Dissertations / Theses on the topic 'Video game theory'
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Beck, Michael J. "Shall We Play a Game?: The Performative Interactivity of Video Games." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700111/.
Full textBeale, Matthew Carson. "Playing the Writing Game: Gaming the Writing Play." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/32006.
Full textMaster of Arts
Merriner, Ashley. "Aural Abjections and Dancing Dystopias: Sonic Signifiers in Video Game Horror." Thesis, University of Oregon, 2017. http://hdl.handle.net/1794/22733.
Full textBraaf, Adele. "A grounded theory for active video game design to promote gamer engagement and immersion." Thesis, Cape Peninsula University of Technology, 2017. http://hdl.handle.net/20.500.11838/2724.
Full textActive Video Games (AVGs) are a form of video games that rely on gamer motion as the main source of interaction between the AVG and the player. These AVGs serve a number of purposes, such as medical rehabilitation, education, social development, and motor skill development, among others. Prolonged play of AVGs is not sustainable as gamers lose interest in playing AVGs after the initial period of acquiring them. Therefore, the following research question was posed: “What design factors contribute to an engaged and immersed AVG experience?” The aim was to explore the inhibiting and enhancing factors influencing engagement and immersion among AVG gamers, as well as to develop a theory of AVG design. Constructivist Grounded Theory (CGT) was used as the methodology to carry out this study, which adopted an inductive approach towards the research to construct a theory firmly grounded in the data. Play Active Theory (PAT) is the outcome of this process, which explores the engagement and immersion factors related to AVG design as well as the abandonment and replayability of AVGs. PAT was compared to existing engagement and motivation theories as part of the CGT process, and further refined. In closing, the research question was answered and the aims of the study were met. A reflection account of the research journey concludes the thesis.
Vollbach, Alexander Michael. "Diversity and Inclusivity in Video Game Advertisements: An Exploration of Video Game Console Commercials from 2003 to 2017." Bowling Green State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1522968361672216.
Full textYakobi, Maxine J. "The Economic and Behavioral Success of Riot Games In an Undifferentiated Video Game Market." Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/scripps_theses/349.
Full textGifford, Ben. "Reviewing the critics: Examining popular video game reviews through a comparative content analysis." Cleveland State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=csu1377089044.
Full textSmal, Pieter. "Constructing a model musical idiom for award-nominated video game soundtracks." Diss., University of Pretoria, 2016. http://hdl.handle.net/2263/59069.
Full textDissertation (MMus)--University of Pretoria, 2016.
Music
MMus
Unrestricted
Hagström, Anders. "Poetically Man Dwells in Game Space : A Phenomenological Investigation of Video Games as Art." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326132.
Full textAlhidari, Abdullah. "Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc799485/.
Full textPaustian, Shane William. "Designing an interactive visualization for intrusion detection systems with video game theory and technology." [Ames, Iowa : Iowa State University], 2007.
Find full textZagal, José Pablo. "Supporting learning about games." Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24814.
Full textCommittee Chair: Bruckman, Amy; Committee Member: Guzdial, Mark; Committee Member: Juul, Jesper; Committee Member: Kolodner, Janet; Committee Member: Mateas, Michael.
Hansen, Jared Capener. "Why Can't Zelda Save Herself? How the Damsel in Distress Trope Affects Video Game Players." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7304.
Full textZagal, José Pablo. "Supporting learning about games." Diss., Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24814.
Full textSchrank, Brian. "Play beyond flow: a theory of avant-garde videogames." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42865.
Full textHess, Taryn. "COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2108.
Full textPh.D.
Other
Education
Education PhD
Whelan, Sean B. "Bridging the Gap: Transfer Theory and Video Games in the Writing Classroom." Ohio University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1596105943440043.
Full textFernandez, Vara Clara. "The tribulations of adventure games integrating story into simulation through performance/." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31756.
