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1

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.

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2

Sutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.

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This thesis identifies and explores the types of communication modes that exist in video games. Different types of communication are identified and discussed based on Frye's audience centered theory of modes. The inferior communication mode, the mimetic communication mode, the leader-centered communication mode, the romantic communication mode, and the mythical communication mode are all explained. A convenience sample of six video game players were interviewed about video games. An analysis of their self-identification statements revealed that players seek a high level of romantic communication when playing video games. The romantic communication mode makes the video game world an idealized place where the players are able to manipulate their circumstances or show more intelligence than the user in reality. Uses of the communication modes are also explained.
Department of Telecommunications
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3

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/.

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When games were first developed for in-home use, they were primarily targeted almost exclusively at children and males. However, today’s marketplace manifests a more diverse population plays Internet-enabled games that can be played virtually anywhere. The average gamer is now 30 years old. Many gamers, obviously, are much older. Yet more strikingly, and more germane to this study’s purpose, 47% of the U.S. gamer population is female, as compared to 40% in 2010. Despite these trends the gaming industry remains a male-dominated culture. The marketer’s job is to facilitate game engagement and to motivate gamers to play. The notion of “engagement” is not new in business. The term was developed in the last decade. Many studies were devoted to understand, explain, and define the term. It suggests that within interactive, dynamic business environments, consumer engagement (CE) represents a strategic position that companies can use to enhance their sales growth, competitive advantage, and profitability. Moreover, there are three levels of engagement in any experiential consumption (i.e., playing video game): presence, flow, and psychological absorption. The findings of this study affirm that consumer engagement, including presence, flow and psychological absorption are explanatory factors that impact gamer’s purchase intentions. Our results show that consumers experience different mental engagement in an interactive environment (i.e., playing video games) compared to passive environments (i.e., visiting a website). These findings change our understanding of consumers’ engagement and flow state. We also found that male and female gamers experience different engagement level. However, we did not find a significant result that masculinity and femininity traits impact gamers’ engagement or intention. We argue that macroeconomic factors results in sales fluctuation may have resulted in reject in this hypothesis. Thus, marketers shed a light into the consumer’s interactive environment and flow states in that environments. Consumers not only determine the value in using a product as Vargo and Lusch suggested, but they also create that value. Also, consumer experience is an ongoing process that does not have a specific point to start, making the value creation a temporally accumulative process that includes past, present, and future experience. Therefore, the value created by consumers is not created while physically interacting with a device to play, but it may include imagined and indirect interaction with the product. Therefore, consumers (i.e., gamers) need to maintain a balance between presence and psychological absorption (i.e., flow) to get the best experience in play video gaming. Empirical evidence suggest that consumers’ flow state engagement is the most important variable in determining their ensuing purchase intention for video games, regardless of game genre.
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Richoux, 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.

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Digital spaces are opening the doors to developing types of registers within languages that rely on computer mediated communication. Participants in the video game community have enregistered language that is concise and efficient for the purposes of game play to make snap decisions. However, the register is being borrowed by 4chan users, adapted to their sociocultural needs, and employed by some to communicate threats of violence. The aim of this thesis is to understand the structure of gaming language both inside and outside of a gaming platform and to examine how some users of 4chan make use of this less commonly understood register for expressions of violent intent. I observe professional eSports athletes in game play, interviews, and news articles to establish a baseline of gaming terminology and examine the structure within this enregistered facet of language. I found that much of gaming terminology is derived through processes already common in the development of slang and other forms of language change, and I used the results of this analysis to generate a survey about understanding of these language forms. This survey was distributed to participants who had different amounts of experience with video games (mega gamers vs. non-mega gamers) to determine each groups' awareness of gaming terminology and their understanding of certain phrases as communication of a threat. The survey revealed that mega gamers more commonly define terms in relation to video games than non-mega gamers, but that they were not more likely to identify phrases with gaming terms as threats except in a few isolated cases.
Master of Arts
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5

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.

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Context. The feeling of immersion in a video game is something most game developers try to achieve. Immersion makes the player feeling like they are a part of the game they are playing, and causes them to lose track of time and space. Immersion can be achieved in many ways, one of them being through different kinds of Graphical User Interfaces. An integrated interface might help players to get more immersed. Objectives. The objective of this thesis is to find out whether an integrated or "diegetic" interface improves the feeling of immersion in players.To fullfil this objective, a prototype must be made and then tested using participants who then can answer questions about their level of immersion. Methods. The prototype was built using Unity, a free game engine. The participants of the study played two different levels with two different interfaces and then answered a number of questions in a questionnaire. The questions were then analysed using the students t-test. Results. The results of the study showed there were no difference in terms of immersion in the two different interfaces. Conclusions. These results suggest there is no improvement of immersion when using a diegetic interface, compared to using a non diegetic one.
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6

Camarata, 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.

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This research aims to fill a research gap by examining video games to explore whether gender, age, or hours played per week would exert any influence on the information of those who may or may not play video games. Mood Management Theory and Uses and Gratification Theory were used as the theoretical foundation for this study. Four-hundred-three East Tennessee State University students who received the survey via email were asked to voluntarily participate in a survey about their motivations behind playing video games. Results from MANOVA showed that the motivations of male participants on video games were significantly higher than were female participants on video games. Moreover, those who claimed to play five or more hours of video games per week were significantly higher than those who claimed to play zero hours per week.
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7

Bohman, 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.

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Fourteen volunteers were asked to participate in an experiment, along with answering a survey, toevaluate the performance of three peripherals: the Xbox 360 Wired Controller, a keyboard, and theRock Band Fender Stratocaster Wired Guitar Controller. The participants played a prototype madein Unity, and their accuracy scores were analyzed in R using ANOVA. However, no significantquantifiable difference was found based on which peripheral was being used. The scores were alsoanalyzed using Pearson's Product-Moment correlation, and we were able to determine that thevariation in accuracy scores was directly linked to the participant's specific test run in theexperiment. Taking this into consideration along with results of our observational data andparticipant feedback, we found that there were more factors at play, in regards to playability andaccuracy, than just the input device itself. The learning effect of repetitive play of the prototype andinput devices, the control input scheme, and the participant's chosen peripheral manipulationmethod all had an impact.
I 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.
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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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9

Shand, 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.

