Katz, Blumler, & Gurevitch, 1973; Whiting & Williams, 2013). A careful analysis showed a significant relationship between each type of video game content and its' corresponding behavior among adolescents, which supports the assumptions of the GAM and GLM. There was no relationship between video game content and behavior among preschoolers. With the exception of relational aggression of physically aggressive content, there was no support for Uses and Gratification Theory, in that preschoolers' and adolescents' levels of physical aggression, relational aggression, and prosocial behavior were not related to the preference for video games with different types of content. The analysis adds significantly to the current literature by showing a relationship between video game content and behavior over a four year period.
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Okal, Ehab, and Sebastian Hovenberg. "On the development of an educational math game." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20493.

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Det finns många olika sätt att genomföra inlärningsaktiviteter i det moderna utbildningssystemet som det nu finns i skolorna. Men i en tid som snabbt digitaliseras har utbildningssystemet inte lyckats fånga eller lyckas med att implementera digitaliseringen på ett meningsfullt och effektivt sätt. Denna oförmåga att digitalisera har blivit alltmer utbredd för varje år som passerar med en minskning i matematisk prestanda hos studenterna, vilket tydligt framgår av det senaste resultaten som PISA utför varje år [1]. Utifrån dessa här upplysningar utarbetade den svenska regeringen ett finansierat forskningsprojekt för att förstå och undersöka orsakerna till detta fall i matematisk prestanda hos de testade studenterna. Men denna studie kommer inte att fokusera på PISA-resultatet. I den här undersökningen undersöker vi huruvida pedagogiska spel kan vara ett svar för att negera eller stoppa dessa fall i matematiska prestanda hos studenterna. Syftet med denna studie är att skapa ett pedagogiskt spel som är centrerat på att lösa matematiska problem på ett nytt sätt, som oftast inte ses i pedagogiska spel, detta genom att implementera designalternativ som oftast ses i högutvecklade videospel. Resultaten av denna studie visar att det finns några bevis som bekräftar att mer högutvecklade spel kan vara ett bra sätt att lära sig och eventuellt kanske nästa steg i skolsystemets utveckling, men resultatet visar också att den pedagogiska delen av spelet måste verkligen vara flexibelt och utmanande nog för att få spelaren eller studenten att komma tillbaka till spelet och lära sig mer.<br>There are many different ways to implement learning activities in the modern educational system as seen in schools nowadays. But in an era that is rapidly being digitized, the educational system has not really managed to catch up or succeed in implementing these digitalization’s in a meaningful and effective way. This inability to digitize has been growing more prevalent by each passing year with droppings in mathematical performance as shown in the latest result for the tests carried out by PISA [1]. Out of this enlightenment the Swedish government set out funding research projects in order to understand and examine the reasons behind this drop. But this study will not be focusing on the PISA result. In this study, we investigate whether educational games could be an answer to negate or halt these dropping in performance.The aim of this study is to create an educational game centered on solving mathematical problems in a new way not often seen in educational games, by implementing design choices mostly seen in highly developed video games. The results of this study show that there is some evidence that confirms that more highly developed games could be a good way of learning and possibly also the next evolution in the educational system seen in schools, however the result also show that the educational part of the game really has to be flexible and challenging enough for the player or student in order to have them coming back to the game and learn more.
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Shearer, James D. "Development of a Digital Game-Based Learning Best Practices Checklist." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1303865257.

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Douglas, Brady D. "Using Video Game Development as a Stepping Stone into the World of Technology." Ashland University Honors Theses / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=auhonors1525247444242345.

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LI, QI. "Development and Proof of Concept of a Vestibulo-Ocular reflex Rehabilitation Video Game." Case Western Reserve University School of Graduate Studies / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=case1607590770501539.

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Gustafsson, Viktor, and Gustav Höglund. "The cooperative future of game development : A phenomenon of collaboration between producers and consumers in the video game industry." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-188581.

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Independent developers and large-scale development studios - commonly seen as the Davids and Goliaths of the video game industry - are moving closer together. Powerful software frameworks, traditionally reserved for professional developers and only available through expensive licenses, are becoming free to use for consumers. By sharing their tools instead of keeping them for themselves, companies can utilize the combined talent of whole communities and monetize on that talent through royalties and other indirect fees. This paper describes how the video game industry has developed in recent years to allow for this change in business strategy and examines how the industry can continue to evolve because of this. The result of a Delphi study based on interviews with game developers both inside and outside the industry point toward a future of increased intermingling and sharing of knowledge and resources, characterized by more producer-consumer collaborations and closer relationships between companies and their communities. By adopting free-to-use business models and sharing powerful, proprietary software with their consumers, companies are lowering the point of entry for aspiring developers and thereby dissolving the traditional narrative of “we and them” that has existed between independent developers and established studios in the past.<br>Oberoende utvecklare och storskaliga utvecklingsstudior - vanligtvis betraktade som tv-spelsindustrins David och Goliath - rör sig allt närmre varandra. Kraftfulla mjukvaruramverk som traditionellt sett varit reserverade för professionella utvecklare och som tidigare endast varit tillgängliga genom kostsamma licenser blir i allt större utsträckning gratis att använda för konsumenter. Genom att dela med sig av sina verktyg istället för att hålla dem för sig själva så kan företag nyttja den kombinerade talangen hos sociala nätverk knutna till sina produkter och generera intäkter genom royalties och andra indirekta avgifter. Denna uppsats beskriver hur tv-spelsindustrins utveckling på senare år har möjliggjort denna affärsstrategiska förändring och hur industrin kan fortsätta att utvecklas som en följd av detta. Resultatet av en Delfistudie baserad på intervjuer med spelutvecklare både inom och utanför industrin pekar mot en framtid av ökat samspel och delande av kunskap och resurser. Detta karaktäriseras av fler samarbeten mellan producenter och konsumenter samt närmre relationer mellan företag och deras konsumentnätverk. Genom att ta till sig affärsmodeller som bygger på gratis-att-använda-principer och att dela med sig av avancerad, äganderättsskyddad mjukvara med sina konsumenter, så sänker företag ingångströskeln för aspirerande spelutvecklare. Därigenom löser företagen upp den traditionella  “vi och dem”-relationen som tidigare existerat mellan oberoende utvecklare och etablerade studior.
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Westerdahl, Matilda. "Challenges in video game development - What does Agile management have to do with it?" Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20026.

