Dissertations / Theses on the topic 'Video game play'
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Champlin, Alexander Doran. "Video Game Play and Apparatus." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1341986681.
Full textNgai, Anita Ching Yi. "Cultural Influences On Video Games: players' preferences in narrative and game-play." Thesis, University of Waterloo, 2005. http://hdl.handle.net/10012/770.
Full textIn this paper, sales data for 2004 were first examined, followed by a case study to investigate any differences between Japan and the US, where major game console manufacturers and game developers reside. Although they indicated differences in popularity of genres and design approaches, results from the survey were not able to verify conclusively major statistical difference between the two groups of respondents.
The survey was constructed with a focus on narrative and game-play elements, in hopes to get a better understanding of players? preferences through the concept of immersion, which were anticipated to be influenced by cultural differences. Although no major differences were found, given the small sample population, it could be seen that there was a greater sense of character attachment from Japanese respondents, while American respondents did not like to be forced away from their actions by ?long? narrative elements.
Beck, Michael J. "Shall We Play a Game?: The Performative Interactivity of Video Games." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700111/.
Full textSanger, Mark A. "Use of video games to increase sport knowledge and game-play performance." [Ames, Iowa : Iowa State University], 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1473254.
Full textMedler, Ben. "Play with data - an exploration of play analytics and its effect on player expereinces." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44888.
Full textBeale, Matthew Carson. "Playing the Writing Game: Gaming the Writing Play." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/32006.
Full textMaster of Arts
Bohman, Niclas, and Kimberly Stinson. "The Effects of Peripheral Use on Video Game Play." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26262.
Full textI syfte att utvärdera prestandan av de tre kringutrustningarna handkontroll till Xbox 360, ett vanligttangentbord samt Rock Bands gitarrkontroll Fender Stratocaster deltog fjorton frivilliga personer i ettexperiment samt svarade på en enkät. Deltagarna spelade en prototyp gjord i spelmotorn Unity somsamlade in deras precisionspoäng som senare kunde analyseras i programmet R med metoden ANOVA.Dock hittades ingen signifikant mätbar skillnad mellan de olika kringutrustningarnas prestanda.Precisionspoängen analyserades även med hjälp av Pearsons produkt-moment korrelation där vi kundekonstatera att variationen i precisionspoängen var direkt kopplade till deltagarens specifika testrunda iexperimentet. Med hänsyn till detta tillsammans med resultaten från våra observationer samt feedbackfrån deltagarna fann vi att det fanns fler faktorer än inmatningsenheten som påverkade spelbarheten ochprecisionen: deltagarnas val vid hanteringen av kringutrustningen, de olika kontrollschemana samtinlärningseffekten som uppstod vid upprepat spelande av prototypens testbana och användandet avkringutrustningen.
Whalen, Zach. "Play along video game music as metaphor and metonymy /." [Gainesville, Fla.] : University of Florida, 2004. http://purl.fcla.edu/fcla/etd/UFE0004911.
Full textPlank, Dana Marie. "Bodies in Play: Representations of Disability in 8- and 16-bit Video Game Soundscapes." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1543506274730883.
Full textCastagnino, Ugolotti Vania. "Persuasive Meaningful Play : Exploring the video game Behind Every Great One." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17728.
Full textHarvey, Colin. "Play the story : embodiment and emplacement in the video game." Thesis, University of East London, 2009. http://roar.uel.ac.uk/954/.
Full textCheng, William. "Technologies of Transgression and Musical Play in Video Game Cultures." Thesis, Harvard University, 2012. http://dissertations.umi.com/gsas.harvard:10580.
Full textMusic
Bohné, Gunnar. "Emotions at play : gaining emotional knowledge using a video game." Thesis, Uppsala universitet, Människa-datorinteraktion, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-232370.