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10

Williamson, 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.

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We present an exploration into realistic locomotion interfaces in video games using spatially convenient input hardware. In particular, we use Nintendo Wii Remotes to create natural mappings between user actions and their representation in a video game. Targeting American Football video games, we used the role of the quarterback as an exemplar since the game player needs to maneuver effectively in a small area, run down the field, and perform evasive gestures such as spinning, jumping, or the "juke". In our study, we developed three locomotion techniques. The first technique used a single Wii Remote, placed anywhere on the user's body, using only the acceleration data. The second technique just used the Wii Remote's infrared sensor and had to be placed on the user's head. The third technique combined a Wii Remote's acceleration and infrared data using a Kalman filter. The Wii Motion Plus was also integrated to add the orientation of the user into the video game. To evaluate the different techniques, we compared them with a cost effective six degree of freedom (6DOF) optical tracker and two Wii Remotes placed on the user's feet. Experiments were performed comparing each to this technique. Finally, a user study was performed to determine if a preference existed among these techniques. The results showed that the second and third technique had the same location accuracy as the cost effective 6DOF tracker, but the first was too inaccurate for video game players. Furthermore, the range of the Wii remote infrared and Motion Plus exceeded the optical tracker of the comparison technique. Finally, the user study showed that video game players preferred the third method over the second, but were split on the use of the Motion Plus when the tasks did not require it.
M.S.
School of Electrical Engineering and Computer Science
Engineering and Computer Science
Computer Science MS
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11

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.

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12

Davies, 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/.

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Digital video games are an immensely popular form of entertainment. The meaningful positive experiences that games facilitate are fundamental to the activity; players are known to invest a lot of time playing games in search of those experiences. Digital games research is polarized. Some studies find games to be a healthy hobby with positive effects; games promote well-being through regular experience of positive psychological experiences such as flow and positive emotions. Others have identified rare problematic use in those players who devote excessive amounts of time to gaming, associating them with social dysfunction, addiction, and maladaptive aggression. While it remains unclear if games cause these effects, or merely coincide with play, the negative effects historically receive more attention in both popular media and academia. Some authorities attempt to reduce the harms associated with games to such an extent that their methods have become national policy affecting all players including those who exhibit no negative outcomes. In South Korea and Taiwan, policing authorities employ a behaviour policy that sets strict daily limits on session length, thereby controlling the amount of time people spend playing games each day. In China, the General Administration of Press and Publication employ a design policy requiring that games service-providers fatigue their games’ mechanics after a period to coax them to take a break sooner than they ordinarily would. Both policy types alter player interaction with games in any given session and it is unclear how these policies affect players in general. This research aims to compare sessions affected by the behaviour policy, design policy, and policy-free sessions in terms of session length, measurable subjective user-experience, the player's intention to return to the game, and their reasons for choosing to stop playing in a particular session. For use in a repeated-measures experiment, we modified the action RPG Torchlight II to simulate both policies. Participants had one session at the same time each week for three consecutive weeks. In varied sequences, participants played a control session unaffected by policy, a one-hour shutdown session representing behaviour policy, and a fatigue session representing design policy. After each session, we recorded their session's length, their user-experience in terms of flow and affect, their intention to return to the game, and their reason for ending the current session. We found that our shutdown condition successfully decreases session length, when compared to the other conditions. The condition facilitates strong flow, moderate positive-affect, and weak negative-affect. The shutdown event does not appear to degrade positive experiences and makes participants slightly more upset (statistically significant) than they would be after choosing to stop playing. This is because players do not get to make that decision, and because players are unable to complete the goals they have set for themselves. Most players intended to play the game again immediately or sometime later in that same day, much sooner (statistically significant) than they would after choosing to stop. This also may be due to satisfaction associated with choosing to stop, or being unable to complete their self-set goals. We found that our fatigue condition increases session length when compared to the other conditions. This result contradicts the intentions associated with design policies: shorter sessions. The fatigue mechanics make the game more difficult, which increases the time required for players to complete the goals they have set for themselves, whether it is to complete a level, quest, or narrative sequence. The condition facilitates high levels of flow, moderate positive-affect and low negative-affect; the condition does not appear to degrade these positive experiences, nor increase negative experience. Most players intended to take the longest breaks between sessions of at least one day, and although we observed that these were longer than the control condition, the differences is not statistically significant. We found that most participants chose to stop playing when the game stopped providing them with positive experiences, or begins to generate discomfort. A large group of participants chose to stop because another activity took priority. Few participants chose to stop because they were satisfied with their session. Less than one third of players explicitly referenced the fatigue mechanics in their decision to stop. Neither policy is holistically better than the other. Both provide strong positive experiences, and have different effects on session length. Whereas it appears that the fatigue condition fails to reduce session length, it also appears that players intend taking longer breaks between sessions, which may reduce total play-time across all sessions. Similarly, the shutdown condition may increase total play time, or at least bring it closer to normal amounts of play-time while also making players more upset. Our operational definition of user-experience is bi-dimensional, and does not include many experiential constructs commonly associated with digital games. During this research, several reliable and valid, and more representative experience measures became available. Any future work on this topic should make use of one of these. Our experiment tested the effects of player experience associated with a single game, genre, and context. Future research should reduce the variation of player factors by focusing on single personalities, typologies, or risk-factors rather than generalizing to all players. We tested out participants only as they played in the early stages of Torchlight II. It is possible that the game's narrative elements, rather than the gameplay mechanics fatigued by the design policy, motivated continued play. We suggest a longitudinal study of the individual policies to explore their effects over many sessions.
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Ståhl, 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.

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Animation in video game graphics is in some cases a necessity for the game’s mechanics to beproperly communicated to the player. In other cases, it is purely an addition to the game’s expression.In the cases where gameplay is not dependant on animation, how exactly does the animationaffect the gameplay experience? This study examines whether or not there are differencesin user experience when static and animated graphic are compared to one another. To do this,30 test participants played two versions of the same game - one with almost exclusively staticgraphic, and one including more animated graphical elements. The test persons were observedduring the test, and answered questionnaires which examined their emotions using the PANAS-Xquestionnaire and levels of immersion using the Immersive Experience Questionnaire. Wealso included a demographic questionnaire to collect data on the participants’ backgrounds, incase it had any impact on the tests and the overall results. The results of the test showed thatthe two versions did not differ much in how they were perceived - not in emotional responsenor feelings of immersion. Despite this, the preference of the users were weighed towards theanimated version. The reason for this can not be concluded with help of the data collected.
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Herrera, Benjamin A. "The edge of reality: A contemporary analysis of the video game culture." Scholarly Commons, 2015. https://scholarlycommons.pacific.edu/uop_etds/200.