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The video game industry has gone through a dramatic change over the last few decades, yetseveral reports show that there are currently many challenges that developers face in their dailywork. A major challenge includes difficulties of getting projects to close within set time andresource restraints. This is something that indicates a connection to the management methodsbeing used, among which Agile management is a popular framework that many turn to. Thisthesis searches for connections between challenges in video game development and the usage ofagile methods like Scrum and Kanban. For this, a qualitative research strategy was used in orderto look into the experiences of video game developers. Five semi-structured interviews with atotal of eleven respondents were conducted. As a complement, a quantitative web-based surveywas made where 23 people participated. The results of this study show that challengespreviously defined within the video game industry, including feature creep, crunch periods anda stressful work pace can also be identified in the industry in southern Sweden to some extent.Underlying patterns indicate the industrial culture as an explanation for an incorrectimplementation of agile methods, which could eventually lead to issues surrounding riskmanagement in projects.
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Zachariáš, Michal. "Vývoj "Indie Game"." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-235517.

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This master's thesis deals with development of indie game - independently-developed game. It describes important moments in computer games history. It clarifies terms like golden age of video arcade games and video game crash of 1983. Further it explains history and origin of indie game phenomenon. It describes some of the differences between independent and commercial game development. In next chapter it presents some game engines which are suitable for independent game development. And in the last chapter it describes the design and implementation of game engine and game running on it.
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Du, Toit Timon Dawid. "Interactive Media in Archaeology : Video Games for Archaeological Heritage Conservation." Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/78749.

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The use of video games as a sustainable tool for preserving existing archaeological data in an entertaining and interactive manner was investigated. The main aim of such investigation was to explore the potential benefits in terms of archaeological/heritage education, broadcasting, and representing data in a manner that is interactive and encourages critical thinking through play. Game Pass Shelter, located at Kamberg in the uKhahlamba Drakensberg Park was used to create a virtual environment in a video game that accurately represents traditional Bushmen rock art and folklore. Two phases were featured in the development of the video game: (i) getting feedback from gamers through a questionnaire I had designed, and (ii) using the identified recommendations to design the 2D video game using Unity Game Engine (a free video game development piece of software). This 2D video game, defined by authenticity to the represented folklore, features rock art motifs from Game Pass Shelter used against the backdrop of the Spoiling of the Eland traditional story. The video game begins with the ‘Rosetta Stone’ of southern African rock art and contextualises it using selected traditional folklore. Through this process, the video game aims to show why hunting was so important to the traditional Bushmen way of life. It further shows why eland were so valued and some unique beliefs that the Bushmen had concerning them.<br>Dissertation (MA (Archaeology))--university of Pretoria, 2020.<br>Anthropology and Archaeology<br>MA (Archaeology)<br>Unrestricted
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Higgins, Alexander. "Cuties Killing Video Games: Gender Politics and Performance in Indie Game Developer Subculture." Ohio University Honors Tutorial College / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1429206684.

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Zackariasson, Peter. "World Builders : A Study on the Development of a Massively Multiplayer Online Role-Playing Game." Doctoral thesis, Umeå : Umeå School of Business, Umeå University, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1134.

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Burke, Benjamin M. S., James M. Ph D. Duncan, Nick Ph D. Frye, and Mallory Ph D. LMFT CFLE Lucier-Greer. "Sense of (Online) Community? The Social Organization Theory of Action and Change and Adult Video Game Players." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/secfr-conf/2020/schedule/45.

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Much investigation has explored the potential effects of video games in adolescence. However, limited research has been conducted on the effects of social video game play and individual and relational well-being in adults. The Social Organization Theory of Action and Change (SOAC) may be a helpful way to examine social behaviors (like gaming) and how they relate to well-being. This exploratory study will utilize the SOAC to examine social gaming behaviors in adults, and examine the relationships between these behaviors and adult individual and relational outcomes (e.g., loneliness, relationship satisfaction). Descriptive statistics and correlations are provided. Regression analyses will be performed. Results will be used to discuss the viability of applying the SOAC to online, social gaming contexts. Implications for social video game play in adults will be provided.
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Kollnitz, Gunnar. "Implementation of Network Components for Game Projects." Thesis, Luleå tekniska universitet, Datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-70167.

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Online multiplayer is the focus of gameplay for a majority of games released in this day and age, and at the core of multiplayer lies the network code. This means that bad networking code can be ruinous for an entire game. A Sweet Studio is a small game studio that both works as a consultant in the industry as well as develop their own games. But with limited time and money to spend on their own projects, it can be difficult to develop new games. The purpose of this paper is to cover how a multiplayer base can be developed in Unity, iterated on, and how to build it for reusability in a way best, that implementing it in new projects is as simple as possible. The end result is a library with broad functionality and a simple layout.<br>I majoriteten av datorspel som släpps nuförtiden, är flerspelar gameplay ett av de största fokusen, och i kärnan av den funktionen finns nätverkskoden. Detta betyder att dålig nätverkskod kan förstöra upplevelsen helt och hållet. A Sweet Studio är en mindre spelstudio som både gör konsultarbete inom industrin, och utvecklar sina egna spel. Men med begränsad tid och begränsade pengar att spendera på sina egna projekt, kan det bli tufft att skapa nya spel. Mening med den här rapporten är att gå över hur en flerspelarbas kan utvecklas i Unity, itereras över och hur den bäst byggs för återanvändning, så att det lätt går att implementeras i nya projekt. Slutresultatet är ett bibliotek med bred funktionalitet och en simpel layout.
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Archontakis, Ioannis Stylianos. "Agile development in the video game industry : Examining the effects of iteration and methods of limiting it." Thesis, Umeå universitet, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-156211.