Full textDet finns en spridd uppfattning att videospel kan fungera som lärandespel för barn. Generelltsätt har denna uppfattning stöd i skolan och det finns därför även en önskan att producera spel som kan användas till att undervisa traditionella kärnämnen, exempelvis matematik eller biologi. Dessa ämnen är betydelsefulla att bemästra, dock finns även andra mer mjuka aspekter som kan ha en avgörande betydelse för barnets lärande. En sådan aspekt gäller den viktiga betydelse som känslor har i ett socialt sammanhang. I denna uppsats undersöker jag hur barn uppfattar och använder känslor då barnen spelar ett spel som är designat enkom för detta syfte. Spelet utnyttjar en design som låter spelaren interagera med tecknade djur i skilda scenarion. Jag redovisar resultat som baseras på ett urval av trettiotre (33) förskolebarn och sex (6) föräldrar. De material som samlades in bygger på en kvalitativ datainsamlingsmetod som är uppbyggd i två steg. I steg ett samlades data in genom observationer samt uppföljande intervjuer. I steg två genomfördes sedan observationer följt av demonstrationer då barnen använde gosedjur. Jag visar, genom att applicera ett ekologiskt ramverk samt teori kring emotionell intelligens, att barnen kan uppfatta känslor som manifesteras i ett videospel. Jag visar också att spe- let kan spelas genom en slumpmässig interaktion där barnen inte behöver använda känslor för att föra spelet framåt, och jag konkluderar därför att det är möjligt att barnen inte lär sig känslor som en följd av själva spelandet.
Yates, Brittany Elizabeth McMurray Robert G. "A pilot study assessing energy expenditure during interactive video game play." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2008. http://dc.lib.unc.edu/u?/etd,1899.
Full textTitle from electronic title page (viewed Dec. 11, 2008). "... in partial fulfillment of the requirements for the degree of Master of Arts in the Department of Exercise and Sport Science Exercise Physiology." Discipline: Exercise and Sports Science; Department/School: Exercise and Sport Science.
Whynott, Elizabeth M. "Video Game Play: The Effects of Exploratory Representational Play and Constructive Play on Divergent Thinking and Problem-Solving." Miami University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=miami1524133931554959.
Full textTang, Wai Yen. "Lose your Self-Control to Video Game Violence: The Dual Impact of Ego Depletion and Violent Video Game Play on Aggression." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338307763.
Full textDeterding, Sebastian [Verfasser], and Uwe [Akademischer Betreuer] Hasebrink. "Modes of Play : A Frame Analytic Account of Video Game Play / Sebastian Deterding. Betreuer: Uwe Hasebrink." Hamburg : Staats- und Universitätsbibliothek Hamburg, 2014. http://d-nb.info/1054422311/34.
Full textPowell, Cecil Lamonte. "College men's psychological and physiological responses associated with violent video game play." unrestricted, 2008. http://etd.gsu.edu/theses/available/etd-04212008-155443/.
Full textTitle from file title page. Dominic Parrott, committee chair; Tracie Stewart, Cynthia Hoffner, Heather Kleider, Eric Vanman, committee members. Electronic text (94 p. : ill.) : digital, PDF file. Description based on contents viewed July 2, 2008. Includes bibliographical references (p. 81-88).
Gray, Christopher S. "Potential Associations Between Relationship Quality Among Emerging Adults and Offline Video Game Play." Kent State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=kent158626929850231.
Full textBraaf, Adele. "A grounded theory for active video game design to promote gamer engagement and immersion." Thesis, Cape Peninsula University of Technology, 2017. http://hdl.handle.net/20.500.11838/2724.