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This thesis explores the contemporary world of video games and analyzes why people engage with single player and multiplayer video game experiences. Based on the uses and gratifications framework, this study examines how college students are engaging with video games and if they prefer single player or online multiplayer video games. Focus groups were conducted with college students to explore the video game culture. The results demonstrated that participants preferred single player video games due to less interruption from social interactions with online multiplayer games, but also to avoid harassment and negative criticisms that continue to plague online multiplayer experiences. Results also suggest that participants seek solitude while engaging with video games in order to become immersed within the game for a more relaxed and fun experience. Gratification dimensions were included from previous research including: arousal, challenge, competition, diversion, fantasy, and social interaction. Several new dimensions not matching previous research were discovered in the data that provided new perspectives on why players engage with single player video games. The participants discussed that single player video games could be played at their own pace, stopped at any time, and then continue their experience at their leisure. Participants were also researching and anticipating new game projects from their favorite developers. Additionally, participants suggest that if the developers made video games they enjoy playing, then the participants would continue to support and follow their future game projects.
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Moody, Kyle Andrew. "Modders : changing the game through user-generated content and online communities." Diss., University of Iowa, 2014. https://ir.uiowa.edu/etd/4701.

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The influx of new digital media technologies and platforms have made it possible for consumers of media products to more easily create and distribute their own works, which breaks away from the traditional production of culture of media by established, professional creators. Consequently, there has been a rise in the immaterial labor of digital media creators, as well as a formation of online communities of disparately connected users through commonly held interests. Within the medium of video games, this convergence between user and producer of content, the tension between control and innovation of media content and form, online communities and immaterial labor is most clearly seen in the practice of modding, here defined as using legally authorized software to modify video game content. Modding for computer games has been occurring since the early 1990s, and has grown considerably due to the expansion of the internet's capabilities for connecting people and distributing large bands of data. In 2012, Skyrim developers Bethesda Softworks released a free software development tool called the Creation Kit. The Creation Kit allowed computer users to modify the game content, at which point the user could publically release their mods through the authorized Steam Workshop Channel. The Creation Kit was distributed via Steam, an electronic digital games store operated by Valve Corporation, Inc. Because Bethesda required users to play Skyrim through Steam, the Steam Workshop Channel was intended to be the primary distribution and gathering location of the modding community for Skyrim. However, most existing modders already had many previously established third-party modding databases and websites for distribution, which meant that the Steam Workshop Channel was a new and forced entry into the modding community. Using a combination of ethnographic methods (participant observation and interviews) and textual analysis of message board data, and in research gathered between September 2013 and January 2014, this dissertation explores the community dynamics of the modders on the Steam Workshop Channel for Skyrim to help locate the identity politics of the community, as well as navigating the tension between innovation and control within the community. It also explores how a digital media producer attempts to control a space of fan-made production, and what that means for the existing community. I participated and observed conversations on modding community dynamics in specific forums on the Steam Community Workshop for Skyrim. There, I gathered textual data from a diverse sample of conversations located on discussion boards and a diverse set of mods ranging in user-defined ratings (high-rated to low-rated) to highlight the conversational dynamics and implicit and explicit structuring of the community. I gathered materials from over 403 relevant conversation threads on the Steam Community Workshop for Skyrim. I also conducted telephone, web and email interviews with a purposive sample group of 15 modders based on their ranking in the community in order to gather their personal motivations for participating in the group and perceptions of norms, rituals and values in the group. Results indicate that modding communities are hierarchized by historically locating the user within the practice, as well as through extensive technical knowledge and frequency of communication. Heavy users and mod creators separate themselves from "non-modders" or mod users through these practices, defining their identities through discourse and the values of creation. The Steam Workshop Channel was a collision between mod creators and non-modder users, sometimes with clashing ideologies that dissuaded heavier users from fully embracing the Steam Workshop. This study illustrates how Bethesda and Valve were perceived by existing modders, and suggests that companies need to pay attention to how historically located communities of users respond to the actions, policies, membership, and moderation of professional media consumers.
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Navarro, 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.

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Biofeedback interaction offers interesting opportunities for video games since it allows player physiological information to be used in novel interaction techniques. Despite several contributions in the area, biofeedback interaction faces a set of challenges relating to its design and implementation. First, it has mainly been used as a method to replace more traditional interaction devices, such as gamepads, mice or keyboards. Also, few of the previous interaction techniques have made an essential use of physiological data: exploring possibilities that could only be developed by involving physiological inputs. This dissertation explores how different physiological methods, such as electroencephalography, eye tracking, electrocardiography, electrodermal activity, or electromyography, could be used in the design and development of natural user interaction techniques that might be applied to entertainment video games, highlighting technical details for the appropriate use of physiological signals. The research also discusses interaction design principles from a human-computer interaction perspective, evaluates several novel biofeedback interaction techniques with a set of user studies, and proposes ethical considerations for the appropriate exposure to virtual reality and physiological sensor technology. Results show that the use of biofeedback inputs in novel interaction techniques, vary in complexity and functionality depending on the type of measurements used. They also showed that biofeedback interaction can positively affect player experience since it allows games and virtual reality applications to synchronize with player physiology, making of playing games a personalized experience. Results highlighted that biofeedback interaction can significantly affect player performance, being influenced by the interaction complexity and the reliability of the sensor technology used.
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Raileanu, 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.

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Video game developers have implemented multiple measures to combat piracy throughout history. One of these measures, defined in this study as in-game anti-piracy measures, prevents player progression on unauthorized copies by degrading gameplay or drastically increasing the difficulty.This study conducts a content analysis research on textual data gathered from the world wide web to assess the public perception in regards to this type of anti-piracy measures. The data gathered for this study consists of 425 statements in the form of comments and forum posts that have been coded, divided into themes and then analyzed inductively to generate findings that can be linked to Moshirnia’s (2012) previous research.Even though no clear results occurred that can confirm Moshirnia’s (2012) findings, this study has discovered a potential connection between in-game anti-piracy measures promoting piracy. The findings also suggest that the unique “broke features” might lead to the popularization of games modded to let legitimate users experience them too.
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Moyer, 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.