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This research is examining one of the most dominant managerial methods used in development in the video game industry, Agile development. More particularly, the thesis examines a certain attribute of Agile development, that of iteration. The thesis will set to examine how iteration affects several layers of development during the production of a video game and whether it can be replaced by other managerial technics.As a result, the purpose of this thesis is to raise a different viewpoint against the Agile’s iteration. Furthermore, this thesis aims to contribute to the academic research by concentrating on the video game industry, an industry that is often neglected by the academia.The theoretical framework and literature review concentrate on concepts of Agile development, overworking, development cycle in video games, definitions of project success and project failures and creative process in video game development.The thesis deploys qualitative methodology to address and research its data. The collected data belongs to two categories, data stemming from interviews conducted by the thesis’s author and data stemming from journalistic magazines.The results of both type of data are compared and act supplementary to each other, then they are analyzed to answer the research questions asked by this thesis. The results showcase that iteration has negative effects to video game developers in both a macroscale (company’s resources, annual revenue) and in a microscale (overworking, health issues) level. The results also highlight that Agile is an all-time favorite development methodology of developers in the video game industry.In conclusion, the thesis supports the notion that iteration should be suppressed and proposes a number of solutions for that matter. The suggestions are essentially encouragement towards developers: to seek higher interactivity with customers throughout the duration of all the development stages of a video game, to show more trust to established gameplay mechanics and to place more reliance on a franchise’s profit power and benefits. These measures can be used in a preventive manner in order to limit the appearance of iteration and as a result, to limit its’ negative effects.
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Chatzilias, Dimitris. "A Hybrid Difficulty Balancing Method on “Casual” Mobile Game." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-173953.

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A new hybrid Video Game Difficulty Balancing method which stands in between the two traditional methods (Static and Dynamic) has been suggested in this project aiming to discreetly estimate the player’s difficulty preference and make the respective in-game adjustment. This method has been based on the hypothesis that the user’s difficulty preferences can be to some extent predicted by some of their in-game actions. A casual mobile game containing a User Testing part has been developed for this purpose and played by 56 participants. The extracted results offer some insights on various gamers’ demographic groups behaviors and some indications that the intended prediction is feasible.
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Hammond, Marilyn. "The Influence of Video and Peer Tutoring on Attitudes of High School Students Towards Peers with Disabilities." DigitalCommons@USU, 1999. https://digitalcommons.usu.edu/etd/2718.

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This study measured the effectiveness of watching a motivational videotape and completing one semester of peer tutoring on changing high school students' attitudes towards their peers with disabilities. Attitudes were measured with the Scale of Attitudes Toward Disabled Persons (SADP), administered to classrooms in two randomly selected high schools before and after viewing the video. The SADP was administered to a different sample of students before and after completing one semester of tutoring peers with disabilities. Peer tutors also completed one-page weekly journals. Responses from all participating students were compared between the pre- and postassessments using paired t tests. Seven attitudinal scales were derived from a factor analysis of the 24 items that compose the SADP. Two of the subscales (self-determination and community) were statistically significant, both in a positive direction for the treatment groups. The self determination subscale assesses attitudes about whether people with disabilities are competent. The community subscale assesses attitudes toward group homes in residential areas. Results from the videotape treatment group only were similar, with statistical significance for the same measures, while with the peer tutor group, statistical significance was found only with self-determination. Two questions were included on the SADP about intentions to peer tutor. After participating in the videotape treatment, the percentage of students willing to peer tutor increased, the number of students who were not willing to peer tutor decreased, while the students who were ambivalent stayed about the same. Females were found to be more accepting of people with disabilities, scoring higher than males on positive attitudinal measures and lower on most negative measures. The peer tutor journals provided a more in-depth examination of student attitudes. Peer tutoring increased comfort levels around people with disabilities for some students. Some students felt better about themselves. Several tutors reported that they became friends with the people they were tutoring. A few students expressed frustration with the person they were tutoring. Others wrote comments about how their perceptions of what people with disabilities can do changed positively.
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Bebbington, Sandra. "A Case Study of the Use of the Game Minecraft and Its Affinity Spaces for Information Literacy Development in Teen Gamers." Thesis, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/31699.

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Research shows that teens (Generation Z) are not as information literate as required to function effectively in an information society. Yet many teens are gamers and succeed at game-related tasks that require information literacy skills. This thesis examines the potential that the online game Minecraft, and one of its related affinity spaces, may have in the development of information literacy skills in teens. This case study unfolded in three phases: a video game analysis of Minecraft, a discussion forum analysis and an interpretive report of interviews with eight teen gamers. Findings suggest that Minecraft’s design induces players to seek out game related information in affinity spaces, select appropriate sources, evaluate the information shared by fellow gamers and decide what best satisfies their information need. Further research could determine whether the specific information literacy skills in this gaming context can be generalized to other gaming environments and to non-gaming contexts.
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Södergren, Patrik, and Marcus Nilsson. "Social media use in digital product development : Opportunities and challenges of IT-enabled co-creation in the video game industry." Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90290.

