Dissertations / Theses on the topic 'Video game users'
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Stark, Jessica. "A Day in the Life of a Sim: Making Meaning of Video Game Avatars and Behaviors." Antioch University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1497718914530561.
Full textSutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.
Full textDepartment of Telecommunications
Alhidari, 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 textRichoux, Natalie Regina Chambers. "Computer Mediated Communication: Enregisterment of Gamerspeak and Intertextual Borrowings by 4chan Users." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/81406.
Full textMaster of Arts
Olsson, Anna. "Evaluating Immersion in Video Games Through Graphical User Interfaces." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13309.
Full textCamarata, Joseph. "Video Game Engagement, Gender, and Age: Examining Similarities and Differences in Motivation Between Those Who May or May Not Play Video Games." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etd/3260.
Full textBohman, Niclas, and Kimberly Stinson. "The Effects of Peripheral Use on Video Game Play." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26262.
Full textI syfte att utvärdera prestandan av de tre kringutrustningarna handkontroll till Xbox 360, ett vanligttangentbord samt Rock Bands gitarrkontroll Fender Stratocaster deltog fjorton frivilliga personer i ettexperiment samt svarade på en enkät. Deltagarna spelade en prototyp gjord i spelmotorn Unity somsamlade in deras precisionspoäng som senare kunde analyseras i programmet R med metoden ANOVA.Dock hittades ingen signifikant mätbar skillnad mellan de olika kringutrustningarnas prestanda.Precisionspoängen analyserades även med hjälp av Pearsons produkt-moment korrelation där vi kundekonstatera att variationen i precisionspoängen var direkt kopplade till deltagarens specifika testrunda iexperimentet. Med hänsyn till detta tillsammans med resultaten från våra observationer samt feedbackfrån deltagarna fann vi att det fanns fler faktorer än inmatningsenheten som påverkade spelbarheten ochprecisionen: deltagarnas val vid hanteringen av kringutrustningen, de olika kontrollschemana samtinlärningseffekten som uppstod vid upprepat spelande av prototypens testbana och användandet avkringutrustningen.
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.
Full textShand, Matthew. "Beginning, persisting, and ceasing to play : a stage use and gratifications approach to multiplayer video games /." Online version of thesis, 2010. http://hdl.handle.net/1850/11589.
Full textWilliamson, Brian. "RealNav: Exploring Natural User Interfaces for Locomotion in Video Games." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4285.
Full textM.S.
School of Electrical Engineering and Computer Science
Engineering and Computer Science
Computer Science MS
Williamson, Brian M. "RealNav exploring natural user interfaces for locomotion in video games /." Orlando, Fla. : University of Central Florida, 2009. http://purl.fcla.edu/fcla/etd/CFE0002938.
Full textDavies, Bryan. "Evaluating the User-Experience of Existing Strategies to Limit Video Game Session Length." Thesis, University of Cape Town, 2018. http://pubs.cs.uct.ac.za/archive/00001248/.
Full textStåhl, Fanny, and Hanna Holmgren. "Animated vs. Static graphics in a video game : How does animated and static graphics affect the user experience in a game?" Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-132313.
Full textHerrera, Benjamin A. "The edge of reality: A contemporary analysis of the video game culture." Scholarly Commons, 2015. https://scholarlycommons.pacific.edu/uop_etds/200.
Full textMoody, Kyle Andrew. "Modders : changing the game through user-generated content and online communities." Diss., University of Iowa, 2014. https://ir.uiowa.edu/etd/4701.
Full textNavarro, Diego. "Biofeedback Interaction : Applying Physiological Methods to Entertainment Video Games." Licentiate thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20730.
Full textRaileanu, Petrut. "“Why you mad?” - User and media perception on game design anti-piracy measures." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413147.
Full textMoyer, Valerie S. "The Role of User Motivations in Moderating the Relation Between Video Game Playing and Children's Adjustment." Bowling Green State University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1210548781.