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Vaughn, Robert Craig. "Aggression Predictors in Video Games: Is Catharsis to Blame?" UKnowledge, 2015. http://uknowledge.uky.edu/comm_etds/39.

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The majority of research tends to focus on the effects of violent video games, and as a result the motivations to play games are understudied. This study used the uses and gratifications theory as a framework for investigating game player’s motivation to play video games for the purpose of catharsis. This study also proposed that in-game variables, such as level of difficulty and content of the video game, all be investigated to see the effects they have on the achievement of catharsis or the development of aggression through other mediating variables such as enjoyment, control, and frustration with the game. It was found that difficulty of the game predicted frustration with the game and that those with more game playing experience reported greater feelings of catharsis, enjoyment, and feelings of control. None of the independent variables were found to attribute to feelings of aggression, including game content. Feelings of control within the game were found to be predicted by game type. Although there were relatively few main effects with the independent variables, correlations show trends in the data between variables that would support the achievement of catharsis through greater feelings of control, enjoyment, and decreased frustration.
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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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Smith, Nathan J. "Does Video Game Content Matter? An Examination of Two Competing Ideas." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/6026.

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The current paper addresses the associations between video game content (i.e., physically aggressive, relationally aggressive, and prosocial) and physical aggression, relational aggression, and prosocial behavior in two distinct developmental periods. The purpose of the paper is to test whether playing video games with a particular type of content influences behaviors over time, or whether individuals who have higher levels of physical aggression, relational aggression, or prosocial behavior prefer to play games with similar content. Two theories will be simultaneously examined and tested in order to determine the relative merit in using each in research examining the relationships between video game content and positive and negative behaviors. More specifically, this paper will address the General Aggression Model/General Learning Model (GAM/GLM) and the Uses and Gratification Theory. The GAM/GLM, at their core, predict that exposure to video game content will build a cognitive schema which will guide how an individual should behave when confronted with a later social encounter (Anderson & Bushman, 2002). Contrarily, Uses and Gratification would suggest that a person chooses to play video games with a particular type of content, and that video games should not influence behavior. Specifically, according to the theory, individuals should seek out video games in order to fulfill their inward feelings and motivations (e.g., an individual with aggressive tendencies would play games with more violent and aggressive content) (Katz, Blumler, & Gurevitch, 1973; Whiting & Williams, 2013). A careful analysis showed a significant relationship between each type of video game content and its' corresponding behavior among adolescents, which supports the assumptions of the GAM and GLM. There was no relationship between video game content and behavior among preschoolers. With the exception of relational aggression of physically aggressive content, there was no support for Uses and Gratification Theory, in that preschoolers' and adolescents' levels of physical aggression, relational aggression, and prosocial behavior were not related to the preference for video games with different types of content. The analysis adds significantly to the current literature by showing a relationship between video game content and behavior over a four year period.
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Flensburg, 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.

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This paper explores the appeal of customizable user interfaces (UI) in video games, and the choices players make when this option is available to them. In the video game industry at present, players aren't given much choice in regards to the UI, even though it is usually a vital element that will support them throughout their whole experience. To determine the value of customizable UIs, players were provided a testing environment with tools that allowed them to modify their UI, and quantitative data was collected during this test. A qualitative study has also been conducted with a focus on the players attitude towards the subject. The results of the study show a high favor for UI customization among the players. It does however show that players are split on several aspects within the topic and further research is required. This can hopefully lead to developers adapting more uses of user experience (UX) and implementing UI customization within their games.
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Cloyd, 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.

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This dissertation addresses user responses to the introduction of Brain-Computer Interface technologies (BCI) for gaming and consumer applications in the early part of the 21st century. BCI technology has emerged from the contexts of interrelated medical, academic, and military research networks including an established computer and gaming industry. First, I show that the emergence and development of BCI technology are based on specific economic, socio-cultural, and material factors, and secondly, by utilizing user surveys and interviews, I argue that the success of BCI are not determined by these contextual factors but are dependent on user acceptance and interpretation. Therefore, this project contributes to user-technology studies by developing a model which illustrates the interrelations between producers, users, values, and technology and how they contribute to the acceptance, resistance, and modification in the technological development of emerging BCI technologies. This project focuses on human computer interaction researchers, independent developers, the companies producing BCI headsets, and neuro-gadget companies who are developing BCI's for users as an alternative interface for the enhancement of human performance and gaming and computer simulated experience. Moreover, BCI production and use as modes of enhancement align significantly with social practices of play which allows an expanded definition of technology to include cultural dimensions of play.
Ph. D.
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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.

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The remarkable growth of the video game industry has triggered an interest for the capabilities that video game companies need in order to seize opportunities in the market. Companies that continuously provide product innovations are arguably better equipped to succeed in the dynamic, digitized video game landscape. Market sensing capabilities have been brought forward as particularly useful in environments with these characteristics and research suggests that user communities could be critical sources of external knowledge for video game companies. Hence, the aim of this study is to provide a framework where these concepts are combined into a unified dynamic capability, Community Sensing Capability, and to quantitatively test its effect on product innovativeness. An interview-administered questionnaire was used to gather data, resulting in a sample of 72 observations. The capability builds on three different sub-processes; sensing, sensemaking and response. Reliable measurements were developed for Community Sensing Capability, sensing and response respectively. The regression analysis indicate that sensing and response are positively related to product innovativeness, while Community Sensing Capability is not significantly related. This study contributes to literature by shedding light on a new phenomenon and giving initial insights to how the Community Sensing Capability can be exploited in innovation processes.
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Strååt, 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.