Full textActive Video Games (AVGs) are a form of video games that rely on gamer motion as the main source of interaction between the AVG and the player. These AVGs serve a number of purposes, such as medical rehabilitation, education, social development, and motor skill development, among others. Prolonged play of AVGs is not sustainable as gamers lose interest in playing AVGs after the initial period of acquiring them. Therefore, the following research question was posed: “What design factors contribute to an engaged and immersed AVG experience?” The aim was to explore the inhibiting and enhancing factors influencing engagement and immersion among AVG gamers, as well as to develop a theory of AVG design. Constructivist Grounded Theory (CGT) was used as the methodology to carry out this study, which adopted an inductive approach towards the research to construct a theory firmly grounded in the data. Play Active Theory (PAT) is the outcome of this process, which explores the engagement and immersion factors related to AVG design as well as the abandonment and replayability of AVGs. PAT was compared to existing engagement and motivation theories as part of the CGT process, and further refined. In closing, the research question was answered and the aims of the study were met. A reflection account of the research journey concludes the thesis.
Camarata, Joseph. "Video Game Engagement, Gender, and Age: Examining Similarities and Differences in Motivation Between Those Who May or May Not Play Video Games." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etd/3260.
Full textMcDivitt, Anne. "I Play to Beat the Machine: Masculinity and the Video Game Industry in the United States." Master's thesis, University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5817.
Full textM.A.
Masters
History
Arts and Humanities
History; Public History
Boström, Pontus, and Isabell Hansen. "Community Management - The Role Community Managers Play in the Video Game Industry in Sweden." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-255725.
Full textSchrank, Brian. "Play beyond flow: a theory of avant-garde videogames." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42865.
Full textDogramacilar, Gozde. "Play and History: Authenticity and experience in virtual reconstructions and video gaming." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1276998914.
Full textBassenge, Leoni. "Making Room for Play : A play-centric workshop proposal for increasing girls' game literacy and access to games." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-449565.
Full textDetta arbete tittar på könsspecifika ojämlikheter vad gäller tillgång till videospel som finns mellan manliga och icke-manliga ungdomar. I undersökningen föreslås en konceptuell workshop som heter SpielRaum, som siktar på att ge tonåringar som tillhör marginaliserade könsgrupper en säker miljö för att därmed göra videospel mer tillgängliga. Genom att samla spel för fritt spelande och kombinera guidade diskussioner med självreflekterande övningar, hoppas workshopen kunna ge ökad kunskap om spel på ett spelfokuserat sätt. Detta gör att den skiljer sig från andra workshop-miljöer för icke-manliga tonåringar, vilket även behandlas i arbetet. Vad som upptäcktes var att de tenderar att varautvecklingsorienterade. Under arbetet med workshop-designen sattes skillnaderna runt speltillgänglighet i fokus: det fastställdes att implicit och explicit uteslutning av icke-manliga spelare leder till en ond cirkel av icke-deltagande och icke-representation. Detta bidrar sedan till den sociala uppfattningen att spel är ett medium för män och att icke-män är missgynnade vad gäller spel. Dessutom är kunskap om spel nödvändigt om man ska kunna delta i spel, och kan användas som ett sätt att försvara sig själv mot marginaliserande innehåll i spel. Detta är anledningen till att SpielRaum siktar på att öka icke-mäns medvetenhet för sin egen marginalisering och för att visa att de kan delta i spelvärlden utan att be om lov först.
Fent, Andrew Thomas. "The Effect of Action Video Game Play on the Distribution and Resolution of Visuospatial Attention." Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1503943019166304.
Full textBurke, Benjamin M. S., and James M. Ph D. CLFE DAV Duncan. "From virtual to reality: The positive and negative outcomes of video game play in adolescents." Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/secfr-conf/2019/schedule/20.
Full textSeidler, Dustin Alan. "An Exploration of the Relationship Between Video Game Play and Posttraumatic Stress Disorder and Depression." OpenSIUC, 2016. https://opensiuc.lib.siu.edu/theses/2077.
Full textLópez, Fernández Francisco J. "Personality and Video Games: The role of personality in normal and disordered videogaming, motives to play, and aggression." Doctoral thesis, Universitat Jaume I, 2020. http://hdl.handle.net/10803/669779.