Full textVaughn, Robert Craig. "Aggression Predictors in Video Games: Is Catharsis to Blame?" UKnowledge, 2015. http://uknowledge.uky.edu/comm_etds/39.
Full textMirza-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 textSmith, Nathan J. "Does Video Game Content Matter? An Examination of Two Competing Ideas." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/6026.
Full textFlensburg, Allan, and Simon Nilsson. "Player-Driven UI Design for FPS-Games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20143.
Full textCloyd, Tristan Dane. "(r)Evolution in Brain-Computer Interface Technologies for Play: (non)Users in Mind." Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/25221.
Full textPh. D.
Evangelisti, Linn, and Johan Sundell. "Playing the Innovation Game : Developing the Community Sensing Capability." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355298.
Full textStrååt, Björn. "Extending Game User Experience - Exploring Player Feedback and Satisfaction : The Birth of the Playsona." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-147770.
Full textAt the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 4: Manuscript.
Lundmark, Joakim, and Lindberg Eric Sandström. "The effects of intrinsic motivation, extrinsic motivation and toolkits onuser participation in User-generated content for video games: : A quantitative study of product development in online communities." Thesis, Umeå universitet, Företagsekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105705.
Full textNordqvist, Adam. "LÄRANDEPOTENTIAL & HISTORIEBRUK I DATORSPEL : En kvalitativ analys av Crusader Kings 2 möjligheter för lärande och historia ämnet." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-33324.
Full textThis study looks at the way a video game called Crusader Kings 2 uses history. The study will also look at the potential videogames can bring as pedagogical tool for learning. This have been analyzed in close relation to the Swedish curriculum for the subject history in the upper secondary school. To discover the way this video game uses history the game has been be broken down into its game mechanisms, genre and factors and analyzed using Klas-Göran Karlsson theory about the different uses of history. To find and analyze the potential for learning in the game, that have been chosen for this study Young et als theory about video games and its potential have been used in close relationship to previous research and the curriculum to analyze the game. This theory about this potential have been based on 300+ articles and studies about video games potential for learning following the K-12 curriculum. The result is that Crusader Kings 2 potential for learning in the history subject is very related to the curriculum and shows to provide a way fulfill what is expected to be learned from the goals of the subject. It was shown that the game was identified using the uses of history on many levels using Karlssons theory of the uses of history. Here the following uses was identified: Existentially, moralist, ideologist-none-use and commercial uses.
Thellman, Sam. "Assessing the Representational Capacity of Haptics in a Human-Computer Interface." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-102455.
Full textAdame, Andre. "Fully Immersed, Fully Present: Examining the User Experience Through the Multimodal Presence Scale and Virtual Reality Gaming Variables." CSUSB ScholarWorks, 2019. https://scholarworks.lib.csusb.edu/etd/918.
Full textLeitch, Mitchell R. "One-Handed, Two-Handed, Wii-Handed? The Effects of Different Types of Interfaces on the Ability of Middle-School Students to Learn from Educational Video Games." Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1219441254.
Full textHansson, Mikael, and Stefan Karlsson. "A Matter of Perspective : A Qualitative study of Player-presence in First-person Video Games." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121058.
Full textAndreasson, Mikael. "Förflyttad till en annan värld : en litteraturstudie om immersion och användargränssnitt i digitala spel." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-11458.
Full textI have with this literature study closer studied the term immersion and it's connection to user interfaces within video games in the FPS-genre (First-Person Shooter). The study first presents previous research that has occurred in the fields of immersion, user interfaces and video games. Three things are then, from this, later lifted up in the problem specification, those three are, that immersion can affect people, that user interfaces are critical links between the gamer and the game and that the genre is significant in the development of a user interface. The purpose of the study has been to a research current theory which has expanded my knowledge in the fields of immersion, user interfaces and video games. A qualitative oriented research with hermeneutics as the methodology has been applied in the execution of the study. I then present, in the results chapter, three examples of games in the FPS-genre where it is found that two of these games have a user interface that supports immersion with the third game having a user interface that breaks immersion. The results have then been extracted into four guidelines with the purpose to give user interface designers clear instructions about what applies in the development of user interfaces that supports immersion in the FPS-genre. The conclusion of the study has then been that user interfaces can affect immersion in both a positive and in a negative way.