Full textCommittee Chair: Murray, Janet H.; Committee Member: Bolter, Jay; Committee Member: Montfort, Nick; Committee Member: Nitsche, Michael; Committee Member: Pearce, Celia. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Mänder, Leili. "Life Is Strange a mediated game reception analysis." Thesis, Stockholms universitet, Etnologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-147340.
Full textTreated in seminar at Stockholm University
Smith, Nathan J. "Does Video Game Content Matter? An Examination of Two Competing Ideas." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/6026.
Full textCourtney, Joshua. "Using Ant Colonization Optimization to Control Difficulty in Video Game AI." Digital Commons @ East Tennessee State University, 2010. https://dc.etsu.edu/honors/147.
Full textBurke, Benjamin M. S., James M. Ph D. Duncan, Nick Ph D. Frye, and Mallory Ph D. LMFT CFLE Lucier-Greer. "Sense of (Online) Community? The Social Organization Theory of Action and Change and Adult Video Game Players." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/secfr-conf/2020/schedule/45.
Full textVelez, John A. "A Test of Bounded Generalized Reciprocity and Social Identity Theory in a Social Video Game Play Context." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1397671422.
Full textYoung, Lois Alison. "A Gender Role Theory Examination of the Relationship between Gender Identity and Video Game Players' Avatar Choices." Thesis, University of Louisiana at Lafayette, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10743235.
Full textThis study had two purposes: to determine whether or not biological sex and/or gender identity impacted the way an individual would customize a video game avatar, and to focus on the components—length of time and number of customizations—of avatar design. In addition, an individual’s experience with video games—novice, casual, and hardcore—was considered throughout this study to determine a relationship between individuals and their avatars. This study was based on previous studies about how gender identity impacted individuals in virtual worlds. The video game Dark Souls (2011) was used for the stimulus and the (30-item) Bem Sex Role Inventory—a scale that measures gender identity—was used as the measure. While the research questions provided resulted in no correlation between sex, gender, and player experience, further research is needed to determine how the evolution of the gaming community and the gaming industry continues to impact both players and gaming research.
Westerdahl, Matilda. "Challenges in video game development - What does Agile management have to do with it?" Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20026.
Full textPerkins, Kyle Eric. "Lifesigns: Successful Storytelling in Open-World Games." Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1290205847.
Full textPoland, Kristofer P. "A NATION OF GAMERS." Ohio University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1180537228.
Full textPiller, Yulia. "Factors influencing parental attitudes toward digital game-based learning." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc849636/.
Full textAlexander, Joseph R. "An Interpretive Phenomenological Inquiry Into Fulfillment Of Choice Theory's Four Basic Psychological Needs Through Console Video Game Engagement." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1425243488.
Full textFedchun, Kathryn. "A Feminist Autoethnography: On Hegemonic Masculinity, Failure, and Subversive Play in League of Legends." Thesis, Université d'Ottawa / University of Ottawa, 2020. http://hdl.handle.net/10393/40968.
Full textCornell, Michael. "Simplifying an Infinitely Complex State-Space: Real-Time Strategy Optimization in Supreme Commander: Forged Alliance." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/cmc_theses/1123.
Full textCipollone, Maria. "Motivation to Mine: An Analysis of the Motivation for Extended Video Game Play among Preadolescents in a Physical Learning Environment." Diss., Temple University Libraries, 2015. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/352314.
Full textPh.D.
The relationship between video games and learning is a topic of interest for academic fields. But how can a voluntary activity, like playing video games, motivate students to be academically productive? This dissertation used the popular video game, Minecraft, to measure the intrinsic motivation of 7th and 8th grade students in mathematics class, using a Self-Determination Theory (SDT) framework. The results demonstrated that intrinsic motivation remained at high levels, as long as students are competent in game controls and were relatively free to do what they wanted within the general guidelines in the video game environment. Second, the role of social presence contributed to immersion in the video game environment and played a role in the continued motivation to play. Third, although there was no impact on rote measures of learning, such as memorizing vocabulary definitions, the Minecraft video game environment affected students’ ability to problem solve, as was evidenced by pre- and post-tests of rote and conceptual learning.