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Video games are experience-based products and user satisfaction is key for their popularity. To design for as strong an experience as possible, game developers incorporate evaluation methods that help to discover their users’ expectations and needs. Despite such efforts, problems still occur with the game design that lower the user experience. To counter these problems, the evaluation methods should be investigated and improved. To address this need, I have explored various design tools and user experience theories. Applying these in a game evaluation context, I have analyzed user-created game reviews and conducted longitudinal user interview- and game diary studies in connection to playing a newly released game, in other words different methods to take advantage of users' expectations, opinions, attitudes and experiences. One result of the analysis of the obtained data is a set of “slogans” that illustrate how and why users lose interest in a game. A second result is a method for extracting user attitudes from pre-produced user reviews and how this can be used in game development. Thirdly, I introduce an alternative model, aimed at game user experience development, the Playsona. The Playsona is a lightweight tool that introduces a variant of the Persona-method, specifically for video game design.

At the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 4: Manuscript.

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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.

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In this thesis we will discuss the subject of user participation in the development process of products, specifically video games, through a concept called User-generated content. Product development demands speed and flexibility in the development process and it has been suggested that managers should revise the process of product development to become more flexible and integrate the consumer in increasingly more steps of the process. Video games will often be modified after its release. In fact, it has been estimated that between 95% and 100% of the files in most software will be modified after its initial release. User participation, referring to behaviors and activities performed in a system development process, is a definite feature for websites that consider their content user-generated. Customers who participate in online video game UGC are actively changing games, modifying existing content and creating new content related to all aspects of the game bit by bit, while also contributing this content to others, usually over the internet through some sort of video game content sharing site.User participation is determined by a user’s ability to participate and his motivation to do so, the latter of which is the focus of this thesis. Two major branches of study can be distinguished from motivational theory; intrinsic motivation and extrinsic motivation. The main purpose of this thesis is to examine the effects of motivational factors of intrinsic motivation, extrinsic motivation and toolkits that motivate customers to participate in UGC for video games. We examine what effects intrinsic motivational factors enjoyment, altruism and continuance commitment, as well as extrinsic motivational factors rewards, future rewards, personal need and reputation have on user participation. The toolkits approach to product development is a common user-oriented product development methods in the video game industry, which allows users to modify and create content for games. We will also study what effects the usefulness and ease of use of these toolkits have on user participation. Conducting a quantitative study, we presented a questionnaire to members of four online video game UGC communities; Steam Workshop, GameBanana, ModDB and MODSonline, in order to assess users’ attitudes of aforementioned concepts in relation to their user participation.We have not found any relevant research that examines both motivational factors’ and toolkits’ effects on user participation in video game UGC. With recent turbulent developments in the video game industry regarding monetary compensation for UGC, we decided to put great weight on this area in this thesis, both through our review of previous literature and regarding the results of our study.Our multiple regression analysis showed that toolkit ease of use, intrinsic motivational factors enjoyment and altruism, as well as extrinsic motivational factor reputation have significant positive effects on user participation, while toolkit usefulness showed a significant negative effect on user participation. We also find trends suggesting the positive effect of continuance commitment on user participation, and, finally, a trend suggesting the negative effect of rewards on user participation.
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Nordqvist, 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.

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Denna studie undersöker hur ett videospel som heter Crusader Kings 2 använder historia. Studien kommer också att titta på den potential videospel kan ge som pedagogiskt verktyg för lärande. Detta har analyserats i nära relation till den svenska läroplanen för ämnet historia på gymnasiet. För att upptäcka hur detta spel använder historia har spelet bryts ner i sina spelmekanismer, genre och faktorer och analyserats med hjälp av Klas-Göran Karlsson teori om de olika historiebruken för historia. För att hitta och analysera potentialen för lärande i spelet som har valts för denna studie har Young m fl teori om videospel och dess potential använts i nära relation till tidigare forskning, samt läroplanen för att analysera spelet. Denna teori om denna potential har baserats på artiklar och studier om videospels potential för lärande efter K-12 läroplanen. Resultatet är att Crusader Kings 2 potential för lärande i historia ämnet är mycket relevant till läroplanen och visar sig vara ett sätt uppfylla vad som förväntas av målen i ämnet. Det visade sig att spelet identifierades med hjälp av användningen av historia på många nivåer med hjälp av Karlssons teori om användningen av historia. Här har följande användningar identifierades: Existentiellt, moraliskt, ideologiskt, icke-bruk och kommersiellt bruk.
This 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.
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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.

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The purpose of this thesis was to contribute to our knowledge of what haptics can bring to the table as a human-computer interface rendering technique, which other rendering techniques cannot. An experiment was set up in which a multi-interfaced game was used to convey an information structure to interface users. Each of the game’s three user interfaces utilized one of three different rendering techniques: haptic rendering, graphic rendering, and graphic-haptic rendering. The capacity of each rendering technique to represent the information structure was assessed in terms of the effect of the corresponding interface on three aspects of the user interaction: user performance, user satisfaction and system usability. The result indicated that user performance benefitted from a graphic or graphic-haptic rendering over a haptic rendering. There were no differences between the rendering techniques with regards to the overall user satisfaction. However, there were notable differences on the user satisfaction metric subscale level. The haptic rendering required higher attentive effort than other renderings. Also, the graphic rendering better facilitated the perception of having clear goals and feedback. The results also suggested that the overall system usability benefitted from a graphic or graphic-haptic rendering over a haptic rendering.
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Adame, 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.

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Over the past few years, video games have served as a catalyst for virtual reality (VR) technology to become more accessible to the average consumer, resulting in an increased interest in VR’s potential applications across several disciplines. To best capitalize on these applications, however, researchers require a thorough understanding of the user’s experience in virtual environments. And while many studies on VR experiences tend to focus on presence, video games offer another angle of approach: immersion. This study uses both qualitative and quantitative methods to examine the relationships between the VR experience of presence and the gaming experience of immersion. First, a focus group of individuals with VR gaming experience explored variables impacting presence. Then a survey questionnaire consisting of items from the multimodal presence scale (MPS), Jennett et al.’s (2008) immersion questionnaire, and the focus group was distributed online. Finally, the collected data was analyzed using factor analysis and linear regression to explore the relationships between presence and immersion. Results of the analysis identified involvement to be an important factor impacting a user’s perceived presence in a VR gaming experience.
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Leitch, 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.

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Hansson, 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.

