Dissertations / Theses on the topic 'Video game problem'
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Hsu, Carolyn P. "Interactions between physical and virtual space : the influence of game environments on graphic design problem solving /." Online version of thesis, 2007. http://hdl.handle.net/1850/4843.
Full textAnne-Marie, Hébert. "Collaborative problem-solving, collaboration formats and creativity: a field study of video game design by professionals." Phd thesis, Ecole nationale supérieure des telecommunications - ENST, 2012. http://tel.archives-ouvertes.fr/tel-00770994.
Full textWhynott, 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 textRoberts-Woychesin, Jami. "Understanding 3-D Spaces Through Game-based Learning: a Case Study of Knowledge Acquisition Through Problem-based Learning in Minecraft." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc804920/.
Full textDobry, Stella Christine. "The Moderating Effect of Attachment Behaviors on the Association Between Video Game Use, Time Together as a Problem, and Relationship Quality." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5931.
Full textKuechenmeister, Bobby James. "Answering the Call of Duty: Composition Pedagogy Problems, Multimodal Solutions, and Gaming Literacies." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1308242965.
Full textBlazer, Erin C., Keleigh B. Engle, Shelby L. McKinley, Thalia P. Sullivan, and Meredith K. Ginley. "An Investigation Into the Relation Between Problems From Video Gaming and Frequency of Cannabis Use." Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/etsu-works/8891.
Full textCox, Raymond Taylor. "Mathematical Modeling of Minecraft – Using Mathematics to Model the Gameplay of Video Games." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1431009469.
Full textChen, X. (Xinru). "The relationship between video games, problem-solving skills, and academic performance from IT students’ perspective." Master's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201904051435.
Full textLipinski, Michael. "Feasibility of the nintendo Ds for teaching problem-based learning in kindergarten through twelfth grade students." Diss., Columbia, Mo. : University of Missouri-Columbia, 2008. http://hdl.handle.net/10355/5760.
Full textThe entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on August 13, 2009) Includes bibliographical references.
Liljekvist, Hampus. "Detecting Synchronisation Problems in Networked Lockstep Games." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-189593.
Full textKomplexiteten förenad med utveckling av nätverksuppkopplade dataspel skapar ett behov av verktyg för att verifiera en konsistent spelarupplevelse. Vissa nätverksspel hålls konsistenta med hjälp av lockstep-protokollet, vilket kräver identisk exekvering av skickade kommandon för att spelarna ska hållas synkroniserade. I detta projekt formuleras och evalueras en metod för att testa om nätverksuppkopplade flerspelarspel lider av synkroniseringsproblem relaterade till ickedeterministiskt beteende. En integrerad fuzzing-AI konstrueras som försöka orsaka desynkronisering i det testade spelet och generera data för analys med hjälp av loggfiler. Skript används för att utföra halvautomatiserade testkörningar och tolka data. Resultaten visar att testsystemet har potential för att hitta synkroniseringsproblem om fuzzing-AI:n används tillsammans med den vanliga AI:n i det testade spelet, men inte för att hitta de bakomliggande orsakerna till dessa problem.
Reyna, Rios Alonso Raul. "Problemas sociales, una mirada desde los videojuegos." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/657488.
Full textThe research in this paper is about how videogames tells stories based on themes of social issues, the videogame analysed is Detroit: Become a Human (2018). Analyzing from the construction of the character his personality, beliefs and clothing. Also, how are narratives arcs and the actions made by the characters applied in videogames to tell these social issues. And as the last variable is analyze the narrative context. These criteria will be based on the narrative of Field and McKee. In this work, the methodology has a qualitative approach, which will select specific moments from the stories of the characters Markus and Connor. They will be analyzed based on the research instrument and the data collected will be processed based on the mentioned instrument.
Trabajo de investigación
Draper, Rebecca Cupples. "At-risk students' perceptions of the impact of popular culture and the media on their lives." Digital Commons @ East Tennessee State University, 2005. http://etd-submit.etsu.edu/etd/theses/available/etd-1209104-133937/unrestricted/DraperR011105f.pdf.
Full textHsiao, Tien-Yu, and 蕭天祐. "Game-based Flipped Teaching- Effects of Inspiring Motivation and Problem-Oriented Thinking in Video Games on the Construction of Science Concepts to Junior High School Students." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/876dsg.