Full textLos videojuegos son pasatiempos populares en el mundo desarrollado. A pesar de que la mayoría de gente no sufre ningún efecto negativo, una minoría de jugadores puede mostrar un uso patológico mostrando sintomatología adictiva. Además, se ha afirmado que el uso de videojuegos violentos haría a los jugadores jóvenes más agresivos. El uso de videojuegos es una conducta compleja y se ve influenciada por la interacción de factores de distinta naturaleza. Entre esos factores, la personalidad emerge como un factor clave para explicar conductas relacionadas con los videojuegos. Esta tesis doctoral pretende aportar datos empíricos sobre las asociaciones entre personalidad, motivos de uso, y conductas relacionadas con los videojuegos, así como del rol de la personalidad y los videojuegos violentos en conductas agresivas. Los hallazgos destacan la importancia de estudiar diferencias individuales en el juego.
Stanisic, Biljana. "Fantasy versus Reality: How video game and book genres associate with creative thinking." Thesis, Linnéuniversitetet, Institutionen för psykologi (PSY), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-85441.
Full textLevy, Laura M. "The effects of background music on video game play performance, behavior and experience in extraverts and introverts." Thesis, Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54462.
Full textMellecker, Robin Rochelle. "The conversion of sedentary time to active time in children: the role of activity enhanced video game play." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44525114.
Full textKoloko, Muya. "The persistence of attitudes following violent and non-violent video game play using conventional versus embodied controls." Master's thesis, University of Cape Town, 2010. http://hdl.handle.net/11427/14402.
Full textThe effects of violent video game play on hostility and support for violence are unclear. Previous studies have shown increases, decreases or no effect at all. At the time of the first study (2007) it was unclear if attitudes and opinions within a game persisted after game play. Also unknown was how long any such effects would last, and if they would be affected by using embodied versus conventional controls in the game. 3 experiments were run on university students to investigate these points. It was hypothesised that violent play would increase hostility and support for violence, and that these effects would be short term and increased by the use of embodied controls. Study 1 investigated whether attitudes and opinions persisted immediately after game play by having participants play either a nonviolent or violent version of a computer game and then measuring their support for violence. The hypothesis was tentatively supported in males, who showed higher support for violence in the violent version group. Study 2 aimed to pilot a behavioural measure of hostility to be used in Study 3 by having participants watch either a non-violent (non-violent group) or violent clip (violent group) before completing the behavioural measure and the violence questionnaire used in Study 1. The hypothesis was not well supported in that the attitudinal scores were almost equal. However, the expected trend occurred in the behavioural measure. Study 3 investigated how long the effects on hostility and support for violence would last, and if they were affected by the use of embodied versus conventional controls. Participants played a non-violent and violent game on either the Playstation 2 or Nintendo Wii. Violent play did not increase support for violence and hostile decision making, it marginally decreased them. Also, the participants' responses did not completely return to baseline after 24 hours. Lastly, embodied controls were not found to have a greater effect on support for violence. Therefore, the 3 predictions of this study were not supported. Overall, the central tenet that video games can affect players' attitudes, opinions, cognition and behaviour post play and that this will be especially true in games wherein an in-game character mimics the physical actions of the player is not well supported.
Velez, John A. "A Test of Bounded Generalized Reciprocity and Social Identity Theory in a Social Video Game Play Context." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1397671422.
Full textMullee, Sean. "The Effects of Hype on the Free-to-Play Pricing Strategy in the Online Video Game Industry." Miami University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=miami1588196222423073.
Full textWolfram, Jakub, and Rebecka Näsberg. "In what ways do game design students perceive microtransactions in free-to-play online PC games?" Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-395292.
Full textWare, Nicholas R. "“You Must Defeat Shen Long To Stand A Chance”: Street Fighter, Race, Play, and Player." Bowling Green State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1277062605.
Full textKryszak, Elizabeth M. "Assessing the Effects of Observing Non-Performance-Based Aggression during Online Violent Video Game Play on Aggressive Behavior." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1382984679.