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Information Technology (IT) enables organizations to involve consumers as co-creators of new products. By facilitating increased interaction between consumers and developers. IT allows consumers to influence and tailor product designs, but also allows developers to make use of distant knowledge to enhance and extend their product offerings and marketing. However, while much is said about the promises of IT-enabled co-creation, little is known of the strategic challenges associated with such IT use. To address this gap, we drew on IT literature to conduct a qualitative case study of IT-enabled co-creation in four video game development firms. In particular, we tried to understand how IT is affecting relationships between consumers and developers and when and why IT can be strategically used to enable co-creating coalitions in development processes. In so doing, it became clear that the promises of IT-enabled co-creation are associated with key strategic challenges. In particular, we identify three challenges that organizations must address in order to harness the strategic value of IT-enabled co-creation: the silent majority, quality assurance and managing expectations. We conclude this paper by discussing the future of IT and digital product development as well as implications for research and practice.
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Jakobsson, Joel, and Sara Ullman. "The role-playing game Final Fantasy 7 and English vocabulary development." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30830.

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Abstract In this study, the role-playing game Final Fantasy 7 was analysed in regards of its qualities for English language development. Areas concerning language, specifically vocabulary, and video games explored in this study were academic words, words that express time, collocations, frequency, and keywords. Other areas investigated in this study are video games in connection to the syllabus for English, students’ outside of school interests, and implications for teaching. Data from a corpus-based vocabulary analysis showed that the players of Final Fantasy 7 will encounter a rich variety of words and linguistic features. Further, the text of Final Fantasy 7 shares a lot of the same qualities with texts from English 5 and 6, concerning academic words. Although, an analysis of keywords in the game and in the school texts also showed some differences, mainly in terms of grammatical variations, which indicate that Final Fantasy 7 can function as a complement to typical school texts.
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Kohler, W. Paul. "The creative processes in video game development : a model set illustrating the creative processes with theoretical and practical implications." Thesis, University of Warwick, 2012. http://wrap.warwick.ac.uk/45392/.

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This thesis sets out to examine the creative process in developing large TV console video games. Using methods based on the philosophy of Grounded Theory, interviews were conducted at four game development studios. From these interviews and the extant literature, a Model Set was constructed to reflect the creative process. The underlying premise of the Model Set is that a Darwinian process of variation, selection, and retention, is the kernel of the creating process. The Model Set is comprised of four components: a rigorous domain specific definition of the creative process, a defined perspective, a Core Creating Model, and a Creative Continuum. The Core Creating Model is the mechanism of the creating process, while the Creative Continuum provides a platform to evaluate the video game in terms of the creative definition. Following from the Model Set are four key research findings as contributions to knowledge and current research directions. These findings are: 1) Creativity is not all about ideas, as commonly perceived. Decision-making is a fundamental element of creativity, 2) The Core Creating Mechanism provides a distinction between Creativity and Discovery, while placing both within an understandable context, 3) The Model Set challenges the common assumption that more creativity is better, 4) The creative process is structured in multiple ways. It is of critical importance to understand these difference structures when researching and managing the creative process. The creative process in video game development is not monotonic: it is bimodal, that is, there is creativity both at the beginning and at the conclusion of the development process. Not all creative processes follow this pattern. The Model Set and four key research findings are a contribution to knowledge as they expand and deepen our understanding of the creative process. From these findings, the thesis discusses the theoretical and practical implications of the research.
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Riboldazzi, Federico <1981&gt. "The influence of career histories on team perfomance in new product development: a study of the video game industry." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2011. http://amsdottorato.unibo.it/3763/.

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The purpose of this research is to contribute to the literature on organizational demography and new product development by investigating how diverse individual career histories impact team performance. Moreover we highlighted the importance of considering also the institutional context and the specific labour market arrangements in which a team is embedded, in order to interpret correctly the effect of career-related diversity measures on performance. The empirical setting of the study is the videogame industry, and the teams in charge of the development of new game titles. Video games development teams are the ideal setting to investigate the influence of career histories on team performance, since the development of videogames is performed by multidisciplinary teams composed by specialists with a wide variety of technical and artistic backgrounds, who execute a significant amounts of creative thinking. We investigate our research question both with quantitative methods and with a case study on the Japanese videogame industry: one of the most innovative in this sector. Our results show how career histories in terms of occupational diversity, prior functional diversity and prior product diversity, usually have a positive influence on team performance. However, when the moderating effect of the institutional setting is taken in to account, career diversity has different or even opposite effect on team performance, according to the specific national context in which a team operates.
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Hodge, Sarah. "Press trigger for morality : an exploration into the role of moral development, moral decision-making and video game play." Thesis, Bournemouth University, 2018. http://eprints.bournemouth.ac.uk/31039/.

