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1

Ortiz, de Gortari A. B. "Exploring 'Game Transfer Phenomena' : a multimodal research approach for investigating video games' effects." Thesis, Nottingham Trent University, 2015. http://irep.ntu.ac.uk/id/eprint/27888/.

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Video games are evolving and are becoming ever more immersive. Consequently, it is necessary to understand their effects on gamers’ psychological wellbeing. The impact on cognition, affect and behaviour has mostly been investigated separately and sometimes from narrow approaches that limit the understanding of the video games’ effects. This thesis investigates the effects of playing video games from a novel, multimodal and broad research approach that is termed "Game Transfer Phenomena" (GTP). The Game Transfer Phenomena framework examines the influence of video games on gamers’ sensorial perception, cognitions, and behaviours directly related to video games’ structural characteristic, game content and, in-game activities. A theoretically eclectic approach is taken to explain the interplay of physiological, perceptual, and cognitive mechanisms involved in GTP, mainly informed by socio-cognitive and behavioural theories. Mixed-methods were used in the empirical research. The three qualitative studies presented here were analysed by content and thematic analysis methodologies (n=1,244), and the quantitative online survey using appropriate statistical testing (n=2,362). The specific aims of the thesis were: (i) identify, classify and explain GTP experiences collected in online video game forums divided in three empirical studies, and (ii) investigate the characteristics of GTP, and factors associated with GTP in a cross-cultural online survey with a total sample of English and Spanish Speaking gamers. The results suggest that gamers experience a variety of non-volitional phenomena when not playing. (i) Experiencing thoughts, urges, images, sounds, tactile and kinaesthetic perceptions and sensations associated with the game, (ii) perceiving distorted physical stimuli due to the video game features, (iii) confusing physical stimuli with video game elements, (iv) responding to certain physical stimuli as in the game, and (v) experiencing involuntary body movements and behaviours directly related with the video game. In summary: (i) different gamers reported similar GTP in the same video games, (ii) GTP are in the continuum between normal and pathological phenomena, and appear to reflect failures in cognitive and control inhibition, and neural adaptations, (iii) age and occupation, having a medical condition, gamer type, session length, playing for escape, immersion, exploring, customization and rules and mechanics were significantly associated with GTP, and (iv) the appraisal of GTP were either positive or negative (with one in five players experiencing distress or dysfunction due to their GTP experiences). Findings suggest that resemblances between virtual and physical objects facilitate GTP and these may be strengthened with more advanced technologies. Knowing about particular video game features and their effect on gamers may contribute to taking more informed decisions regarding the psychological, cognitive, physiological and social effects of video games and the technologies that are still to come.
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Foster, Lisa B. "Effects of Video Game Streaming on Consumer Attitudes and Behaviors." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etd/3041.

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Video game streaming has introduced to consumers a new method of creating branded content. Popular streaming platforms receive millions of broadcasters and viewers every month, and the current examines the influence of this type user-generated content on consumer attitudes and behaviors. The goal of this study is to understand how video game streams function as a marketing tool. To investigate this, a quantitative survey was designed and measured participants’ video gaming habits and their perceptions of credibility, usefulness of content, group identification, and purchase intention. Heavier gaming habits were found to be positively related to perceived credibility in a user-generated stream condition. Group identification and stream familiarity were found to be positively related to perceived credibility. These findings hold implications for using video game streams as a marketing tool, as heavier gamers were found perceive user-generated streams as a credible source of information.
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Chen, Renee Chia-Lei. "Autoethnographic Research through Storytelling in Animation and Video Games." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461270639.

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Vonderlind, Chris J. "Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1566367310448623.

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Koloko, 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.

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Includes bibliographical references (leaves 72-79).
The 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.
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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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Horta, João Filipe Beja Orrico. "Equity research - Electronic Arts, Inc." Master's thesis, Instituto Superior de Economia e Gestão, 2019. http://hdl.handle.net/10400.5/19168.

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Mestrado em Finanças
Este projeto visa a analisar e avaliar a empresa Electronic Arts, Inc. (EA). Este trabalho enquadra-se no âmbito do Trabalho Final do Programa de Mestrado em Finanças, do Instituto Superior de Economia e Gestão (ISEG), Universidade de Lisboa, elaborado de acordo com o formato recomendado pelo Chartered Financial Analyst Institute. Em termos de avaliação, passamos a analisar as finanças e a administração da empresa, nos últimos sete anos, e prevemos o seu desempenho financeiro para os próximos cinco anos. A pesquisa realizada tem por base a investigação bibliográfica e documental disponíveis a 31 de março de 2018, consideradas da maior relevância para este estudo. Nenhuma informação, evento ou circunstância, posterior a esta data, foi considerada. A avaliação para determinar o preço-alvo foi conseguida por meio de uma média de dois métodos de avaliação, em particular pelo método do Fluxo de Caixa Descontado, usando o modelo de crescimento da perpetuidade e o método múltiplo sobre o valor terminal. As premissas consideradas para realizar a previsão financeira foram o resultado dos dados disponíveis divulgados publicamente pela empresa. Após o estudo realizado, que aqui apresentamos, consideramos como recomendação a compra de ações da EA, com um preço alvo de USD $107.89 para o ano de 2019, representando um potencial de valorização de 34%, em comparação com o último preço de fecho divulgado, de USD $80.37, a 2 de janeiro de 2019.
This project aims to analyze and evaluate the company Electronic Arts, Inc. (EA). This work is part of the Final Work of the Master's in Finance Program of the Instituto Superior de Economia e Gestão (ISEG), Universidade de Lisboa, prepared according to the format recommended by the Chartered Financial Analyst Institute. In terms of valuation, we have reviewed the company's finances and management over the past seven years and forecast its financial performance over the next five years. The research conducted is based on the bibliographic and documentary research available up to March 31, 2018, considered of major relevance to this study. No information, event or circumstance after this date has been considered. The valuation to determine the target price was achieved by averaging two valuation methods, using the discounted cash flow method, applying the perpetuity growth model and the multiple method over the terminal value. The assumptions considered to make the financial forecast were the result of the available data publicly disclosed by the company. Given the study developed, we consider a buy recommendation over EA stocks, with a target price of USD $107.89 for 2019, representing an appreciation potential of 34% compared to the last closing price US $80.37 release on January 2, 2019.
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Atanasov, Simeon. "Juiciness: Exploring and designing around experience of feedback in video games." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22264.