Diot, Nicolas. "SAMP : Plateforme de modélisation à partir du paradigme multi-agents pour l’univers du jeu vidéo : vers un développement accessible et une gestion adaptée des interactions." Thesis, Bourgogne Franche-Comté, 2018. http://www.theses.fr/2018UBFCD065/document.
Full textIn recent years, video games domains and multiagents systems (MAS) domains took more and more place into the life of many pepole. Despite of strong similarities (video games entities wich can be assimilated to agents), MAS are very rarely used during the development of video games. This submission presents the Shine Agent ModelingPlatform (SAMP), a framework trying to integrate the multi-agents paradigm within the development of video games. The purpose is to integrate the efficiency of the MAS within the video games.SAMP provides an approach to enhance the interactions between agents. This approach reduces the number of searches within the environment. In addition to integrate the multi-agents paradigm within the video games, SAMP aims to be userfriendly by proposing a full graphical interface to MAS. An import/export system of these modelsallows users to create two modeling levels: one close to the computer sciences logic and the second close the business logic of the user.SAMP is integrated in a video games engine: Shine Engine. This integration allows to generate the graphic environment in which agents will live
Tran, Thien, and Samuel Berg. "User Interfaces and Gaming Performance : How the Type of UI Elements Impact Player Performance in FPS Games." Thesis, Jönköping University, Tekniska Högskolan, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54192.
Full textBedoya, De Lama Luis Sebastian. "La influencia de la jerarquía visual en la aprendibilidad de los videojuegos de administración de recursos." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/652367.
Full textIn this investigation we analyzed the influence of the principles of visual hierarchy in the learnability of resource management video game interfaces, to which a hypothesis was postulated regarding how visual hierarchy applied to user interface design on games of this genre influence positively in the learnability, making easier the recognition of graphic elements and the memorization of the steps to achieve victory lowering the possibility of game quitting in new players. To achieve this supposition, two Real Time Strategy video games that were developed from 2008 to 2018 were analyzed. Similarly, usability tests of such games were made, and, therefore, surveys that measure the learnability from the participants standpoint. The results of the documentary analysis suggest that the application of the principles of similarity, common fate, proximity and contrast. In the results of the usability tests and surveys it was recorded that the arrangement of graphic elements helped them to achieve the dictated tasks, memorizing them and using them in the fastest way to achieve victory. We can conclude that there’s a positive influence of visual hierarchy in the speed and effectiveness of learning from the videogame interfaces of the studied genre and, that the application of the principles look for a successful experience rather than just a hierarchy order between the game assets.
Trabajo de investigación
Bernard, Arnaud Jean Marc. "Human computer interface based on hand gesture recognition." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42748.
Full textHaddad, David, and Casper Strand. "Visual Substitutes for Audio Cues - Providing situational awareness for players with auditory disabilities." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20123.
Full textVideo Games have turned into a mainstream source of entertainment and have evolved alongside technological improvements. To the point of being able to bring the player immersive gaming experiences that rely heavily on their senses. However, the attention to the accessibility aspects of video games has been lagging behind.This thesis explores the available solutions that aim to help Deaf or Hard of Hearing (DHH) players, primarily in terms of situational awareness by substituting audio with a visual representation. The currently available solutions are then compared with the findings in related research and a survey that was conducted for this paper. The objective was to find what worked as a visual representation of audio, with the survey responses providing insight into DHH players perspective.These findings can serve as a reference point for developers who want to implement a visual substitute for audio or a similar feature intheir game.
Branting, Peter. "En hyllning till spelet : En kartläggning av fenomenet romhackning och den av entusiaster utförda översättningen av tv-spel i Sverige." Thesis, Stockholms universitet, Tolk- och översättarinstitutet, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-45849.