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In this study we aimed to investigate the process through which players of video games situate, and form an understanding of their presence within the virtual game environment. This study specifically investigates this process in games played through a first person perspective with the intention of minimising the amount of visual information provided the participants. For this purpose we created two scenarios within a videogame environment specifically design for the study. A total of thirteen participants took part in the study, and after each season a semi structured interview was performed. In a qualitative content analysis we identified patterns and commonalities ascertaining to our line of questioning, and conclude that while the player-presence relationship would appear to be largely dependent on the individual’s type of play, the varying focus on either narratology or ludology in our two scenarios did indeed influence the participants to approach this relationship similarly within the separate groups. Finally we defined four types of player-presence relationship, and how they can be said to relate to the varying ludonarrative dynamics within the two specified genres, as well as the varying types of play observed amongst the participants in our study.
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Andreasson, 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.

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Jag har med denna litteraturstudie närmare undersökt begreppet immersion och dess koppling tillgränssnitt i digitala spel inom FPS-genren (First-Person Shooter). I studien presenteras först tidigare forskning som skett inom områdena för immersion, användargränssnitt samt digitala spel. Utifrån detta lyfts det sedan upp tre saker i problemformuleringen: att immersion kan påverka människor, att gränssnitt är en viktig länk mellan spelet och spelaren samt att genren även har en betydelse vid utformandet av gränssnitt. Syftet med studien har varit att undersöka aktuell teori vilket har ökat min förståelse för immersion, användargränssnitt samt digitala spel. En kvalitativ inriktad forskning med hermeneutiken som metod har använts vid utförandet avstudien. Jag presenterar i resultatkapitlet exempel på tre stycken spel i FPS-genren där det framkommer att två av dessa spelen har gränssnitt som stödjer immersion varav det tredje spelet har ett gränssnitt som bryter immersionen. Från resultatet har sedan fyra stycken riktlinjer extraherats med syftet att ge gränssnittsdesigners tydliga instruktioner om vad som gäller vid utvecklingen av gränssnitt som stödjer immersion i FPS-genren. Slutsatsen har med studien blivit att gränssnitt kan påverka immersion i både en positiv och negativ mening.
I 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.
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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.

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En quelques années, les domaines des jeux vidéo et des systèmes multi-agents (SMA) ont pris de plus en plus de places dans la vie de chacun. Malgré des similitudes assez fortes (présences d’entité dans les vidéo pouvant être assimilées à des agents), les SMA ne sont presque jamais utilisés dans le développement de jeux. Ce mémoire présente Shine Agent Modeling Platform (SAMP), une plateforme visant intégrer le paradigme multi-agents au sein du développement de jeux vidéo. Cette fusion permet l’utilisation de la puissance des multi-agents au sein des jeux vidéo.SAMP propose une approche au niveau des interactions permettant de réduire le coût de traitement de ces interactions en optimisant le nombre de recherches effectuées dans l’environnement.En plus d’intégrer le paradigme multi-agents, SAMP vise à être accessible à un maximum d’utilisateurs en proposant une interface de modélisation entièrement graphique. Un système d’importation de modèles comportementaux permet de créer deuxniveaux de modélisation : un niveau proche de la logique développement informatique et un niveau proche de la logique métier de l’utilisateur.SAMP est intégré à un moteur de jeux vidéo, Shine Engine, permettant de générer les environnements graphiques dans lesquels les agents évolueront
In 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
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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.

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Electronic sports (esports) is an activity in which players compete against each other in video games. It could be beneficial for the esports industry if players were to perform more consistently. The user interface in the game is one aspect that could impact player performance. In this study, the six user interface element types defined by Fagerholt and Lorentzon in 2009 were used as the context for comparing player performance. The purpose of this thesis was to discover how the graphical user interface of competitive first-person shooter (FPS) games affect the player’s ability to perform mechanically and comprehend information, as well as determining what players value in such user interfaces. This was achieved through the use of experiments and interviews in the context of a game that was developed for this study. In the game, the participants played through levels with different user interfaces in which player performance was tracked. This study discovered that the diegetic user interface performed the best in mechanical performance and information comprehension. Meta-perception resulted in some of the worst mechanical performance. More cluttered user interfaces appeared to worsen reaction times. There was also a vague indication suggesting that more cluttered user interfaces worsen information comprehension. In terms of user preferences, the non-diegetic user interface was the most preferred. In contrast, the participants preferred the geometric user interface the least. Through the thematic analysis, it was discovered that various factors may be beneficial to consider when designing user interfaces using different types of elements. The factors are beneficial to consider because they may affect player performance. The factors are concerned with the following: information balance, contrast, clutteredness, use of numbers, position of elements, use of health bars, element sizes and presentation of ammunition stacks. However, further studies generating statistically significant results would be required to confirm these insights.
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Bedoya, 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.

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En esta investigación se evaluó la influencia de los principios de jerarquía visual en la aprendibilidad de las interfaces de videojuegos de administración de recursos, a lo cual se postuló la hipótesis de que la jerarquía visual aplicada en el diseño de la interfaz de usuario en juegos de este género influyen de manera positiva en la aprendibilidad, facilitando el reconocimiento de los elementos gráficos y la memorización de los pasos a realizar para lograr la victoria disminuyendo la posibilidad de abandono del juego por parte de jugadores nuevos. Para llegar a este supuesto, se analizó documentalmente dos videojuegos del género Estrategia en Tiempo Real desarrollados del 2008 al 2018. De igual manera, se realizaron pruebas de usabilidad en dichos videojuegos y, consecuentemente, encuestas que midan la aprendibilidad según la opinión de los participantes. Los resultados del análisis documental sugieren la aplicación de los principios de semejanza, región común, proximidad y de contraste. En los resultados de las pruebas de usabilidad y encuestas se registró que los usuarios consideran que el ordenamiento de los elementos gráficos les ayudó a realizar las acciones dictadas, memorizarlas y usarlas de manera más rápida para poder conseguir la victoria. Podemos concluir que existe una influencia positiva de la jerarquía visual en la velocidad y eficacia de aprendizaje de las interfaces en los videojuegos del género estudiado y, que la aplicación de los principios busca el logro de uso en lugar de un orden de importancia de los elementos del juego.
In 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
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Bernard, Arnaud Jean Marc. "Human computer interface based on hand gesture recognition." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42748.