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This project aims to explore the effects of feedback over experience invideo games. It acts as a part of a discussion around the concept of “Juiciness”, byattempting to define it both in theory and practice. The text describes a positionon “Juiciness” in relation to experience design and “Experiential qualities”, anddiscusses the role of aesthetics in the context of feedback. The practical aspect ofthe project is aimed towards finding where “Juiciness” can enrich a designprocess and this is done through the design, development and analysis of a videogame prototype. The project also takes a critical standpoint towards “Juiciness”,in order to question and expand on the current definitions of the concept.
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Lukschanderlová, Petra. "Podnikatelský plán aktivit v oblasti vývoje a distribuce počítačové hry v žánru strategie." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2021. http://www.nusl.cz/ntk/nusl-442909.

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The master’s thesis is focused on the creation of a viable business plan for self-employment in strategy video game development. The foundation is a literary framework processed into a theoretical basis, including basic concepts focusing on the main idea of the plan and the creation of a business model. The analytical part is devoted to the examination of the business idea using the Lean Canvas method and performing further analyzes of the business environment. The proposal part describes the chosen strategy for the beginning self-employed person, including the business model, which is based on the results of analyzes of the business environment.
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Wood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.

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Creative Project Abstract: The creative project of this thesis is a script prototype for Underland, a crime drama video game and digital playable story that demonstrates writing and design methods for negotiating narrative and player agency. The story is set in October 2006 and players are investigative psychologists given access to a secure police server and tasked with analysing evidence related to two linked murders that have resulted in the arrest of journalist Silvi Moore. The aim is to uncover what happened and why by analysing Silvi’s flat, calendar of events, emails, texts, photos, voicemail, call log, 999 call, a map of the city of Plymouth and a crime scene. It is a combination of story exploration game and digital epistolary fiction that is structured via an authored fabula and dynamic syuzhet and uses the Internal-Exploratory and Internal-Ontological interactive modes to negotiate narrative and player agency. Its use of this structure and these modes shows how playable stories are uniquely positioned to deliver self-directed and empathetic emotional immersion simultaneously. The story is told in a mixture of enacted, embedded, evoked, environmental and epistolary narrative, the combination of which contributes new knowledge on how writers can use mystery, suspense and dramatic irony in playable stories. The interactive script prototype is accessible at underlandgame.com and is a means to represent how the final game is intended to be experienced by players. Thesis Abstract: This thesis considers writing and design methods for playable stories that negotiate narrative and player agency. By approaching the topic through the lens of creative writing practice, it seeks to fill a gap in the literature related to the execution of interactive and narrative devices as a practitioner. Chapter 1 defines the key terms for understanding the field and surveys the academic and theoretical debate to identify the challenges and opportunities for writers and creators. In this it departs from the dominant vision of the future of digital playable stories as the ‘holodeck,’ a simulated reality players can enter and manipulate and that shapes around them as story protagonists. Building on narratological theory it contributes a new term—the dynamic syuzhet—to express an alternate negotiation of narrative and player agency within current technological realities. Three further terms—the authored fabula, fixed syuzhet and improvised fabula—are also contributed as means to compare and contrast the narrative structures and affordances available to writers of live, digital and live-digital hybrid work. Chapter 2 conducts a qualitative analysis of digital, live and live-digital playable stories, released 2010–2016, and combines this with insights gained from primary interviews with their writers and creators to identify the techniques at work and their implications for narrative and player agency. This analysis contributes new knowledge to writing and design approaches in four interactive modes—Internal-Ontological, Internal-Exploratory, External-Ontological and External-Exploratory—that impact on where players are positioned in the work and how the experiential narrative unfolds. Chapter 3 shows how the knowledge developed through academic research informed the creation of a new playable story, Underland; as well as how the creative practice informed the academic research. Underland provides a means to demonstrate how making players protagonists of the experience, rather than of the story, enables the coupling of self-directed and empathetic emotional immersion in a way uniquely available to digital playable stories. It further shows how this negotiation of narrative and player agency can use a combination of enacted, embedded, evoked, environmental and epistolary narrative to employ dramatic irony in a new way. These findings demonstrate ways playable stories can be written and designed to deliver the ‘traditional’ pleasure of narrative and the ‘newer’ pleasure of player agency without sacrificing either.
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Weissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.

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Silva, Jairo Batista da. "Música de videogames como repertório de concerto." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2018. http://hdl.handle.net/10183/174651.