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Due to concerns over the psychological effects of playing video games, research into the role of morality and video games needed to be investigated. Some video games contain controversial, potentially morally questionable content, and numerous video games involve moral narratives or require the player to make moral decisions. Thus, both these features in video games show the importance of understanding the role of morality in this virtual space from a psychological perspective, to contribute to the gap in knowledge. Previous research suggests many inconsistencies in the findings; some research reported decisions in a video game were similar to moral decisions made in real-life, whereas other research found amorality in video games. The research contributed original knowledge, by addressing methodological issues, and examining the relationship with different aspects of morality and video game play. Phase 1 examined a variety of video game play factors and moral development. Three hundred and one participants from a Secondary school, Sixth form, and a University, aged between 11 and 27 years completed a questionnaire, which included a measure of moral development (the Sociomoral Reflection Measure) and questions regarding videogame play. The results suggest that different factors predicted low and high moral scores: moral narrative and number of genres played predicted higher moral scores, whereas years playing, average content rating, and playing Grand Theft Auto predicted lower moral scores. Surprisingly, moral development was suggested to transition between ages 12–13, which has not been reported in previous research. Phase 2 examined moral behaviour through the moral decisions of participants as they played a purpose-made game, which was designed and programmed specifically for this research. One hundred and fifteen University undergraduate participants participated. Decision-making was suggested to be slower than expected (not intuitive) which was influenced by the first encounter, suggesting participants were deliberating on their decisions. Overall the in-game instructions were suggested to be the strongest predictor for in-game decisions. Whereas real-life morality, previous game play and post-game measures (e.g. Positive and Negative Affect Schedule and Tangrams help/hurt task) did not significantly predict in-game moral decisions. The implications of the results, moral decision-making and using a purpose-made game was evaluated. In conclusion Phase 1 and 2 of the research undertook the question of the role of morality in video games from two different but complementary approaches; through examining long term moral reasoning and video game play and short term moral decisions in a purpose-made game. Both Phases of the research demonstrated the complex interaction that takes place between the player, the game and morality; in terms of both moral reasoning and decision making with video game play (i.e. genres) and the design of the game (i.e. in-game instructions). Further research is needed to understand the factors which affect moral engagement and disengagement within this interaction, as these can have important short term and long term effects.
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Sandqvist, Ulf. "Digitala drömmar : en studie av den svenska dator- och tv-spelsbranschen 1980-2005." Licentiate thesis, Umeå University, Department of Economic History, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1470.

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<p>This licentiate thesis describes the development of the Swedish computer and video game industry. The main focus is on the Swedish game development industry. Little research on the industry has been done and the purpose is to define the companies involved and to create an initial overview of the development of the industry. This overview will later be used as a platform for the doctorial thesis.</p><p>Games are a growing culture form and today a lot of people are playing different types of computer and video games. Internationally the industry has expanded and some of the successful games have generated spectacular revenues. In Sweden the industry has received attention from different actors like universities, government bodies and media. There are today educations that are focused on game development and there are programs which allocates grants towards game companies. The rapid development in the computers technology has had a great impact on the game industry, which is dependent on hardware development to create games.</p><p>The first computer games were made for some of the very first computers in the 1940´s and 1950´s. In the 1970´s a market for games was created when arcade machines and somewhat later home consoles were introduced. The industry has grown and includes today some of the largest companies in the world.</p><p>The Swedish industry follows the international pattern but developed a bit later and the first Swedish game companies were founded in the late 1980´s. The industry has expanded, especially between 1998 and 2002. In 2005 the number of people employed in the industry had increased to over 600. During the period under study the industry seems to have had a constant problem with making a profit. Especially in 2002 and 2003 the industry has had economic problems and some of the lager companies were bankrupt.</p>
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Kollock, Roger Olen. "The relationship between video game playing habits and reaction time in both males and females of different age groups." [Johnson City, Tenn. : East Tennessee State University], 2004. https://dc.etsu.edu/etd/890.

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Thesis (M.A.)--East Tennessee State University, 2004.<br>Title from electronic submission form. ETSU ETD database URN: etd-0331104-085211 Includes bibliographical references. Also available via Internet at the UMI web site.
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Zijlstra, Peter, and Christiaan Visser. "Developing Business Models in the Video Game Industry : An evaluation to strategic choices made by small and medium-sized development studios." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-18618.

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Digitalization has given rise to new opportunities for small and medium-sized video game development studios. No longer bound by physical products and creative restrains, the de-veloper has been empowered with independency. This qualitative study is aimed to under-stand how a development studio develops their business model and how underlying strate-gy is formulated. Additionally we evaluate the degree of innovativeness of the business model in terms of radical and incremental innovation according to Damanpour (1991). To achieve this we present a comprehensive literature review as to gain a more theoretical un-derstanding of industry mechanics and to be able to comprehend reasoning behind existing business models. We structure the dynamics of the business model by analyzing nine busi-ness model aspects as suggested by Osterwalder, Pigneur and Clark (2010). Following our theoretical framework we gain practical input from four separate case studies. An interpret-ative research method is used to gain better understanding of reasoning and choices made. We interpret our findings following a narrative approach which shows that the digitaliza-tion has preluded a paradigm shift in the sense that development studios have started to adopt activities otherwise performed by key partners. As barriers dissipate small and me-dium-sized development studios try to make sense of the current industry, but struggle in doing so. Having to reinvent themselves we conclude that a focus towards creating thicker customer relationships is considered and the idea of seeing games as a service is acknowl-edged to depict the future of the industry. The conclusions of this study contribute to both academic science and industry practice.
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Bankler, Jon Victor. "A chinese view on indie : How is ‘indie’ defined by professionals within the Chinese indie game industry?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16085.

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This study aimed to explore which philosophies and opinions professionals within the Chinese indie game industry hold in relation to the indie concept. Indie is a short form of the word "independence”, and is used to describe certain products and creative practices within media such as video games. The term’s exact definition is however subject to discussion. This study aims to include Chinese game professionals in this discussion. The study was carried out in China through Game Hub Scandinavia (Game Hub Scandinavia, 2018) and in cooperation with Indienova. The participants that were interviewed in this study were all professionals within the Chinese game industry. The research tools developed for these interviews were two playable demos and a survey. The answers provided constituted as basis for the study’s concluding analysis. The data indicated that the Chinese indie developers define indie as a creative endeavour which products and underlying ambitions contrasts the commercially motivated game industry in China.<br><p>2018-08-23 14:25, G203, svenska</p><p>Högskolevägen 1, 541 28, Skövde</p>
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Hamm, Breanna H. "Today's Learners: Applying Gaming Elements to Enhance Student Engagement in a University Visual Communication Course." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1308576036.