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With the improvement of multimedia technologies such as broadband-enabled HDTV, video on demand and internet TV, the computer and the TV are merging to become a single device. Moreover the previously cited technologies as well as DVD or Blu-ray can provide menu navigation and interactive content. The growing interest in video conferencing led to the integration of the webcam in different devices such as laptop, cell phones and even the TV set. Our approach is to directly use an embedded webcam to remotely control a TV set using hand gestures. Using specific gestures, a user is able to control the TV. A dedicated interface can then be used to select a TV channel, adjust volume or browse videos from an online streaming server. This approach leads to several challenges. The first is the use of a simple webcam which leads to a vision based system. From the single webcam, we need to recognize the hand and identify its gesture or trajectory. A TV set is usually installed in a living room which implies constraints such as a potentially moving background and luminance change. These issues will be further discussed as well as the methods developed to resolve them. Video browsing is one example of the use of gesture recognition. To illustrate another application, we developed a simple game controlled by hand gestures. The emergence of 3D TVs is allowing the development of 3D video conferencing. Therefore we also consider the use of a stereo camera to recognize hand gesture.
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Haddad, 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.

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Spel har förvandlats till en mainstream underhållningskälla och har utvecklats tillsammans med teknologin. Till en nivå som nyttjar en spelares alla sinnen för att fördjupa de i ett spel. Uppmärksamheten kring tillgänglighet inom spel har dock försvagats.Detta examensarbete undersöker de tillgängliga lösningarna som syftar till att hjälpa döva eller hörselskadade, främst när det gäller situationsmedvetenhet genom att ersätta ljud med en visuell representation. De i skrivande stund tillgängliga lösningarna jämförs sedan med resultaten i relaterad forskning och en undersökning som genomfördes för detta arbete. Målsättningen var att hitta vad som fungerade som en visuell representation av ljud, med undersökningssvaren som ger insikt i döva och hörselskadade individers perspektiv på lösningarna.Dessa resultat kan fungera som en referenspunkt för utvecklare som vill implementera en visuell representation av ljud eller liknande funktion i deras spel.
Video 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.
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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.

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Uppsatsen utgör en explorativ studie av ämnet romhackning, en översättningsrelaterad verksamhet innefattande den av entusiaster utförda översättningen av tv-spel. Studiens tre syften är att kartlägga hur romhackning som fenomen ser ut i Sverige, hur svenska romhackare tenderar att arbeta, samt att granska de översättningar som tillkommit. Studien undersöker också om transkreation, en friare form av översättning vanlig inom tv-spelsöversättning, förekommit inom svensk romhackning. Tre metoder används: granskningar av webbsidor tillhörande grupper av svenska romhackare, intervjuer via e-post med individer verksamma inom romhackning, samt provspelningar av slutförda spelöversättningar i syfte att granska deras spelbarhet. Romhackare befinns oftast vara organiserade i form av olika grupper och fenomenet att i Sverige under den inledande halvan av 2000-talets första decennium ha varit förhållandevis utbrett för att år 2010, då studien utfördes, ha minskat betydligt i omfattning. Svenska romhackares arbetsmetoder befinns likna de som används av romhackare i andra länder, och visar sig i flera avseenden påminna om de arbetsmetoder som används av professionella spellokaliserare. Översättningarna som producerats har uteslutande haft engelska som källspråk, även om spel med japanska förlagor också förekommit. Översättningarna förefaller i många fall ha uppvisat en omfattande källspråksinriktning och i vissa fall innehålla språkliga misstag som negativt inverkar på spelarens förståelse av skeenden och uppgifter i spelvärlden. Transkreation tycks ej ha förekommit bland svenska romhackare, troligtvis på grund av att många av dessa betraktat en översättnings kvalitet som ”god” om den hållit sig förhållandevis nära källspråket. Det visar sig dock inte vara möjligt att uttala sig om huruvida romhackningsfenomenet 2010 permanent upphört att förekomma i Sverige.
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39

Shovlin, Paul W. "Writing Bytes: Articulating a Techno-critical Pedagogy." Ohio : Ohio University, 2010. http://www.ohiolink.edu/etd/view.cgi?ohiou1268168526.

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40

Moreira, Julian. "Évaluer l'apport du binaural dans une application mobile audiovisuelle." Thesis, Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1243/document.

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Les terminaux mobiles offrent à ce jour des performances de plus en plus élevées (CPU, résolution de l’écran, capteurs optiques, etc.) Cela rehausse la qualité vidéo des services média, que ce soit pour le visionnage de contenu vidéo (streaming, TV, etc.) ou pour des applications interactives telles que le jeu vidéo. Mais cette évolution concernant l'image n'est pas ou peu suivie par l'intégration de systèmes de restitution audio de haute qualité dans ce type de terminal. Or, parallèlement à ces évolutions concernant l'image, des solutions de son spatialisé sur casque, à travers notamment la technique de restitution binaurale basée sur l'utilisation de filtres HRTF (Head Related Transfer Functions) voient le jour.Dans ce travail de thèse, nous nous proposons d’évaluer l’intérêt que peut présenter le son binaural lorsqu'il est utilisé sur une application mobile audiovisuelle. Une partie de notre travail a consisté à déterminer les différents sens que l’on pouvait donner au terme « application mobile audiovisuelle » et parmi ces sens ceux qui d’une part étaient pertinents et d’autre part pouvaient donner lieu à une évaluation comparative avec ou sans son binaural.Le couplage entre son binaural et visuel sur mobile occasionne en premier lieu une question d’ordre perceptive : comment peut-on organiser spatialement une scène virtuelle dont le son peut se déployer tout autour de l’utilisateur, et dont le visuel est restreint à un si petit écran ? La première partie de cette thèse est consacrée à cette question. Nous menons une expérience visant à étudier le découplage spatial possible entre un son binaural et un visuel rendus sur smartphone. Cette expérience révèle une forte tolérance de l’être humain face aux dégradations spatiales pouvant survenir entre les deux modalités. En particulier, l’absence d’individualisation des HRTF, ainsi qu’un très grand découplage en élévation ne semblent pas affecter la perception. Par ailleurs, les sujets semblent envisager la scène « comme si » ils y étaient eux-mêmes directement projetés, à la place de la caméra, et cela indépendamment de leur propre distance à l’écran. Tous ces résultats suggèrent la possibilité d’une association entre son binaural et visuel sur mobile dans des conditions d’utilisation proches du grand public.Dans la seconde partie de la thèse, nous tentons de répondre à la question de l’apport du binaural en déployant une expérience « hors les murs », dans un contexte plausible d’utilisation grand public. Trente sujets jouent dans leur vie quotidienne à un jeu vidéo de type Infinite Runner, développé pour l’occasion en deux versions, une avec du son binaural, et l’autre avec du son monophonique. L’expérience dure cinq semaines, à raison de deux sessions par jour. Ce protocole procède de la méthode dite "Experience Sampling Method", sur l’état de l’art de laquelle nous nous sommes appuyés. Nous calculons à chaque session des notes d’immersion, de mémorisation et de performance, et nous comparons les notes obtenues entre les deux versions sonores. Les résultats indiquent une immersion significativement meilleure pour le binaural. La mémorisation et la performance ne sont en revanche pas soumises à un effet statistiquement significatif du rendu sonore. Au-delà des résultats, cette expérience nous permet de discuter de la question de la validité des données en fonction de la méthode de déploiement, en confrontant notamment bien-fondé théorique et faisabilité pratique
In 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
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41