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Embasado no processo artístico, este estudo reflete e descreve a preparação dos arranjos e de um recital de músicas de videogames como repertório de concerto. Os referenciais teóricos são discussões a respeito da música nos videogames, tecnologias de áudio referentes, discussões sobre pesquisa artística, textos sobre performance e sobre o concerto como evento. Os documentos desenvolvidos pelo autor durante o processo são partituras de arranjos autorais, cartazes e logomarcas que desenhei. Hoje em dia, as músicas de videogames não mais estão restritas aos jogos, constituem um repertorio que vem sendo interpretado por orquestras e solistas em diversos lugares do mundo. De um ruído que pretendia ilustrar o som da batida de uma bolinha no jogo Pong (1972) aos materiais sinfônicos presentes nos jogos de hoje, podemos perceber uma história de evoluções tecnológicas, demandas de mercado, práticas interpretativas e a possibilidade de uma nova janela a ser aberta no campo de estudos da música. Neste trabalho, apresento o relato sobre as diferentes etapas para a preparação de um concerto com músicas de videogame, envolvendo a escolha do repertório, preparação dos arranjos, realização dos cartazes para divulgação e as decisões interpretativas.
Based on the artistic process, this research reflects and describes the preparation of arrangements and a recital of music from videogames as a concert repertoire. The theoretical references are discussions about music in videogames, related audio technologies, discussions about artistic research, texts about performance and about the concert as an event. The documents developed by the author during the process are scores of arrangements, posters and logos that I drew. Nowadays, video game music is no longer restricted to games, it is a repertoire that has been played by orchestras and soloists in different parts of the world. From a noise that was intended to illustrate the sound of the beating ball in the Pong (1972) game to the symphonic materials present in the games of today, we can perceive a history of technological evolutions, market demands, interpretive practices and the possibility of a new window to be open in the field of music studies. In this work, I present the report on the different stages for the preparation of a concert with video game music, involving the choice of repertoire, preparation of the arrangements, realization of posters for dissemination and interpretative decisions.
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Du, Plessis Corné. "Video games as “play assemblages”: applying philosophical concepts from deleuze and guattari to create a novel approach to video games." Thesis, Nelson Mandela Metropolitan University, 2017. http://hdl.handle.net/10948/16119.

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The phenomena that we collectively refer to as “play” form a significant part of life at numerous levels. According to the play scholar, Johan Huizinga, play has not only been part of all human societies, it is also at the root of the development of numerous cultural activities, including structured games and sports, certain judicial and legal activities, war, and numerous forms of art. Despite its importance, play, with its various manifestations, is often relegated to being a children’s activity or an occasion of pure waste, and is a surprisingly marginalized topic in academic scholarship. In part to remedy this deficit, my aim in this thesis is to explore the comparatively new phenomenon of video games as a particular form of play. While there are undoubtedly many philosophical approaches that can respond to different aspects of the “problem” of video games, I propose that Gilles Deleuze and Felix Guattari’s philosophy of “difference” and “becoming” is particularly useful. On the one hand, Deleuze and Guattari’s philosophy provides a viable framework through which to determine the limitations of the current prominent theories in the field of video game studies, which include “narratology”, “ludology”, and the more recent “hybrid approach”. On the other hand, their philosophy enables one to extend the creative and transformative potential that is inherent to a philosophical “problem”, in this case the “problem” of video games. By adapting selected Deleuzian and Deleuzoguattarian philosophical concepts, including “assemblage”, “percept”, “affect”, “transversal becoming”, and “becoming-imperceptible”, I aim to establish a philosophical framework through which different forms of play, and different video games, can be analyzed in terms of their capacity to generate “difference” and “becoming”. More specifically, I argue that video games can be understood as particular kinds of “play assemblages” that can potentially open the player to “transversal becomings”. The video games that I analyze as play assemblages that can generate “transversal becomings” are Thatgamecompany’s Flower (2009) and Journey (2012). Importantly, “transversal becomings”, understood in this instance as the “becoming-other” of human individuals, have the potential to contribute to the individual’s capacity for creative thought and action. Therefore, I argue that video games, far from being activities of pure waste, can potentially open the player to various forms of “becoming-other”, which can, in turn, increase the player’s capacity to think differently, to become different and to create differences. Ultimately, I aim to promote the value of play and video games on the one hand, and the value of Deleuze and Guattari’s philosophy on the other hand, for the aim of extending the questioning power of life, and increasing our capacity to effectively respond to a continuously changing world of problems.
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Watson, William R. "Formative research on an instructional design theory for educational video games." [Bloomington, Ind.] : Indiana University, 2007. 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:3278250.

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Thesis (Ph.D.)--Indiana University, School of Education, 2007.
Source: Dissertation Abstracts International, Volume: 68-09, Section: A, page: 3816. Adviser: Charles M. Reigeluth. Title from dissertation home page (viewed May 8, 2008).
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Mirza-Babaei, Pejman. "Biometric storyboards : a games user research approach for improving qualitative evaluations of player experience." Thesis, University of Sussex, 2014. http://sro.sussex.ac.uk/id/eprint/47858/.