Full textFerrari, Simon. "The judgment of procedural rhetoric." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33915.
Full textFedchun, Kathryn. "A Feminist Autoethnography: On Hegemonic Masculinity, Failure, and Subversive Play in League of Legends." Thesis, Université d'Ottawa / University of Ottawa, 2020. http://hdl.handle.net/10393/40968.
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 textHanus, Michael D. "Pay to Play: Effects of Money and Choice on Intrinsic Motivation, Enjoyment, and Self-Esteem in Video Game Players." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338480089.
Full textPark, Byungho. "Video game play and motivation variation in appetitive and aversive motivational system activation as a function of virtual threat level /." [Bloomington, Ind.] : Indiana University, 2006. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3223045.
Full text"Title from dissertation home page (viewed June 26, 2007)." Source: Dissertation Abstracts International, Volume: 67-06, Section: A, page: 1963. Adviser: Annie Lang.
Cipollone, Maria. "Motivation to Mine: An Analysis of the Motivation for Extended Video Game Play among Preadolescents in a Physical Learning Environment." Diss., Temple University Libraries, 2015. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/352314.
Full textPh.D.
The relationship between video games and learning is a topic of interest for academic fields. But how can a voluntary activity, like playing video games, motivate students to be academically productive? This dissertation used the popular video game, Minecraft, to measure the intrinsic motivation of 7th and 8th grade students in mathematics class, using a Self-Determination Theory (SDT) framework. The results demonstrated that intrinsic motivation remained at high levels, as long as students are competent in game controls and were relatively free to do what they wanted within the general guidelines in the video game environment. Second, the role of social presence contributed to immersion in the video game environment and played a role in the continued motivation to play. Third, although there was no impact on rote measures of learning, such as memorizing vocabulary definitions, the Minecraft video game environment affected students’ ability to problem solve, as was evidenced by pre- and post-tests of rote and conceptual learning.
Temple University--Theses
Hall, Stefan. "“You’ve Seen the Movie, Now Play the Game”: Recoding the Cinematic in Digital Media and Virtual Culture." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1300365433.
Full textAhlstrom, A. Michelle Elton. "Marital Satisfaction among Married Couples in which One or Both Members Play a Massively Multiplayer Online Role-Playing Game (MMORPG)." BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/1761.
Full textSalas, Gil Andrés Wenceslao. "Factores económicos que se relacionan al posicionamiento de los videojuegos free to play competitivos en hombres en Lima Metropolitana." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/652110.
Full textAt present, the videogames industry has shown great growth compared to other industries, which has generated a greater number of competitors in the sector. Likewise, videogame purchase models have varied over time, making free to play the most attractive modality among videogames. For this reason, competitive free to play video games have chosen to invest in different fields, in order to improve their positioning and attract new users. However, with respect to investments, three factors have been determined that relate to positioning, advertising investment, investment in the competitive scene and investment in influencers. Reason why, each of them is developed, through its approach to videogame marketing. The methodology includes a quantitative and qualitative analysis, through a cross-analysis of the variables, in-depth interviews and focus groups. In this way, the collected is discussed, finding findings of vital importance that validate the hypotheses presented. What places the investment in the competitive scene, as the most important investment for the positioning of esports free to play.
Trabajo de investigación
Smith, Joshua L. "Response Inhibition to High Calorie Food Cues Among Adolescents Following Active and Sedentary Video Game Play Using a Go/No-Go Task: A Randomized Crossover Study." BYU ScholarsArchive, 2017. https://scholarsarchive.byu.edu/etd/7231.
Full textNorman, Fredrik. "The Late Modern Hero’s Quest for Meaning : A case study on the psychological construction of meaning and play, ritualization, and, quests in video games in late modern Sweden." Thesis, Uppsala universitet, Religionspsykologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-172378.
Full text