Full textShovlin, Paul W. "Writing Bytes: Articulating a Techno-critical Pedagogy." Ohio : Ohio University, 2010. http://www.ohiolink.edu/etd/view.cgi?ohiou1268168526.
Full textMoreira, Julian. "Évaluer l'apport du binaural dans une application mobile audiovisuelle." Thesis, Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1243/document.
Full textIn recent years, smartphone and tablet global performances have been increased significantly (CPU, screen resolution, webcams, etc.). This can be particularly observed with video quality of mobile media services, such as video streaming applications, or interactive applications (e.g., video games). However, these evolutions barely go with the integration of high quality sound restitution systems. Beside these evolutions though, new technologies related to spatialized sound on headphones have been developed, namely the binaural restitution model, using HRTF (Head Related Transfer Functions) filters.In this thesis, we assess the potential contribution of the binaural technology to enhance the quality of experience of an audiovisual mobile application. A part of our work has been dedicated to define what is an “audiovisual mobile application”, what kind of application could be fruitfully experienced with a binaural sound, and among those applications which one could lead to a comparative experiment with and without binaural.In a first place, the coupling of a binaural sound with a mobile-rendered visual tackles a question related to perception: how to spatially arrange a virtual scene whose sound can be spread all around the user, while its visual is limited to a very small space? We propose an experiment in these conditions to study how far a sound and a visual can be moved apart without breaking their perceptual fusion. The results reveal a strong tolerance of subjects to spatial discrepancies between the two modalities. Notably, the absence or presence of individualization for the HRTF filters, and a large separation in elevation between sound and visual don’t seem to affect the perception. Besides, subjects consider the virtual scene as if they were projected inside, at the camera’s position, no matter what distance to the phone they sit. All these results suggest that an association between a binaural sound and a visual on a smartphone could be used by the general public.In the second part, we address the main question of the thesis, i.e., the contribution of binaural, and we conduct an experiment in a realistic context of use. Thirty subjects play an Infinite Runner video game in their daily lives. The game was developed for the occasion in two versions, a monophonic one and a binaural one. The experiment lasts five weeks, at a rate of two sessions per day, which relates to a protocol known as the “Experience Sampling Method”. We collect at each session notes of immersion, memorization and performance, and compare the notes between the monophonic sessions and the binaural ones. Results indicate a significantly better immersion in the binaural sessions. No effect of sound rendering was found for memorization and performance. Beyond the contribution of the binaural, we discuss about the protocol, the validity of the collected data, and oppose theoretical considerations to practical feasibility
Scalco, Roberto 1979. "Controle do cursor tridimensional via Wii Remote em ambiente de realidade virtual para o ensino de Física." [s.n.], 2015. http://repositorio.unicamp.br/jspui/handle/REPOSIP/260023.
Full textDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Elétrica e de Computação
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Resumo: Como complemento aos laboratórios de Física do curso de graduação de Engenharia, este trabalho propôs-se ao desenvolvimento de um ambiente contextualizado que simula um laboratório virtual de Mecânica Clássica com uma interface tridimensional interativa similar ao usado em videogames. O controle Wii Remote foi escolhido como manipulador dos objetos desse ambiente por ser relativamente barato, além de possuir recursos que permitem obter a movimentação da mão do seu usuário no espaço. O Wii Remote se mostrou válido como controlador de um cursor 3D perante os testes de usabilidade realizados por um grupo de 27 alunos. O ambiente virtual desenvolvido representa um objeto de aprendizagem para auxiliar aos alunos com dificuldade em Física, mas sem perder o caráter lúdico do uso do controle de videogame. O professor pode criar cenas que reproduzam os experimentos realizados presencialmente no laboratório, mas introduzir variações em alguns parâmetros para que os alunos possam interagir com mais situações. Para realizar as simulações físicas foi utilizada a engine ODE, enquanto a renderização das cenas foi executada pela OpenGL. Questionários que foram aplicados aos alunos antes e depois de utilizarem o ambiente virtual contextualizado para o ensino de Física e seus resultados mostraram que o ambiente pode ser utilizado de maneira complementar, à aula tradicional, principalmente nas situações em que a aprendizagem acontece por repetição de tarefas