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Developing video games is an iterative and demanding process. It is difficult to achieve the goal of most video games — to be enjoyable, engaging and to create revenue for game developers — because of many hard-to-evaluate factors, such as the different ways players can interact with the game. Understanding how players behave during gameplay is of vital importance to developers and can be uncovered in user tests as part of game development. This can help developers to identify and resolve any potential problem areas before release, leading to a better player experience and possibly higher game review scores and sales. However, traditional user testing methods were developed for function and efficiency oriented applications. Hence, many traditional user testing methods cannot be applied in the same way for video game evaluation. This thesis presents an investigation into the contributions of physiological measurements in user testing within games user research (GUR). GUR specifically studies the interaction between a game and users (players) with the aim to provide feedback for developers to help them to optimise the game design of their title. An evaluation technique called Biometric Storyboards is developed, which visualises the relationships between game events, player feedback and changes in a player's physiological state. Biometric Storyboards contributes to the field of human-computer interaction and GUR in three important areas: (1) visualising mixedmeasures of player experience, (2) deconstructing game design by analysing game events and pace, (3) incremental improvement of classic user research techniques (such as interviews and physiological measurements). These contributions are described in practical case studies, interviews with game developers and laboratory experiments. The results show this evaluation approach can enable games user researchers to increase the plausibility and persuasiveness of their reports and facilitate developers to better deliver their design goals. Biometric Storyboards is not aimed at replacing existing methods, but to extend them with mixed methods visualisations, to provide powerful tools for games user researchers and developers to better understand and communicate player needs, interactions and experiences. The contributions of this thesis are directly applicable for user researchers and game developers, as well as for researchers in user experience evaluation in entertainment systems.
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Cicchirillo, Vincent J. "The effects of priming racial stereotypes through violent video games." Columbus, Ohio : Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view.cgi?acc%5Fnum=osu1243867231.

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Léo, Smith. "The Effect of Dynamic Music in Video Games : An Overview of Current Research." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414409.

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Björkskog, Gaston. "Detecting cheaters who utilise third-party software to gain an advantage in multiplayer video games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-84878.

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Playing video games are meant to be a fun experience but something that has been proven to ruin the experience are cheaters, maybe even more so in events such as tournaments where money is involved. Even if anti-cheating software exists there also exists a research gap in the subject of cheat detection. And regarding cheat detection the question that matters the most is: how do you even detect a player that is using 3rd-party software to gain an unfair advantage in online video games? To find a solution for this problem a systematic literature review was made were data was extracted from articles relevant for the subject and summarised into results. From the results, a few elementary concepts regarding cheat detection are introduced and analysed with comparisons to the problem statement. Finally, five different types of cheat detection are shown that work by analysing objects such as behaviour, game state or memory.
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Xu, Haifeng. "Digital Image Processing Algorithms Research Based on FPGA." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-91039.

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As we can find through the development of TV systems in America, the digital TV related digital broadcasting is just the road we would walk into. Nowadays digital television is prevailing in China, and the government is promoting the popularity of digital television. However, because of the economic development, analog television will still take its place in the TV market during a long period. But the broadcasting system has not been reformed, as a result, we should not only take use of the traditional analog system we already have, but also improve the quality of the pictures of analog system. With the high-speed development of high-end television, the research and application of digital television technique, the flaws caused by interlaced scan in traditional analog television, such as color-crawling, flicker and fast-moved object's boundary blur and zigzag, are more and more obvious. Therefore the conversion of interlaced scan to progressing scan, which is de-interlacing, is an important part of current television production. At present there are many kinds of TV sets appearing in the market. They are based on digital processing technology and use various digital methods to process the interlaced, low-field rate video data, including the de-interlacing and field rate conversion. The digital process chip of television is the heart of the new-fashioned TV set, and is the reason of visual quality improvement. As a requirement of real time television signal processing, most of these chips has developed novel hardware architecture or data processing algorithm. So far, the most quality effective algorithm is based on motion compensation, in which motion detection and motion estimation will be inevitably involved, in despite of the high computation cost. in video processing chips, the performance and complexity of motion estimation algorithm have a direct impact on speed area and power consumption of chips. Also, motion estimation determined the efficiency of the coding algorithms in video compression. This thesis proposes a Down-sampled Diamond NTSS algorithm (DSD-NTSS) based on New Three Step Search (NTSS) algorithm, taking both performance and complexity of motion estimation algorithms into consideration. The proposed DSD-NTSS algorithm makes use of the similarity of neighboring pixels in the same image and down-samples pixels in the reference blocks with the decussate pattern to reduce the computation cost. Experiment results show that DSD-NTSS is a better tradeoff in the terms of performance and complexity. The proposed DSD-NTSS reduces the computation cost by half compared with NTSS when having the equivalent image quality. Further compared with Four Step Search(FSS) Diamond Search(DS)、Three Step Search(TSS) and some other fast searching algorithms, the proposed DSD-NTSS generally surpasses in performance and complexity. This thesis focuses on a novel computation-release motion estimation algorithm in video post-processing system and researches the FPGA design of the system.
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Olsén, Jonas. "Computer gaming’s facilitation of the English subject : A quantitative research on the influence of computer gaming on students' English performance." Thesis, Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-54770.

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The focus of this study is the correlation between spent time on gaming and student grades. It is my hypothesis that computer gaming has potential for students to acquire communicative competences in English. The aim of the essay is to see what effect computer gaming have on grading outcomes in the English subject for upper secondary school students in Sweden. The study was conducted using a survey concerning: students’ gaming habits, how much time they spent gaming on a daily basis, what kinds of games they were playing and how they felt that they used English whilst playing those games. The survey was conducted on two English classes in an ICT school. 25 students participated from grades 2 and 3 in the Swedish upper secondary school system. Based on the data from the survey, four gamer-groups emerged based on time spent on playing computer games: Non-gamer, occasional-gamer, moderate- gamer and frequent-gamer. Results indicate that occasional game play (maximum two hours a day) led to higher proficiencies in English (as shown by their grades) than the other groups. There was also an indication that no time spent on gaming might be disadvantageous.
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Bergenwall, Peder. "Tv-spel som kultur? : En kvantitativ studie över tv-spelens kulturella plats på folkbiblioteket." Thesis, Uppsala universitet, Institutionen för ABM, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-225784.