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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 avatar in order to provide a better user experience and to develop an understanding of the cultural impact of the avatar. Previous research on avatar customisation has focused on the users of virtual worlds and massively multiplayer games, leaving single-player avatar experiences. These past studies have also typically focused on one particular aspect of avatar customisation and those that have looked at all factors involved in avatar customisation have done so with a very small sample. This research has aimed to address this gap in the literature by focusing primarily on avatar customisation features in single-player games, aiming to investigate the relationship between player and customisation systems from the perspective of the players of digital games. To fulfill the research aims and objectives, the qualitative approach of interpretative phenomenological analysis was adopted. Thirty participants were recruited using snowball and purposive sampling (the criteria being that participants had played games featuring customisable avatars) and accounts of their experiences were gathered through semi-structured interviews. Through this research, strategies of avatar customisation were explored in order to demonstrate how people use such systems. The shortcomings in game mechanics and user interfaces were highlighted so that future games can improve the avatar customisation experience.
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41

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 different aspect of her development. The analysis of the dialogue shows Lara Croft’s development as a character as she grows from an inexperienced adventurer into a strong but withdrawn survivor<br>Tämän 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
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42

Davies, 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.

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This study contributes to practical discussions on the composition of dynamic music for video games from the composer’s perspective. Creating greater levels of immersion in players is used as a justification for the proposals of the thesis. It lays down foundational aesthetic elements in order to proceed with a logical methodology. The aim of this paper is to build upon, and further hybridise, two techniques used by composers and by video game designers to increase further the reactive agility and memorability of the music for the player. Each chapter of this paper explores a different technique for joining two (possibly disparate) types of gameplay, or gamestates, with appropriate continuous music. In each, I discuss a particular musical engine capable of implementing continuous music. Chapter One will discuss a branching-music engine, which uses a precomposed musical mosaic (or musical pixels) to create a linear score with the potential to diverge at appropriate moments accompanying onscreen action. I use the case study of the Final Fantasy battle system to show how the implementation of a branching-music engine could assist in maintaining the continuity of gameplay experience that current disjointed scores, which appear in many games, create. To aid this argument I have implemented a branching-music engine, using the graphical object oriented programming environment MaxMSP, in the style of the battle music composed by Nobuo Uematsu, the composer of the early Final Fantasy series. The reader can find this in the accompanying demonstrations patch. In Chapter Two I consider how a generative-music engine can also implement a continuous music and also address some of the limitations of the branching-music engine. Further I describe a technique for an effective generative music for video games that creates musical ‘personalities’ that can mimic a particular style of music for a limited period of time. Crucially, this engine is able to transition between any two personalities to create musical coincidence with the game. GMGEn (<b>G</b>ame <b>M</b>usic <b>G</b>eneration <b>E</b>ngine) is a program I have created in MaxMSP to act as an example of this concept. GMGEn is available in the Demonstrations_Application. Chapter Three will discuss potential limitations of the branching music engine described in Chapter One and the generative music engine described in Chapter Two, and highlights how these issues can be solved by way of a third engine, which hybridises both. As this engine has an indeterminate musical state it is termed the intermittent-music engine. I go on to discuss the implementation of this engine in two different game scenarios and how emergent structures of this music will appear. The final outcome is to formulate a new compositional approach delivering dynamic music, which accompanies the onscreen action with greater agility than currently present in the field, increasing the memorability and therefore the immersive effect of the video-game music.
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43

Higuchi, Marcelo Makoto. "Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3136/tde-23052018-114837/.

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Digital games are part of the creative industries, which is based on value creation through ideas and creativity. This market has gained relevance due to technology development that attracted both new firms and users. The present dissertation aims to explore three themes: (1) video game market as a two-sided market; (2) the effects of characteristics and behavior of game titles on consoles sales; and (3) project management to develop digital games. Those themes were explored through three articles: the first is a literature review and a bibliometric study of the economic concepts on two-sided market, which focused at identifying main topics, research trends and avenues for futures research. The second text is an analysis on the simultaneous influence of games\' quality and exclusivity on console sales. The last one is a qualitative, multiple-case study to understand, explore and suggest improvements to game project management in the Brazilian market. Findings include: (1) the main authors and topics, trends and developments, from and avenues for future research; (2) combinations of quality and exclusivity can affect console sales either positively or negatively, (3) quality has a predominant effect on sales over games non-exclusivity; and (4) the use of agile methodologies and Design Thinking are diffused among game developers.<br>Sem resumo.
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44

Persson, Jens Alexander. "Puzzles combined with horror in digital games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20948.

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Den här uppsatsen handlar om hur pussel och skr äck kan kombineras i ett och sammadigitala spel. Hur man som utvecklare kan f å en j ämn balans mellan skr äcken och pusslensom presenteras f ör spelaren i spelet. Den typ av skr äck som den h ar uppsatsen har fokuspå är genren 'Survival-Horror' och anv änder sig av den typ av skr äck som i digital spelkategoriserats som 'Survival-Horror'-spel.Den här uppsatsen visar en analys av 'Survival-Horror', samlar information om pusseloch skr äck f or att utforma en hypotes hur dessa kan kombineras. F ör att kontrolleraom hypotesen st ämmer utf ördes en intervju innan pussel- och skr äckmomenten implementeradesi ett digitalt spel. Efter implementationerna genomf ördes det speltester i tv åomg ångar f ör att analysera resultatet mellan de tv å omg ångarna.
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45

Nylin, Tobias. "Z Excursion : Spel-bidrag till Swedish Game Awards." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-23414.

