Dissertations / Theses on the topic 'Video game development'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 dissertations / theses for your research on the topic 'Video game development.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
Williams, Walter K. "Video Game Development Strategies for Creating Successful Cognitively Challenging Games." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/4762.
Full textLee, 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.
Full textAlmeida, Samuel de Jesus. "Augmenting video game development with eye movement analysis." Master's thesis, Universidade de Aveiro, 2009. http://hdl.handle.net/10773/1199.
Full textA 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.
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.
Full textHiggins, 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.
Full textBlomqvist, 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.
Full textKuoppa, 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.
Full textOkal, 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.
Full textThere 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.
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.
Full textThis 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.
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.
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.
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.
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.
Full textKarim, 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.
Full textRegressionstestning 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.
McMillan, Luke. "All of Your Base are Belong to Us? Shmups as a Source for Better Game Design." Thesis, Griffith University, 2011. http://hdl.handle.net/10072/366727.
Full textThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
Queensland Conservatorium of Music
Arts, Education and Law
Full Text
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.
Full textDouglas, 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.
Full textCarter, Justin T. "A conceptual framework of game feel: An evolutionary approach." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/227919/1/Justin_Carter_Thesis.pdf.
Full textLI, 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.
Full textWesterdahl, 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.
Full textDu, Toit Timon Dawid. "Interactive Media in Archaeology : Video Games for Archaeological Heritage Conservation." Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/78749.
Full textDissertation (MA (Archaeology))--university of Pretoria, 2020.
Anthropology and Archaeology
MA (Archaeology)
Unrestricted
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.
Full textOberoende 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.
Zachariáš, Michal. "Vývoj "Indie Game"." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-235517.
Full textKollnitz, 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.
Full textI 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.
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.
Full textGough, 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.
Full textMimoun, 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.
Full textArchontakis, 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.
Full textSödergren, 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.
Full textZijlstra, 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.
Full textBebbington, 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.
Full textJakobsson, 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.
Full textKollock, 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.
Full textTitle from electronic submission form. ETSU ETD database URN: etd-0331104-085211 Includes bibliographical references. Also available via Internet at the UMI web site.
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.
Full text2018-08-23 14:25, G203, svenska
Högskolevägen 1, 541 28, Skövde
Riboldazzi, Federico <1981>. "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/.
Full textKohler, 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/.
Full textHodge, 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/.
Full textTrotter, Michael G. "Health and psychological factors associated with in-game rank, and positive youth development in esports." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/228841/1/Michael_Trotter_Thesis.pdf.
Full textHiguchi, 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/.
Full textSem resumo.
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.
Full textLack, Jamie Reginald. "Strange Wicked Worlds: Indeterminacy, Coherence and Other Implications of Dewey’s Theory of Inquiry for the Design and Development of Video Games." Thesis, Griffith University, 2016. http://hdl.handle.net/10072/365938.
Full textThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
Queensland College of Art
Arts, Education and Law
Full Text
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.
Full textPaananen, A. (Anniina). "The development of the character of Lara Croft as manifested in the dialogue between her and other characters in the Tomb Raider reboot video game." Bachelor's thesis, University of Oulu, 2017. http://urn.fi/URN:NBN:fi:oulu-201706072625.
Full textTämän tutkielman tarkoituksena on tarkastella Lara Croftin hahmon kehitystä analysoimalla hänen dialogiaan neljän muun hahmon kanssa videopelissä Tomb Raider vuodelta 2013. Kyseiset neljä muuta hahmoa ovat Conrad Roth, Samantha “Sam” Nishimura, Alex Weiss ja Dr James Whitman. Dialogin analysoinnissa käytettiin sisällönanalyysiä, joka paljasti yhteisiä teemoja Lara Croftin suhteissa muiden hahmojen kanssa. Teemat, jotka dialogista löytyivät, ovat vahvuus, luottamus, kiintymys, syyllisyys ja hyväksyntä. Nämä teemat ilmenevät eri tavoin hänen suhteissaan, joista jokainen paljastaa eri puolen hänen kehityksestään. Dialogin analyysi osoittaa Lara Croftin kehityksen hahmona, kun hän kasvaa kokemattomasta seikkailijasta vahvaksi mutta sulkeutuneeksi selviytyjäksi
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.