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This study examines the cultural place and status of video and computer games in the Swedish public library. Using works on popular culture and the theories of Pierre Bourdieu, this study employs quantitative methods, as well as textual analysis, to analyze the results of an online questionnaire with 19 questions focusing on selection criteria, shelf placement, perceived competence, as well as reasoning for having or not having these games in the library. 286 out of the 440 libraries contacted is participating in the study, and the libraries consist exclusively of public libraries in Sweden that are found in the database of the Royal Library. The results of this study show that a larger number of libraries than previously indicated have started to provide electronic games to their patrons. At the same time, patterns in the data and comments suggests that these games in many cases still do not enjoy the same level of cultural recognition as other media. Indicative of this is the way most libraries seem to focus on the medium being exclusively for their young patrons, with seem-ingly very little in the way of investment for adults. Also relevant is selection process being highly influenced by the type and amount of violence in the games, regardless of the level of competence and knowledge about games among library staff. These findings relate to and expand upon previous studies regarding electronic games, cul-ture and the public library. This study constitutes a two years master’s thesis in Archive, Library and Museum studies.
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Gustafsson, Anders. "Digital Narrativitet: En analys av Zeldas utveckling som berättande medietext." Thesis, Linköping University, Department of Thematic Studies, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1299.

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For many people, a good game is synonymous with good graphics. One thing that is often forgotten, is that the graphics only makes up one part of the games. An aspect of the games that is far to often forgotten, is the game’s content and ability to tell stories. Through analyses of the games of the Zelda series, the development of content and storytelling aspects of computer- and video games, since the later half of the 1980:s and up till today, are examined.


Bra spel är för många synonymt med bra grafik. Något som allt för ofta glöms bort är att grafiken bara är en del av det hela. En aspekt av spelen som ofta glöms bort, är dess innehåll och möjligheter att berätta historier. Genom grundliga analyser av spelen i Zelda-serien undersöks hur berättandet inom TV-spelen sett ut, och förändrats sedan andra halvan av 1980-talet och fram tills idag.

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Eguia, José Luis. "El videojuego como recurso para el aprendizaje estratégico en las aulas: el caso de Personatges en Joc." Doctoral thesis, Universitat de Vic, 2012. http://hdl.handle.net/10803/124835.

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La ausencia de videojuegos como referentes de material educativo nos lleva a pensar que hemos fracasado en comprender el potencial de estos como herramientas educativas, además el hecho de que su presencia en las aulas no haya sido entendida como una situación social, impide la comprensión de su comportamiento dentro del aula. Considerando el uso de los videojuegos como una situación social donde el docente enfatiza el aprendizaje autónomo y permanente del sujeto en el proceso educativo, rol que ha sido denominado como aprendizaje estratégico se presenta el caso de estudio Personatges en joc en el marco de la investigación Acción participativa (IAP). El modelo contextual que hemos desarrollado con el uso de la IAP y que contempla alumnos, profesores e instituciones, se ha mostrado como una alternativa válida para generar pautas que permitan explicar la comunicación de ideas y contenidos mediante videojuegos. Este modelo ha quedado demostrado empíricamente en la colección de videojuegos Personatges en joc. La colección tiene por objetivos dar a conocer los nombres de científicos catalanes, desarrollar competencias básicas y metodológicas en escolares, y trabajar diferentes conocimientos considerados epsecíficos del ciclo educativo de primaria. El primer videojuego corresponde a Narcís Monturiol. La experiencia de este caso desveló problemas al observar la situación social que se produce al introducir videojuegos en las aulas. El segundo videojuego centrado en la figura medieval Joan de Peratallada, ayudó a contextualizar el uso de videojuegos en el aula. Finalmente el tercer videojuego dedicado a la figura del paleontólogo Miquel Crusafont permitió consolidar un modelo teórico obtenido como resultado de trabajar con la IAP. El estudio de caso, ha permitido generar teoría basada en lo que piensan los jugadores y cuál es el carácter y las razones de su propia participación, y en cierta medida como las tecnologías de la información impactan en el modo en que las personas trabajan, juegan, aprenden, socializan y colaboran. Por otro lado la metodología aplicada en el estudio, implica una actuación práctica orientada a la mejora de las acciones en un acto social de importancia estratégica como es el acercamiento de los alumnos a las nuevas tecnologías emergentes.
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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.

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Vlisides, James C. "Rendering the Other: Ideologies of the Neo-Oriental in World of Warcraft." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363105916.

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Hamilton, Grayson Lee. "Checkpoint : a deconstruction of the video game violence debate and proposed strategies to create solutions." 2013. http://hdl.handle.net/2152/22688.

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In the months following the Sandy Hook elementary school tragedy, there has been increased attention and debate regarding violent video games and how they affect those who play them. While some lobby for increased regulation of their sale, others argue that video games are not the reason such tragedies continue to happen. In this report, I approach the debate from social, personal and political dimensions to better identify the inconsistencies regarding how violent video games are presented to and received by the public. I also interview video game developers, critics, and researchers to uncover solutions and new strategies to increase video game education and perception about the use of violence in a video game.
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Wu, Tien-Wen Jack. "Archicraft: video game, architecture, Electronic entertainment research center." Thesis, 2012. http://hdl.handle.net/10539/11633.