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.

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Orientador: Wu Shin-Ting
Dissertação (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
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42

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.

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Les travaux de cette thèse en informatique s'inscrivent dans le domaine de l'interaction homme-machine (IHM). Le sujet de ce mémoire concerne l'utilisation d'une nouvelle forme d'ordinateur appelée table interactive. Il s'agit d'une table dont le plateau est à la fois un écran et une surface de détection multi-tactile. Les tables interactives ouvrent de nouveaux usages de l'informatique en permettant des applications multi-utilisateurs en coprésence. Les utilisateurs d'une même table interactive ont naturellement envie d'interagir simultanément sur la surface partagée. Cette simultanéité est toutefois difficile à observer dans un contexte collaboratif et non artificiel. Les études existantes n'ont pas suffisamment analysé les problèmes rencontrés ni cherché comment le système peut aider à gérer les accès simultanés.Notre approche a consisté à étudier les interactions simultanées en nous orientant vers des situations originales où la couche applicative du système exerce une forte pression sur le rythme d'utilisation. Nous justifions ainsi l'utilisation d'un jeu vidéo comme outil d'exploration et d'expérimentation. Ce mémoire retrace la conception et le développement de RealTimeChess, un jeu pour 2 à 4 joueurs, adapté aux caractéristiques des tables interactives, et inspiré des échecs dans une version s'affranchissant du tour par tour. Nous rapportons les résultats d'expériences menées sur des groupes de 2 à 4 participants en situations de coopération et de compétition, qui ont permis de mettre en évidence des problèmes de gênes physiques et d'accessibilité aux objets distants ; de perception des informations importantes en contexte dynamique ; et de contrôle du rythme de l'interaction.Ce mémoire expose en outre les leçons apprises au niveau de l'interaction simultanée de plusieurs utilisateurs, des aspects de territorialité, des comportements collaboratifs et enfin en proposant des recommandations de Game Design pour tables interactives.
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43

Cheng, Chun-I., and 鄭畯檥. "Video Game Users'' Rational and Emotional Using Motives." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/59865935214898053963.

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碩士
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.
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44

Kao, Ching-Han, and 高清漢. "User-Centered Design for Character in Video Games." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/t5gpjd.

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博士
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.
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45

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.

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碩士
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.
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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.

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碩士
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.
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Mostert, Jeanette Lesley. "The gendered identity of South African video arcades, games and their users." Thesis, 2001. http://hdl.handle.net/10413/5787.

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This research investigates the gendered nature of video arcades and video games, in relation to the perceptions and attitudes of the users to them. Video arcades are relatively recent sites of leisure and engagement with electronic games. Very little research (if any) in this area has been done in South Africa. This research is concerned with both media and gender and draws on a theoretical framework informed by poststructural understandings of gender construction and discourse. The research also examines users' habits and attitudes to and perceptions of the video arcades, the games and their narrative scenarios, in relation to gendered behaviours. As a Media Educator, these findings reinforce the researcher's belief in an urgent need for Media Education in South African schools.
Thesis (M.Ed.)-University of Natal, Durban, 2001.
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48

Young, Takeisha T. "A usability analysis of video games : the development of assessment standards." 2011. http://liblink.bsu.edu/uhtbin/catkey/1644460.

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Video games, as the fastest growing media, need set usability design standards. In this context, this study was motivated by the following kinds of questions: What makes a standard console game good? What makes it too frustrating to play? Each company has developed its own standards which can vary greatly. Game producers learn from experience what to do and what not to do. However, smaller companies that may have only produced a few games are left to chance. Moreover, startup game companies may fail at a game that would have otherwise succeeded if they had only had a set of standards to follow. Companies like Microsoft, Capcom and Electronic Arts rule the gaming industry mainly due to the fact that they have discovered what works. This study employs usability analysis to identify standards for assessing video game effectiveness, efficiency and player satisfaction. Experienced video game players participated in an online questionnaire. Conclusions about effective, efficient, and satisfying video games are derived from questionnaire results. Of several major findings presented in this analysis, this study reveals that the beginning of the game is an imperative experience that can determine if a player continues the game.
Department of Telecommunications
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49

(5930531), Jessica R. Balfe. "A Study of an ADHD Experience Video Game's Effect on Users' Attention." Thesis, 2019.

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Although some literature suggests that video games improve attention skills within the game-play, this study addressed translating this effect on attention in the real world. Research has shown video games can help people focus. Yet, there is lack of evidence displaying whether video games improve or diminish attention skills. The video game “The Inattentive Mind”, a game created for this study, used a method of overstimulation in the form of user interfaces, sound, and environmental interaction to try and help participants to empathize or improve their attention skills outside of the game. Using an experimental design of pre-test, video game intervention, and post-test, results were expected to show improved attention skills. These results did not show conclusive evidence of significant changes in attention skills. However, the results did show an increase in ADHD understanding.
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Ferreira, Sara João Cardoso. "Natural User Interfaces." Master's thesis, 2014. http://hdl.handle.net/10316/35651.

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Dissertação de Mestrado em Engenharia Informática apresentada à Faculdade de Ciências e Tecnologia da Universidade de Coimbra
This 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.
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