Full textNylin, 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.
Full textDen 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.
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.
Full textCurrently, 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.
Trabajo de investigación
Dean, Graeme Michael. "The Impact of Virtual Geographies: Video Gaming and Wayfinding." Master's thesis, Temple University Libraries, 2010. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/73238.
Full textM.A.
Success in spatial skills can be an indicator of success in mathematics and sciences. Wayfinding, the ability to purposefully navigate, is one such important spatial skill. Spatial skills can be developed in a number of ways, one of which may include playing video games. Research gathered from a survey and mapping exercise, indicates that though video games may not have a statistically significant impact on wayfinding, experience does. When properly utilized, video games could become part of that important spatial skill training experience.
Temple University--Theses
Meadows, Linda K. "Ethnography of a video arcade : a study of children's play behavior and the learning process /." Connect to resource, 1985. http://rave.ohiolink.edu/etdc/view.cgi?acc%5Fnum=osu1279566866.
Full textHuskey, Richard Wayne. "Does Signaling Theory Account for Aggressive Behavior in Video Games?" Thesis, University of California, Santa Barbara, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1555260.
Full textSignaling theory originated in evolutionary biology and explains the mechanisms behind the honest communication of information between organisms. Communication scholars are increasingly turning to signaling theory as a way to test evolutionary explanations for human behavior. The present study tests if receiver-dependent costly signals can be used to predict the moment of aggressive behavior in video game environments. High status (but not high trait aggression) male subjects were fastest to engage in combat against a low voice pitch male opponent - but only when subject skill was high. This result underscores the importance of video game skill as a variable of interest as well as the need for video games researchers to tease out when real-world behaviors map to video game contexts.
Meyers, Kelly Stephen. "Video games, aggression, and the new ESRB ratings system." Scholarly Commons, 1997. https://scholarlycommons.pacific.edu/uop_etds/2631.
Full textCapdevila, Ibañez Bruno. "Serious game architecture and design : modular component-based data-driven entity system framework to support systemic modeling and design in agile serious game developments." Paris 6, 2013. http://www.theses.fr/2013PA066727.
Full textFor the last ten years, we witness how the inherent learning properties of videogames entice several creators into exploring their potential as a medium of expression for diverse and innovative (serious) purposes. Learning is at the core of the play experience, but it usually takes place at the affective and psychomotor domains. When the learning targets the serious content, cognitive/instructional designers must ensure its effectiveness at the cognitive domain. In such eminently multidisciplinary teams (game, technology, cognition, art), understanding and communication are essential for an effective collaboration from the early stage of inception. In a software engineering approach, we focus on the (multidisciplinary) activities of the development process rather than the disciplines themselves, with the intent to uniform and clarify the field. Then, we propose a software foundation that reinforces this multidisciplinary model thanks to an underdesign approach that favors the creation of collaborative design workspaces. Thereby, Genome Engine can be considered as a data-driven sociotechnical infrastructure that provides non-programmer developers, such as game designers and eventually cognitive designers, with a means to actively participate in the construction of the product design, rather than evaluating it once in usage time. Its architecture is based on a component-based application framework with an entity system of systems runtime object model, which contributes to modularity, reuse and adaptability, as well as to provide familiar abstractions that ease communication. Our approach has been extensively evaluated with the development of several serious game projects
Warm, Anna. "The role of video game violence in hostile affect, cognitions and attributional style among adolescent players." Thesis, University of Central Lancashire, 1999. http://clok.uclan.ac.uk/19055/.
Full textFisher, Irma. "Video Games and International Development: A Case Study of the Half the Sky Movement." Thesis, University of Oregon, 2016. http://hdl.handle.net/1794/20671.
Full text