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Video games are no longer a means of simple entertainment that serve as a form of escapism. They are perceived not simply as free time distractions, but as logic of engagement and platforms of creative thinking. Furthermore, online video games have taken the idea of interaction to a level no any other media has ever achieved. Online video games known as virtual world or MMO (massively multiplayer online) are a mega interaction platform that attract millions of players across the globe. They are the ultimate goal that all architects have ever dreamed of, i.e. to create an interactive space that satis es the needs of users. This thesis research will tend to examine a variety of video games from 3 perspectives: space, structure and interactivity, with a view to understanding and exploring the behaviour of players in video games, as known as, virtual stages. In recognizing and articulating such behaviour, followed by exploring the relationship between architects, users and spaces, the interpretation of architectural languages can then be translated into physical spatial form. This research then questions the possibilities of promoting the gaming industry in South Africa. In the current digital era, the IT (information and technology) industry is a main stream profession that helps with the growth of a country as a whole. The role of the gaming industry therefore cannot be ignored in this instance. The gaming industry is a rapid growing profession that comprises a lot of speci c professionals. SA does not offer nor focus on the video game eld and as a result, we are experiencing a shortage of professionals in this eld. This thesis proposes a facility to facilitate current and future game industry related professionals, on the same time, providing a playful environment that integrates the building and local context, allowing deeper engagement for those who haven t been exposed to the real meaning behind video games.
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陳羿蓁, Chen Yi Chen, and 陳羿蓁. "Research and Development of a Gear Shift Device in Somatosensory Video Game." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/9y9sbn.

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碩士
國立臺北科技大學
材料科學與工程研究所
98
This research collected and analyzed all relevant patents and literatures in the area of the gear shift. Literature analysis of all collected an important reference for the power drive of this study. After the above analysis and integration of the patent , so that the method of the present study design somatosensory game gear shift. The requirements of design demand are the outline of this research. In addition, this feature is designed to simulate the relationship between driving game with safety, comfort, mass production, low cost and practicality. This research will utilize the method that the mechanisms synthesis will look for the most suitable mechanisms and use Soild Works 2007, dimensional synthesis of the somatosensory game gear shift, set up its 3D model. Then use the function of Mechanism order, carrying on dynamic simulation to the somatosensory game gear shift, which interference is no allowed when operation is going on. Finally, by using Ansys11.0 makes analysis on stress, meeting an emergency and displacement, it ensures the intensity of the somatosensory game gear shift. Then making a real model and apply for patent through the property office of intelligence. The somatosensory game gear shift has its analysis and proves through processes above. That experience has verification and it is helpful in the feasibility and exactness to establish the mechanisms designed in future innovation. Also it is expected that the result of this research provided a reference for future developer.
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Quick, Daniel Ryan. "Assessing personality using a virtual simulation : a research proposal." Thesis, 2011. http://hdl.handle.net/2152/ETD-UT-2011-05-2172.

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One of the primary goals of personality assessment is to provide meaningful information regarding an individual’s characteristic way of thinking, feeling, and behaving. Given the interaction between the individual and the context, however, there is much debate as to how well personality tests do what they intend. In this paper, the limitations of text-based personality assessments are examined, and the use of virtual simulations as an alternative to conventional tests is explored. A research study is proposed comparing a virtual test with a written test on a variety of criteria. Modern technology and the growing popularity of gaming suggest that researchers may find virtual simulations as a more immersive, flexible, and accurate forms of assessment.
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Cheng, Li-hua, and 鄭麗華. "The Research and Creation of 3D Video Game of Zheng Chenggong''s Legend." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/17251918215554416705.

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碩士
國立屏東教育大學
視覺藝術學系
100
Using games to combine different cultural , not only al low student more focus on study, but create many unbelievable works, it also can bring more intension and experience to people. Now Taiwan’s 3D video game player is influence by foreign culture, we gradually forget how beautiful our culture is. This has already critical effect Taiwan’s cultural . Taiwan’s game design is fall behind in this few years; there is no new idea in our game. We didn’t create better story, art , style or the way to control the game. As result , to study other countries 3D video games, to more understand how they develop their game, and how the game become famous, hope that Taiwan can learn for their merit and improve our defect , to make Taiwan’s 3D video game can be more marketability.   This research has collected some related document and analyzed. To confer other countries 3D game develop and to learn how to improve. Analyze different countries cultural story, to know the possibility and creative to combine different cultural to game; analyze their style, to better know the different between our video games and theirs. The author purpose to create a cultural game, to confer Taiwan’s popular legend and choose some historic, legend and mythology to create a game about Zheng Chenggong''s legend.   The creativity between Taiwan’s cultural games is insufficient than other countries , the author collected and imerged some personal opinion. To know if want to use Taiwan’s cultural to create a game, we need to create more on the game art , it will be very originality and to show our culture to public. In the future, by combining culture and art will become more diversified. Taiwan still have many culture resources which can use to create better games . Zheng Chenggong and many legend stories can be used to create feature games; author is based on Zheng Chenggong and Taiwan legend stories bring an intent ion for Taiwan’s cultural games.
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Liu, Pai-yu, and 劉百育. "The Research in the Creating of Grotesque Monsters as the Soul Role in the Video Game." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/56721837457329019214.