Abstract: As a complement to Physics laboratories in Engineering course, this work aimed to developping a environment that simulates a Classical Mechanics virtual laboratory using an interactive three-dimensional interface, similar to video games. The virtual environment helps students with difficult in Physics by using video game control. For the techaer, the possibility to create scenes that reproduce the experiments conducted in the laboratory, varying some parameters so that students can interact with most situations, could bring good oportunities to improve the classes. For the physical simulation was used the ODE engine and the OpenGL to scenes rendering and for interface to motion tracking object was Wii Remote control chosen, due to be relatively cheap and it allow to get the user hand movement in space.Tests with 27 students proved that Wii Remote is a valid 3D cursor controller and the environment can be used in a complementary way, the traditional classroom, especially in situations where learning happens by repeating tasks
Mestrado
Engenharia de Computação
Mestre em Engenharia Elétrica
Chaboissier, Jonathan. "Interactions simultanées de plusieurs utilisateurs avec une table interactive." Phd thesis, Université Paris Sud - Paris XI, 2011. http://tel.archives-ouvertes.fr/tel-00672516.
Full textCheng, Chun-I., and 鄭畯檥. "Video Game Users'' Rational and Emotional Using Motives." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/59865935214898053963.
Full text國立中興大學
科技管理研究所
102
Video games are popular around the world and many people enjoy playing video games. However, a lot of literatures researches aim at video games addicts and normal users, rarely make a depth study of non-addicted ones. In view of this the research focuses on addicted user and non-addicted users’ trend of using video games, and discusses their relationship. The research uses t-test to verify the using motive of video games. This research explores addicted users and non-addicted users of using motive of video games and divides into rational factors and emotional factors. The result shows that addicted users are mostly motives tend to emotional factors, and non-addicted users tend to rational factors. Therefore, we can realize further about the diversified factors of using video games widely, and make video games serve not only for recreation, but also for other purposes. The results of this research can provide video game manufacturers in the development of reference and suggestion, and help video game addiction treatment.
Kao, Ching-Han, and 高清漢. "User-Centered Design for Character in Video Games." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/t5gpjd.
Full text國立交通大學
工業工程與管理系所
96
Characters in video games often serve as avatars of game players. Different game players may have their particular preferences for characters. This research conducts two steps to describe user-center design (UCD) for characters in video games. Participants are 261 teenager game players. Firstly, to explore the characters’ preference factors of video game players from two perspectives: personality and social cognition. Secondly, to transform the preference factors into construct characters’ UCD customization design. The customization design includes two recommendation mechanisms to customize heroic characters’ facial appearances in video game. One is text-input method and the other is picture-input method. The recommendation mechanism for the text-input approach is based on the fuzzy AHP (analytic hierarchy process). The recommendation mechanism for the picture-input approach is based on the BP (back propagation) neural network. The study indicated that teenagers have distinct preferences for different heroic types and the heroes’ traits were composed of bravely, vision and moral factors. The heroic Justice Warrior type was most preferred, followed by Visionary Leader and Saint. The study also indicated that both similarity and familiarity influence player preferences for heroic characters. Experiments indicated that the text-input approach is more effective in recommending an appropriate facial appearance, yet at the expense of more time.
Lan, Ling-Hua, and 藍羚華. "A Study of User Experience Design in Taiwan Video Game Industry." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/46655727964501379247.