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This report describes my degree project. For my degree project I made a demo for a game idea that I've developed, and implemented for use with Xbox 360. The idea was about converting the feeling and gameplay of old 2D side-scrolling platform games into 3D, viewed from a first-person perspective. The Xbox 360 version of the demo was also submitted for the game competition Swedish Game Awards.  In the report, I explain this idea more extensive, what software I used to implement it, and how I implemented it. Finally, at the end I clarify the results and discuss fulfilled tasks and future improvements. I'm very pleased with my progress so far and I will continue to work on this on my own until it feels like a finished product that can be distributed.<br>Den här rapporten beskriver mitt examensarbete. För mitt examensarbete så gjorde jag en demoversion av en spelidé som jag utvecklat, och som implementerades för användning på Xbox 360. Idén bestod av att överföra känslan och spelmekaniken från gamla tvådimensionella sidoskrollande plattformsspel till 3D, sett ur ett förstapersonsperspektiv. Demoversionen för Xbox 360 skickades också in som ett bidrag till speltävlingen Swedish Game Awards.  I rapporten så förklarar jag idén mer utförligt, vad för mjukvara jag använde för att implementera den, och hur jag implementerade den. I slutet av rapporten så klargör jag resultaten och diskuterar mål som har uppfyllts samt idéer för att vidareutveckla spelet. Jag är nöjd med det jag åstadkommit hitintills och jag kommer att fortsätta arbeta på spelet själv tills det känns som en färdig produkt som kan distribueras.
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46

Sandqvist, Ulf. "Digitala drömmar och industriell utveckling : en studie av den svenska dator- och tv-spelsindustrin 1980-2010." Doctoral thesis, Umeå universitet, Institutionen för ekonomisk historia, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-33912.

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The aim of this thesis is to explore and analyse the development of the Swedish video and computer game industry. The main focus is on the Swedish game development industry. The research was conducted with two different methods. First with a macro approach where all Swedish game developers were identified and general data from the annual reports was collected. The second part is a case study with three Swedish game developing companies focusing on the production and development of the firms. The game industry has expanded and some of the successful games have generated spectacular revenues. In Sweden the industry has received attention from different actors like universities, government bodies and media. Yet little research has been done about the Swedish game industry. In general the game industry outside the larger videogame producing countries USA, Japan and the UK has been ignored to a large part in academic research. The first computer games were made for some of the very first computers in the 1940’s and 1950’s. In the 1970’s, a market for games was created when arcade machines and somewhat later home consoles were introduced. The industry has grown and today it includes some of the largest companies in the world. The Swedish industry follows the international pattern. Evidence suggests that the first Swedish games were created in the 1950’s at the large university computers. But a game developing industry seems to have developed a bit later than internationally when the first Swedish game companies were founded in the late 1980’s and early 1990’s. The Swedish industry entered an introduction phase from the middle of 1980’s, a couple of years after the introduction of personal computers, until the end of the 1990’s. An expansion phase started in 1998. The expansion was strong between 1998 to 2002 and 2006 to 2008. In 2008 the number of people employed in the industry had increased to over 1300. During the studied period the industry seems to have had constant problems making a profit. Especially in 2002 and 2003 the industry had economic problems and some of the larger companies went bankrupt. The distribution among the companies shows that the concentration within the industry is growing. A few companies have expanded rapidly and have well over a hundred employees. The industry is very gender segregated and the number of women working in the industry is under ten percent. To study the development on a micro level, three Swedish game developing companies were selected. The focus was the development and change in production and organisation. The structure of the industry seems to have been changing with the fast technical development. A more modular structure seems to be emerging within the industry. In a number of areas a modular system has emerged. It is possible to buy more parts and productions capacity on the market. It is possible to buy game engines and outsource motions-capture work to other specialized companies. The relation to game publishers seems to influence the companies and create uncertainty for the game developers when they do not own the rights to the intellectual properties. The three game developers also have a similar development being founded by computer interested young men wanting to pursuit their interest as a job. The Swedish subculture around the so called “demoscene” seems to have been a factor in the early development of the industry and a recruitment base for the early developers.
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47

Butrón, Moran Fabriccio Ademir, Atohuaman Jose Luis Cahuana, Rosado Maria Jose Robles, Retuerto Álvaro Antonio Rodríguez, and Vásquez David Rodrigo Vivanco. "CM Parches Perú: Desarrollo y producción de contenido especializado gaming del fútbol peruano en Pro Evolution Soccer." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656934.

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Actualmente, uno de los principales problemas que presentan muchos videojuegos es la falta de actualizaciones o contenido adicional. Este es el caso del Pro Evolution Soccer (PES), el cual presenta la ausencia de licencias de muchas ligas o equipos, lo que limita la experiencia de juego. Por ello, para responder a esta necesidad por parte del segmento de jugadores de PES, es necesario el desarrollo de contenido adicional al juego a modo de un parche, es decir, una modificación que añade actualizaciones al gusto de los jugadores. Identificando esta necesidad, nació la propuesta de CM Parches, cuyo objetivo es adicionar al PES un portafolio más amplio de ligas y equipos para el deleite de los usuarios, así como mejorar la experiencia de juego con un contenido de calidad y novedoso. Para la ejecución del proyecto CM Parches, se tuvo que validar el problema por medio de entrevistas a profundidad, al igual que desarrollar un modelo CANVAS para trabajar en la propuesta de valor. En segundo lugar, se validaron todos los elementos del modelo de negocio con distintos experimentos. En tercer lugar, se ejecutó un “Plan Concierge”, el cual sirvió para medir el interés de compra y ejecutar las proyecciones de venta. Finalmente, se desarrolló un análisis financiero para comprobar la rentabilidad del proyecto. Como autores del proyecto, anhelamos que esta nueva propuesta conquiste al segmento elegido, posea un alto grado de diferenciación en el mercado y supere las expectativas de rentabilidad.<br>Currently, one of the main problems that many video games present is the lack of updates or additional content. This is the case of Pro Evolution Soccer (PES), which presents the absence of licenses for many leagues or teams, which limits the gaming experience. Therefore, to respond this target need, It’s necessary to develop additional content to the videogame as an “Option File”, in other words, a modification that adds updates to the taste of the players. Identifying this need, CM Parches’ proposal was born, whose objective is to add a broader portfolio of leagues and teams to the game to the delight of users, as well as improve the gaming experience with quality and innovative content. For the execution of this project, the main problem had to be validated through in - depth interviews, as well as develop a CANVAS model to work on the value proposition. Also, all the elements of the business model were validated with different experiments. In a third place, a “Concierge Plan” was executed, which served to measure purchase interest and execute sales projections. Finally, a financial analysis was developed to verify the profitability of the project. As authors of the project, we hope that this new proposal conquers our target, has a high differentiation in the market and exceeds profitability expectations.<br>Trabajo de investigación
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48