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碩士
國立屏東教育大學
視覺藝術學系
100
The art of video game is unique in the Arts. The characteristics of the video game become more and more copious and well developed by the evolution of the video game generation. The understanding of the characteristics in the video game characters are the image that the characters are designed of the soul to the development of the video game characters. Indeed, it becomes to the auxiliary fundamental in order to manifest the uniqueness of the characters’ appearance by adding the aesthetic of the Art. David Freeman indicates that the design of the video games suffered from great effects because of the flight of developments for hardware technique R&D. To attain the goal of games that have extreme audio-visual effects, each manufacturer tries to beat their brain out and do their best to meet the challenge of the hardware limitation; but during this period of time, some of the famous game gradually bring opposite ideas up. Does the purpose of video game entertain people, touch people’s heart, or just become the demonstration that hardware development’s show-off? Such introspection flocks to a powerful tide. In addition, online games prevail among the internet, the interaction of players and virtual world turns into an important discussion. For this reason, the next generation of game industry will not focus on surmounting the program technique, but how to touch a chord with people. In other words, game scenarios that must be very thrilling and affect players'' emotions cause the players’ interest that can’t stop. Also, the empathy with the game to players is increased by the soul character design. The model design of game characters are based on marketing system. The real and exquisite phenomenon that is created by game atmosphere could bring players blend in with. Indeed, players could choose and play other characters among the characters. The game characters and the empathy for players are intimate and reflect the desire of players’ characteristic and the psychology of role-play. This research tries to find every element that may affect by analyzing every kind of game characters. It is based on the psychology cognition of players and could be conducive to game characters to be created. It looks forward to the game characters that can conform to popularity, personalization, customization, equalization, etc. After defining the grotesque monsters among these species of roles, this study explores their generating reasons and combinations of variant elements, so that the monsters could play an important role in the process and add more fun components for players.
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Lin, Ho-Le, and 林和樂. "Monster hunt video game - advertising andcommunication researc by film creative method." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/85232886437844997055.

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碩士
國立臺灣師範大學
設計學系
103
Monster hunt video game is the National Game in Japan. The first installment launched in then years ago and it already have ten installments from now. This game is not only keep creating new play mode but also continue optimization the play screen and motion. However, monster hunt can be so successful, advertising communication is playing a very important role. The research is to discover the benefits that come from advertising communication and provide the effective suggestions for the adverting agency and Game companies. The first part of research will be analysis monster hunt communication method in Japan. Second, resolve the other successful cases. Third, interview the game players to find out the insights. In the end, the conclusion will simulation how to do advertising communication in Taiwan.
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Chang, Yu-Ching, and 張宇晴. "The Research on Screen-mediated Eye Space Design of Video Games." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/4323aq.

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博士
國立交通大學
應用藝術研究所
105
The screen-mediated eye space defines not only the appearance of a game but also the ways in which players engage during gameplay in the virtual gaming worlds. However, from the past literature and research, the notion of the screen-mediated eye space has rarely been looked at closely or clearly, nor does it have a common language and understanding. Bearing this in mind, this research study aims to investigate the design of screen-mediated eye space in video games and attempts to provide insights into the game analysis. Our study design includes three stages of analysis. In the first stage, to examine the screen-mediated eye space in depth and define the basic concepts and relations in the ontology by using textual analysis. This approach served as the analytical framework for the next stage. In the second stage, we conducted a quantitative and qualitative content analysis of 382 popular, ranked video games. We focused on the relations between the screen-mediated eye space and other game design elements, such as the physical game space, genres, core mechanics, and game platforms. Finally, the third stage concerned the functionality aspect. In view of the fact that game space and cinematic space have a close resemblance, we used a comparative approach to study the functional framing in both media. The results of this research provide useful insights on how to better present the visual guidance and the narrative emotions in gameplay with the design of screen-mediated eye space. Moreover, this work has pointed out the design patterns and the possibilities that can serve as important references for not only game design but also filmmaking and related research. With the growing trends of film and video game adaptations, we also laid out some suggestions in a more practical sense.
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Nikitin, Vadim. "Equity research: how sustainable is Nintendo’srecovery?" Master's thesis, 2020. http://hdl.handle.net/10362/115570.

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After years of underperformance following poor sales of Wii U, Nintendo seems to have won the investors’ praise all over again with its blockbuster Switch console. In this paper, we attempt to forecast how its sales and other value drivers affect the free cash flow available and whether the high current share price is justified. The outcomes of our study might be useful, among others, for industry analysts and academic researchers, as well as to Nintendo and other companies in the video game market.
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Matuszkiewicz, Kai. "Zwischen Interaktion und Narration:." Doctoral thesis, 2017. http://hdl.handle.net/11858/00-1735-0000-002E-E458-E.

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36

Boudreau, Kelly. "Between play and design : the emergence of hybrid-identity in single-player videogames." Thèse, 2012. http://hdl.handle.net/1866/8713.