Temple University--Theses
Liblik, Karl-Chris, and Berlo Kevin van. "The Business of Micro Transactions : What is the players' motivation for purchasing virtual items?" Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30578.
Full textWalbrou, Sonny. "Pour une histoire critique au prisme des rapports du corps à la machine, entre le cinéma, jeu vidéo et culture spectaculaire fin-de-siècle : continuité critique, innervation, attraction." Thesis, Lille, 2018. http://www.theses.fr/2018LIL3H037.
Full textBetween past and present, between the turn-of-the-century spectacular culture, cinema and video games, our thesis explores the critical aspects of body-machine relationships understandings regarding Walter Benjamin’s concept of innervation. From a historiographical concept formulated within this work, i. e. “critical continuity” which consists in crafting permanencies though history, our purpose is to delineate an operating critic of the new media. From the concepts of innervation and critical continuity, we explore two defining “state of body” to draw resonances between past and present. One takes place at the turn of the century while the other takes place during the 1980’s. The former concerns the becoming-attraction of the machines circa 1900. Extending Tom Gunning’s concept, we understand such an attraction as a corporeal relationship between the spectator’s body and the machine. Through 1900’s visual and spectacular culture, we examine a recurring topos: the immobile voyage. We find and explore the critical topicality of such a topos up to present day as something that has never changed despite technical innovations. The latter state explores the transformations regarding the body-screen relationships in video game practice. We study a collection of representations appearing between the early 1980’s up to the middle of the 1990’s featuring another recurring topos: the screen crossed whether by the game’s universe whether by the player. These two topoi help us to conceive a critic of the new media on the very basis of novelty
Degardh, Anton, and Poian Shafiee. "Spelindustrins Paradox : En eventstudie om lansering av tv-spels påverkan på aktiekursen." Thesis, Södertörns högskola, Institutionen för samhällsvetenskaper, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-24102.
Full textDymek, Mikolaj. "Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation." Doctoral thesis, KTH, Industriell ekonomi och organisation (Avd.), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-13084.
Full textQC20100708
Blake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.
Full textNorman, Fredrik. "The Late Modern Hero’s Quest for Meaning : A case study on the psychological construction of meaning and play, ritualization, and, quests in video games in late modern Sweden." Thesis, Uppsala universitet, Religionspsykologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-172378.
Full textWashburn, Megan E. "Dynamic Procedural Music Generation from NPC Attributes." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2193.
Full textHuskey, Richard Wayne. "Does Signaling Theory Account for Aggressive Behavior in Video Games?" Thesis, University of California, Santa Barbara, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1555260.
Full textSignaling theory originated in evolutionary biology and explains the mechanisms behind the honest communication of information between organisms. Communication scholars are increasingly turning to signaling theory as a way to test evolutionary explanations for human behavior. The present study tests if receiver-dependent costly signals can be used to predict the moment of aggressive behavior in video game environments. High status (but not high trait aggression) male subjects were fastest to engage in combat against a low voice pitch male opponent - but only when subject skill was high. This result underscores the importance of video game skill as a variable of interest as well as the need for video games researchers to tease out when real-world behaviors map to video game contexts.
Stinson, Samuel D. "Writing with Video Games." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1525803463021262.
Full textHamidi, Bijan Alexander. "An Analysis of Virtual Economics in Video Games." Thesis, California State University, Fullerton, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10808086.
Full textBijan Hamidi explores economic systems in video games and expands on the definition of virtual economics to include economic behavior. Gamers commonly look to gain advantages over their opposition during game play. This thesis performs an analysis of how those decisions are constructed and provides insight on where economic principles are found in game play.
This body of work is based upon preexisting virtual economic works from Edward Castronova, Zachary Simpson, and Richard Bartle. However, this work does not focus purely on economic markets, but extends to study economic behavior exhibited during play.