Weimar, Rolf. "A Simplied Game Engine for a Game Development Course." Thesis, 2014. http://pubs.cs.uct.ac.za/archive/00000938/.

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The Video Game industry is maturing. Success in the video game industry relies on many things, including marketing, sound business practises, and top notch technical implementation. Games Engines are software systems that facilitate game production. The growth of the game industry has increased the demand for programmers trained in game development technologies. A simplified game engine, designed specifically for the game development courses which service the supply of graduates for the industry, could have many advantages. This dissertation analysed the requirements of such a system. We found that such a game engine would need to be extensible, reusable, modular, be easy to learn, and be open source. It would also need to at least include graphics, audio, networking and pathfinding components. Our analysis found that no game engine currently exists that fulfills all these requirements. We designed and implemented a game engine to fulll all these requirements. Our game engine is built around a module framework, where each task of the game engine is handled by a module. This modular design allows us to easily change functionality by adding, removing or updating modules. All source code of the engine is available, thus any part of the engine can be changed if needed. Open source also means the engine is free for all to use. Game engines also need to be reusable so that in the industry the development costs of creating an engine can be amortised multiple projects, but also in a university context it means that time students can continue to use the system across multiple projects. The system was tested by having students complete game development tasks using our game engine, ModEngine, and another comparable game engine. We used lines of code as a measure of code complexity and completion time as a measure of performance. We found that there is a statistically significant reduction in both the lines of code and the completion time of student's ModEngine assignments versus the comparison. Our p value (the probability that the data was due to chance alone) for lines of code is 9.662776 X 10^(-5) and for completion time is 0.018. Students were also given questionnaires to complete where they were asked about their experience using both engines. ModEngine was found to be easier to learn and was simpler to use; students can more easily explore game development concepts with ModEngine and can get started working with it much more easily.
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49

"Smooth Surfaces For Video Game Development." Doctoral diss., 2011. http://hdl.handle.net/2286/R.I.9040.

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abstract: The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game graphics engine. Moving over to parametric or smooth surfaces from the polygonal domain has its share of issues and there is an inherent need to address various rendering bottlenecks that could hamper such a move. The game engine needs to choose an appropriate method based on in-game characteristics of the objects; character and animated objects need more sophisticated methods whereas static objects could use simpler techniques. Scaling the polygon count over various hardware platforms becomes an important factor. Much control is needed over the tessellation levels, either imposed by the hardware limitations or by the application, to be able to adaptively render the mesh without significant loss in performance. This thesis explores several methods that would help game engine developers in making correct design choices by optimally balancing the trade-offs while rendering the scene using smooth surfaces. It proposes a novel technique for adaptive tessellation of triangular meshes that vastly improves speed and tessellation count. It develops an approximate method for rendering Loop subdivision surfaces on tessellation enabled hardware. A taxonomy and evaluation of the methods is provided and a unified rendering system that provides automatic level of detail by switching between the methods is proposed.<br>Dissertation/Thesis<br>Ph.D. Computer Science 2011
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50

Larsen, Alec John. "A chatbot service for use in video game development." Thesis, 2015. http://hdl.handle.net/10539/17551.

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Character dialogue writing for modern digital games is a di cult process as many of them are non-linear and as such the authors have to write many di erent versions of the characters' dialogues to compensate for di erent orders that the players may perform the tasks. The proposed solution is to replace game cut-scenes with interactive dialogue using a chatbot - a computer program that simulates conversation by responding to user's text inputs in a natural language such as English. This falls into the eld of interactive ction. By investigating existing interaction ction systems it was determined that they are di cult to author, use prede ned dialogue and do not handle mood. The proposed solution allows authors to create di erent non- playable characters (NPCs) using a single chatbot, based on the Arti cial Linguistic Internet Computer Entity (A.L.I.C.E.) open source project. This single chatbot acts as the knowledge-base for all the non-playable characters (NPCs) and provides stock responses to the player's inputs. These stock responses are then translated to match the NPC being interacted with. The translation takes the NPCs' dialects and moods into account, generating emergent dialogue. This approach simpli es the authoring approach as the knowledge-base is created once, independently of the NPCs and simple rules are de ned that allow each NPC to convey the relevent persona. The general chatbot and NPC translation rules are created using a GUI. The hedonic quality of the GUI was tested by ve people via a questionnaire. This showed that while the GUI is easy to use, the general chatbot work ow could be simpli ed. A test game was created and 35 people rated the system via a questionnaire. This gave a pleasing qualitative result as the NPCs are e ective at conveying information, their responses are variable, their personas are evident through their responses and players noticed a change in mood. Theoretical analysis shows that the simple rules can produce extremely variable outputs.
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