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Résumé Cette thèse examine la nature complexe de l'identité dans les jeux vidéo solo. Elle introduit la notion d'identité-hybride, et propose un cadre analytique pour déconstruire la jouabilité à travers les genres afin de distinguer des moments d’émergence d’identité. Alors que la recherche sur l’identité se concentre couramment sur le joueur ou le personnage-joueur (ou les deux), la notion d'identité-hybride est une forme d’identité fluide, parfois éphémère, qui existe entre le joueur et le personnage-joueur. L’identité-hybride se développe au cours du processus de jeu et inclut nécessairement le joueur (expérience, contexte de jeu, etc. ), l’environnement du jeu (le design, les mécaniques, etc.), et la médiation technologique (ordinateur, console, etc.) qui facilite la jouabilité. Afin de cerner les différents aspects du gameplay qui contribuent a l'émergence de différents types d'identité, un cadre multiforme a été conçu pour isoler les interactions spécifiques? qui comprennent les interactions joueur/personnage-joueur, personnage-joueur/personnage non-joueur, joueur/environnement du jeu, personnage-joueur /environnement de jeux, et joueur/joueur. Il a été associé à un cadre secondaire qui comprend l'examen des spécificités du joueur individuel et la médiation technologique qui facilitent le jouabilité. Une analyse systématique d’expériences de jeu et des éléments de design de trois jeux différents; Mirror’s Edge (DICE, 2008), Alone in the Dark (Eden Games, 2008), et Fable 2 (Lionhead Studios, 2008), a été réalisée pour illustrer les différents degrés d’apparition d'identité dans différentes structures de jeu. En comparant les trois analyses, l'utilité de ce cadre pour mettre de l’avant les éléments qui contribuent au (ou peuvent entraver) le développement de l'identité et, plus spécifiquement, l'apparition de l'identité-hybride, est démontrée. Ces trois exemples jettent les bases d'une discussion plus profonde sur la définition, le contexte, et le processus d’identité-hybride dans les jeux vidéo en général.
Abstract This dissertation examines the complex nature of identity in single-player videogames. It introduces the concept of hybrid-identity and proposes an analytical framework to deconstruct gameplay across genres to distinguish moments of identity emergence. While identity research commonly focuses on the player or the player-character (or both), the concept of hybrid-identity is a fluid, at times fleeting form of identity that exists between the player and the player-character. Hybrid-identity develops during the networked process of videogame play and necessarily includes the player (experience, play-context, etc.), the game environment (design, mechanics, etc.), and the mediating technology (computer, console, etc.) that facilitates gameplay. In order to delineate the different aspects of gameplay that contribute to the emergence of different types of identity, a multifaceted framework was devised to isolate specific interactions between the player/player-character, player-character/non-playing character, player/game environment, player-character/game environment, and player/player. This framework was coupled with a secondary frame which includes examining the specificities of the individual player and the mediating technologies that facilitate gameplay. A systematic analysis of gameplay and design elements of three different games; Mirror’s Edge (DICE, 2008), Alone in the Dark (Eden Games, 2008), and Fable 2 (Lionhead Studios, 2008) was performed to illustrate the varying degrees of identity emergence in different game structures. The utility of the framework is demonstrated by comparing the three gameplay analyses and highlighting the elements that contribute to (and possibly hinder) identity development and more specifically, the emergence of hybrid-identity. These three examples form the foundation for a more in-depth discussion on the definition, context, and process of hybrid-identity in videogame play.
Pour respecter les droits auteur, la version electronique de cette thèse a été dépouillée de ses documents visuels et audio-visuels. La version intégrale de la thèse a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal.
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Truby, Elvir Joan. "The use of digital media within gestalt play therapy." Diss., 2011. http://hdl.handle.net/10500/4818.

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The world is dominated by digital media that have become central to many children’s lives. Children born in the last 30 years have become known as ‘digital natives’, as digital technology has always been part of their experiential field. The use of such media in play therapy could offer innovative ways of enhancing dialogue with those children in whose field they are included, as they have been to date unexplored in play therapy interventions, possibly resulting in missed therapeutic opportunities. This mixed methods research took the form of an email questionnaire sent out to play therapists in South Africa to ascertain whether digital technology is being used in therapy and, if so, which digital media are being used and how. Additionally, a focus group interview was conducted using the same questionnaire to ensure data triangulation. The data gathered were analysed qualitatively, and an understanding was gained regarding the current use of digital media in play therapy.
Social Work
M. Diac. (Play Therapy)
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38

CHIANG-TA-CHENG and 江大成. "The study mainly investigated the table tennis strategy of Taiwanese high school table tennis players by three stage skill analysis. The study analysed players who are from the quarter final in the 2014 National High School Athletic Games(all about Fu Cheng Senior High School players). Games were recorded by video and record those players’ gripping mode from preliminaries to the final game. The gripped mode, three stage skill, and strategy were recorded by 3 A-level coaches. By this way, we can analse high school students’ skill in actual situation. Moreover, we can review the advantage and disadvantage for future training, and enhance their level of skill.The scoring rates of Three-Part Skill are as follow:No.1234 player 48.9%、39.1%、12%, No.1235 player 40.6%、28.1%、31.3%,and No.1240 player 33.1%、35%、32%. The usage rates of Three-Part Skill are as follow:No.1234 player 42.6%、43.3%、14.1%, No.1235 player 38.4%、33.2%、28.2%,and No.1240 player 28.2%、35.1%、36.6%.The overall average of usage rate showed that Three-Part Skill is used more in the section of attack after serve part and attack on return serve part. Conclusion: The research shows that players of Kaohsiung Municipal Fu Cheng Senior High School mainly use quick attack combining top spin and top spin combining quick attack. If they could participate more national events,and train themselves to strengthen their advantages and improve shortcomings. Someday, they can greatly enhance their personal achievement." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/94996991702015980304.

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碩士
國立臺東大學
體育教學碩士在職專班
104
The study mainly investigated the table tennis strategy of Taiwanese high school table tennis players by three stage skill analysis. The study analysed players who are from the quarter final in the 2014 National High School Athletic Games(all about Fu Cheng Senior High School players). Games were recorded by video and record those players’ gripping mode from preliminaries to the final game. The gripped mode, three stage skill, and strategy were recorded by 3 A-level coaches. By this way, we can analse high school students’ skill in actual situation. Moreover, we can review the advantage and disadvantage for future training, and enhance their level of skill. The scoring rates of Three-Part Skill are as follow:No.1234 player 48.9%、39.1%、12%, No.1235 player 40.6%、28.1%、31.3%,and No.1240 player 33.1%、35%、32%. The usage rates of Three-Part Skill are as follow:No.1234 player 42.6%、43.3%、14.1%, No.1235 player 38.4%、33.2%、28.2%,and No.1240 player 28.2%、35.1%、36.6%.The overall average of usage rate showed that Three-Part Skill is used more in the section of attack after serve part and attack on return serve part. Conclusion: The research shows that players of Kaohsiung Municipal Fu Cheng Senior High School mainly use quick attack combining top spin and top spin combining quick attack. If they could participate more national events,and train themselves to strengthen their advantages and improve shortcomings. Someday, they can greatly enhance their personal achievement.
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