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.
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).
Levieux, Guillaume. "Mesure de la difficulté des jeux vidéo." Phd thesis, Conservatoire national des arts et metiers - CNAM, 2011. http://tel.archives-ouvertes.fr/tel-00612657.
Full textSwan, Richard Heywood. "Deriving Operational Principles for the Design of Engaging Learning Experiences." Diss., CLICK HERE for online access, 2008. http://contentdm.lib.byu.edu/ETD/image/etd2573.pdf.
Full textFlores, Diego Gonzalo. "Asymmetry of Gains and Losses: Behavioral and Electrophysiological Measures." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/6578.
Full textVaughn, Robert Craig. "Aggression Predictors in Video Games: Is Catharsis to Blame?" UKnowledge, 2015. http://uknowledge.uky.edu/comm_etds/39.
Full textMcKernan, Brian. "Interactivity, Interdependence, and Intertextuality| The Meaning of Video Games in American Civil Society." Thesis, State University of New York at Albany, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3591689.
Full textIn recent years the video game community has undergone a drastic transformation. What began as a communal pastime for programmers in federally-funded research laboratories during the late 1950s and 1960s has erupted into a multi-billion dollar industry enjoyed by millions of Americans. Reflecting this transformation, social scientists from a wide variety of fields have begun to explore video games' social significance. Sadly, so far very little work has examined video games from a sociological viewpoint. In this work I attempt to remedy this serious omission by adopting a cultural sociology framework to study video games' social meanings in three different mediated spaces, including The New York Times, the popular video game media outlet Kotaku, and the internet discussion forum NeoGAF. Consistent with recent work on entertainment commentary's capacity to function as an aesthetic public sphere, my analysis demonstrates that discussions occurring in all three spaces address broader sociopolitical concerns. However, the frequency in which these spaces engage in sociopolitical discussions, the type of topics they address, and the manner in which they do so vary. Consequently, my work adds new insight to the literature by highlighting how aesthetic public spheres are not isomorphic, but instead assume a variety of forms. Moreover, my work demonstrates how the particular type of aesthetic public sphere that an entertainment public facilitates is influenced by that entertainment public's position in civil society, the specific meaning the space attaches to the entertainment form under discussion, and civil society's overarching cultural structure. In this sense, my work strengthens the literature's understanding of entertainment's role in civil society by revealing the multiple forms entertainment commentary can assume and the sociological factors that influence the shape of these discourses.
García, Ling Carlos. "Graphical Glitch Detection in Video Games Using CNNs." Thesis, KTH, Matematisk statistik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-273574.
Full textDetta projekt svarar på följande forskningsfråga: Kan man använda Convolutional Neural Networks för att upptäcka felaktiga bilder i videospel? Vi fokuserar på de vanligast förekommande grafiska defekter i videospel, felaktiga textures (sträckt, lågupplöst, saknas och platshållare). Med hjälp av en systematisk process genererar vi data med både normala och felaktiga bilder. För att hitta defekter använder vi CNN via både Classification och Semantic Segmentation, med fokus på den första metoden. Den bäst presterande Classification-modellen baseras på ShuffleNetV2 och når 80.0%, 64.3%, 99.2% och 97.0% precision på respektive sträckt-, lågupplöst-, saknas- och platshållare-buggar. Detta medan endast 6.7% av negativa datapunkter felaktigt klassifieras som positiva. Denna undersökning ser även till hur modellen generaliserar till olika grafiska miljöer, vilka de primära orsakerna till förvirring hos modellen är, hur man kan bedöma säkerheten i nätverkets prediktion och hur man bättre kan förstå modellens interna struktur.
Neill, Frederick Vance. "Interface Rhetoric, or A Theory for Interface Analysis: Principles from Modern Imagetext Media -- Late 18th Century to Present." Diss., The University of Arizona, 2009. http://hdl.handle.net/10150/194179.
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