Full text南台科技大學
多媒體與電腦娛樂科學研究所
95
The concept of user-centered design that was originated in 1980s is a design method which claims design process should begin with users’ demands in order to satisfy their physical needs and mental feelings. Recently, users’ needs have been treated as valuable references during product design. Therefore, how to obtain and analyze user experience is an important issue during design process. In the competitive video game industry, it is very critical for game companies to recognize users’ needs. The old concept of designer-centered design does not fit into current design trend. Users’ preferences have many advantages to lead the way of video game design. Hence many game companies claim that “user” is the core concept for them to develop video games. However, the initial study of this research discovered that most designers were unlikely to understand and analyze users’ needs in their design practice. This research explored Taiwan video game industry by using the method of user experience design from both angles of game players and designers. Rapid ethnography was employed to observe and interview for gathering data. Finally, grounded theory was utilized to analyze data. The following four points was concluded by this research: 1.User experience is playing more and more important role in the video game industry and it is a practical method to understand the preference of keeping-changing users. 2.It was discovered that users pay much attention on screen design, game story and play-able which formed the main factors to attract game players. 3.The application of user experience design method has no fixed procedure to follow during obtaining and analysis data. However the willing of game designers and players is a key factor to enhance the method of user experience design in research process. 4.The decision-maker that exists in a form of sharing-communicating between game designers and player is an interactive design model in game design process.
Chen, Hong-Rui, and 陳宏瑞. "A Study on User's Motivation, Satisfaction, and Loyalty for Video Game Gonsoles." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/94163666961203793162.
Full text大葉大學
管理學院碩士在職專班
101
This research aims to examine the relationships among motivation, satisfaction and loyalty of game machine players, and the variation on the said three variables for different background players as well. Game machine players are the research subjects who play with XBOX360, Play Station 3, Wii, etc. A total of 463 network questionnaires were obtained with 400 ones effective after deducting 63 invalid ones. An overall effective response rate is 86.39%. Statistics software package SPSS18 was employed to analyze returned data and the results indicate—1. Game machine players see a more than moderate motivation (M=3.52), the almost same degree of satisfaction (M=3.42) and a moderate loyalty (M=3.2). 2. Different background players show obvious distinctions in some aspects of motivation 3. Different background players carry obvious distinctions in some aspects of satisfaction. 4. Different background players present obvious distinctions in some aspects of loyalty. 5. The motivation to use game machines can remarkably predict the extent of satisfaction which in turn can lead to notable forecast of loyalty. Finally, some proposals are submitted based on research results for game machine vendors’ reference and the study in the future.
Mostert, Jeanette Lesley. "The gendered identity of South African video arcades, games and their users." Thesis, 2001. http://hdl.handle.net/10413/5787.
Full textThesis (M.Ed.)-University of Natal, Durban, 2001.
Young, Takeisha T. "A usability analysis of video games : the development of assessment standards." 2011. http://liblink.bsu.edu/uhtbin/catkey/1644460.
Full textDepartment of Telecommunications
(5930531), Jessica R. Balfe. "A Study of an ADHD Experience Video Game's Effect on Users' Attention." Thesis, 2019.
Find full textFerreira, Sara João Cardoso. "Natural User Interfaces." Master's thesis, 2014. http://hdl.handle.net/10316/35651.
Full textThis project’s main subject are Natural User Interfaces. These interfaces’ main purpose is to allow the user to interact with computer systems in a more direct and natural way. The popularization of touch and gesture devices in the last few years has allowed for them to become increasingly common and today we are experiencing a transition of interface paradigms from graphical user interfaces to natural user interfaces. However, these interfaces are still being explored, as well as the possibilities that come with them. Whether or not they succeed as a new interface paradigm will depend on whether they are able to provide the user with a truly natural way of interaction. This project’s main goal was to study new possibilities for these interfaces. This was achieved through the development of two video games (based on common and / or traditional games) that should reveal a new way to play them, reinventing these games for these new type of interfaces. The diversity of the types of game that were chosen incite the study of new possibilities for natural user interfaces. These video games were developed for Leap Motion, a device that enables the creation of natural user interfaces since it allows users to interact with the computer through gesture. The development was made using the Unity 3D game engine and, afterwards, evaluations were made in to determine if the goal to create games that explore natural user interfaces was correctly achieved. The results of these evaluations were, overall, positive in all of the age groups included in the evaluation, but were better in the younger ones. The games were later submitted on Airspace, the Leap Motion’s app store.