Full text國立交通大學
理學院科技與數位學習學程
103
Abstract The trendy “Flipped Teaching” comprises two main phases, “Advance Self-learning” and “In-class Cooperative Learning”.Particularly, Advance Self-learning plays a crucial role. Whether it works or not depends on students’ voluntary learning motivation, and self-learning films are the mainstream mode used to inspire students’ motivation of self-learning in Flipped Teaching. Learning motivation has a pivotal place in learning process. Therefore, in order to boost students’ autonomous learning abilities and maintain their continuous learning motivation, it is urgent to find a suitable teaching method. However, many video games nowadays, such as physical simulating games which were rich in scientific concepts can make players engaged in them and experience scientific knowledge simultaneously. Hence this study integrated the ideas of “Flipped Teaching” and “Game-based Learning” to propose “Game-based Flipped Teaching”, which inspired students’ self-learning motivation in teaching materials underway with video games as well as combined In-class Cooperative Learning to form a complete teaching procedure. This study took dynamic concepts in junior high school physics and chemistry class for example to look into the potential for inspiring students’ learning motivation with video games and the effects of constructing science concepts, and further, to discuss the importance of In-class Cooperative Learning in this teaching method. This study adopted quasi-experimental design. Eighty-seven ninth graders were assigned by their original classes to three groups. The first group learned voluntarily with video games and did In-class Cooperative Learning. The second group learned voluntarily with video games and meanwhile accepted traditional didactic instruction. Then, the third group only received traditional didactic instruction. Besides, two video games, Ballance and Angry Bird, corresponded individually to two units, “Newton's Laws of Motion” and “Law of Conservation of Energy”. The effects of self-learning were evaluated by self-learning achievement tests, and the entire learning efficiency was based on the results from evaluations of concept maps and integrated tests. The major findings of the present study were summarized as follows: First, the results from self-learning achievement tests of the two units showed that video games surely prompted students to learn voluntarily. The performances of the first two groups were obviously superior to the third group. Second, the results from evaluations of integrated tests and concept maps of the two units indicated that the first two groups’ efficiency of constructing science concepts was apparently greater than the third group. Third, through evaluations of concept maps and integrated tests, the score of the first group were higher than the second group but didn’t reach significant difference. It meant whether In-class Cooperative Learning was adopted or not made no significant difference. Finally, my thanks go to CYPARADE GmbH, Berlin and CEO, Mr. Ulrich Weinberg and Rovio Entertainment Ltd, Finland for developing the famous games ,BALLANCE and Angry Birds for providing assistance to this study.
Albuquerque, Mendes Beatriz. "The Role of Videogame Glitch in Adult Learning." Thesis, 2018. https://doi.org/10.7916/D8698G18.
Full textMycyk, Bartłomiej. "Wybrane problemy metodologii opisu gier cyfrowych." Doctoral thesis, 2019. https://depotuw.ceon.pl/handle/item/3580.
Full textAs a result of constant changes of the electronic entertainment medium, problems regarding the fundamental issues of digital games emerge (for example, problem of precise definition of digital game). The aim of this dissertation is to fill specific research gap by attempting to organize the concept used in the literaturę of the subject, and to propose new solutions for selected methological problems of the description of digital games. In the initial chapter, Czynniki wpływające na przemiany medium gier, the Author analyzes the relations among specific types of digital games and features of electronic devices (not only their computing power, but also their design). Transformations of the games medium are also influenced by the so-called independent developers. Also, the electronic entertainment becomes more specialized, and is used, for example, in the education process. In chapter Problemy definicji digital games as software are defined by describing their relations with other elements (for example, with electronic devices, but also the player). Also, the author’s definition of the game is verified by an experiment – it is applied to seven programs with different sets of functions implemented. Chapter Propozycje podziału gier addresses a number of problems related to the systematization of the electronic entertainment medium. One of them is the issue of selection of terms used to identify specific types of games, as well as digital games in general. The second problem is, how these terms should be defined. The chapter also contains a new division of digital games. The next chapter, Elementy wirtualnych światów, discusses selected game components and their properties. Among them, is the method of presenting the in-game world to the player. In the last chapter, Interaktywne narracje, the problem of describing narratives contained within digital games was analyzed. In this context „ludology-narratology conflict” is crucial, as its participants attempt to describe whether digital games can be described as interactive narratives. In the chapter, the author analyzes existing theories regarding the problem of game narratives and attempts to formulate a methodology to describe them. The dissertation includes also two additional chapters. In one of them, Dyskusja otwarta – problem metaforyczności i uniwersalności gier cyfrowych, the theses of the article Gra, czyli świat of Tomasz Majkowski were analyzed. Findings of Majkowski are verified by application to various examples of the research object (digital games). In the second appendix, Rola gier cyfrowych w procesie edukacji. Szanse i zagrożenia związane z wykorzystaniem medium elektronicznej rozrywki jako pomocy naukowej na przykładzie produkcji IL-2 Sturmovik: Bitwa o Stalingrad oraz Operator numeru alarmowego, two games were analyzed in terms of their potential usefulness in the education process. The author took into account various factors, for example, complexity of the games. The analyze shows that some games cand and should be used as a tool in the education process. At the end of the dissertation, conclusions of performed analysis were included. Each chapter of the dissertation is a module, which, to some extent, is distinct from other parts. At the end of the thesis, there was an answer to the question whether content contained in digital games can be symbolic stories referring to the literary and cultural tradition.