Dissertations / Theses on the topic 'Video game research'
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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/.
Full textFoster, 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.
Full textChen, 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.
Full textVonderlind, 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.
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.
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.
Full textHorta, 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.
Full textEste 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.
Full textLukschanderlová, 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.
Full textWood, 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.
Full textWeissman, 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.
Full textSilva, 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.
Full textBased 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.
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.
Full textWatson, 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.
Full textSource: Dissertation Abstracts International, Volume: 68-09, Section: A, page: 3816. Adviser: Charles M. Reigeluth. Title from dissertation home page (viewed May 8, 2008).
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/.
Full textCicchirillo, 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.
Full textLéo, 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.
Full textBjörkskog, 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.
Full textXu, 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.
Full textOlsén, 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.
Full textBergenwall, 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.
Full textGustafsson, 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.
Full textFor 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.
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.
Full textDraper, 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 textVlisides, 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.
Full textHamilton, 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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Wu, Tien-Wen Jack. "Archicraft: video game, architecture, Electronic entertainment research center." Thesis, 2012. http://hdl.handle.net/10539/11633.
Full text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.
Full text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.
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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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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
Nikitin, Vadim. "Equity research: how sustainable is Nintendo’srecovery?" Master's thesis, 2020. http://hdl.handle.net/10362/115570.
Full textMatuszkiewicz, Kai. "Zwischen Interaktion und Narration:." Doctoral thesis, 2017. http://hdl.handle.net/11858/00-1735-0000-002E-E458-E.
Full textBoudreau, Kelly. "Between play and design : the emergence of hybrid-identity in single-player videogames." Thèse, 2012. http://hdl.handle.net/1866/8713.
Full textAbstract 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.
Truby, Elvir Joan. "The use of digital media within gestalt play therapy." Diss., 2011. http://hdl.handle.net/10500/4818.
Full textSocial Work
M. Diac. (Play Therapy)
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.
Full text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.