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Dissertations / Theses on the topic 'Video games'

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1

Jensen, Remy. "Video Games: Game AI." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11994.

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The goals of this project was to learn the industry standards of what good and challenging game AI was. The author reviewed literature on the topic and had personal correspondence where the research questions was answered by professionals within the field. The availability of open literature and the openness of the professionals really helped with understanding the industry standards to game AI.Using the information from the research a prototype system adhering to the industry standard was made with the intention of expanding it into an experimental prototype using unorthodox techniques to ac
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Башлак, Ірина Анатоліївна, Ирина Анатольевна Башлак, Iryna Anatoliivna Bashlak, and Z. Kozlov. "Video games addiction." Thesis, Видавництво СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/13503.

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Casanova, Vilela Alexis Agustin, Márquez Alex Javier León, Infante Cynthia Bertila Mosqueira, and Canales Erick Dyan Pflucker. "Video Games Xchange." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/626325.

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Video Games Xchange (VGX) se crea con la finalidad de interactuar y conectar a aquellos usuarios que gustan de los videojuegos en nuestro país; ya que dicha industria en el Perú, en estos últimos años, mueve 138 millones de dólares cada año; que nos ubica en el puesto 49 a nivel mundial en este rubro. Nuestra empresa se inicia con un estudio de mercado en los diversos sectores del país donde haya más demanda de videojuegos, y poder ver el comportamiento de los usuarios tanto en la variedad que pueda existir en nuestro mercado interior como en el exterior. En la actualidad en el Perú el 76% d
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Ruffino, Paolo. "Gamers' games : narratives of conflict, independence and engagement in video game culture." Thesis, Goldsmiths College (University of London), 2015. http://research.gold.ac.uk/16594/.

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In this dissertation I look at various ways in which the relation between gamers and games has been discussed in video game culture in recent years. Gamers and games are currently being positioned by many scholars and industry experts as experiencing a series of major changes. From one perspective, gamers are said to be getting more and more access to the means of production of video games. Video games, in turn, are frequently analysed in terms of the effects they can have on their users. I argue that the discourses surrounding these phenomena have the effect of reinforcing the separation betw
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Stinson, Samuel D. "Writing with Video Games." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1525803463021262.

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Brorsson, David. "Training attention with video games : How playing and training with video games impact attentional networks." Thesis, Högskolan i Skövde, Institutionen för biovetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19464.

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Video games as an entertainment form are very popular. Understanding what video games do to us in a long-term and short-term manner is therefore of interest. Attention is a widely studied field and research into how attentional networks are affected by video is a research field on the rise. Here, I will be investigating how video game play affects our attentional networks and if it is possible for elderly individuals to train their attentional networks with video games. Video game players have high performance in reaction time and accuracy in different attentional, working memory, and cognitiv
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Tisa, Lynda Giselle. "Adolescents and video games what I discovered about authentic learning and video games /." Access to citation, abstract and download form provided by ProQuest Information and Learning Company; downloadable PDF file 0.87Mb, 99 p, 2005. http://wwwlib.umi.com/dissertations/fullcit/3181865.

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Laveborn, Joel. "Video Game Vocabulary : The effect of video games on Swedish learners‟ word comprehension." Thesis, Karlstad University, Karlstad University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-5487.

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<p>Video games are very popular among children in the Western world. This study was done in order to investigate if video games had an effect on 49 Swedish students‟ comprehension of English words (grades 7-8). The investigation was based on questionnaire and word test data. The questionnaire aimed to measure with which frequency students were playing video games, and the word test aimed to measure their word comprehension in general. In addition, data from the word test were used to investigate how students explained the words. Depending on their explanations, students were categorized as eit
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Djordjevic, Jelena. "YOUNG MEN'S ATTITUDE TOWARDS COMPUTER- AND VIDEO GAMES. AN INTERVIEW STUDY ABOUT YOUNG MEN’S EXPERIENCES OF COMPUTER- AND VIDEO GAMES." Thesis, Malmö högskola, Fakulteten för hälsa och samhälle (HS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-26768.

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Kunskapen om TV- och datorspelmissbruk bland ungdomar är idag väldigt begränsad. Stillasittande/fysisk inaktivitet, som TV- och datorspel ofta innebär och som kan innebära negativa konsekvenser, blir allt vanligare. En semistrukturerad intervjustudie har genomförts på sju män i åldersgruppen 17-29 år i syfte att undersöka drivkrafterna bakom mäns spelbeteende i tonåren. Dessutom har information om spelmissbruk bland ungdomar inhämtats av fyra yrkesverksamma inom spelområdet. Detta samt kopplingar mellan TV- och datorspel och spel om pengar har gjorts p g a bristen på forskning om TV- och dator
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Ahmed, Usman, and Inam Ullah. "Video Games Addiction : POSITIVE AND NEGATIVE EFFECTS OF PLAYING VIDEO GAMES ON YOUTH AND CHILDREN." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17237.

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Mankind has developed a lot in the field of Information Technology (IT), Computer Science and Media entertainment. Video games are also the most popular form of media entertainment and gaming environment. It has been popular long before the new generation video games idea was ever thought by the video game designers. Through our research we tried to investigate the positive and negative effects of video games on youth and children. This form of entertainment is more designed attracted among the people, due to the high sophisticated music and environment, which catches every eye. We not only an
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Asad, Mariam. "Making it difficult: modernist poetry as applied to game design analysis." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39617.

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The process of reading a modernist poem is just as much a process of deconstructing it: the language is designed to make meaning through inefficient means, like the aforementioned fragmentation and assemblage. The reader must decode the text. This is what I want to extract as a point of entry to my videogame analysis. The process of reading is not unlike the process of playing. Instead of linguistic structures, a player must navigate a game‟s internal rule system. The pleasure for both the reader and player comes from decoding the poem and game, respectively. I am not making claims that relati
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Stone, William Bruce. "Violent video games and forgiveness." [Ames, Iowa : Iowa State University], 2010. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1476353.

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Bernal-Merino, Miguel Angel. "The localisation of video games." Thesis, Imperial College London, 2013. http://hdl.handle.net/10044/1/39333.

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The present thesis is a study of the translation of video games with a particular emphasis on the Spanish-English language pair, although other languages are brought into play when they offer a clearer illustration of a particular point in the discussion. On the one hand, it offers a descriptive analysis of the video game industry understood as a global phenomenon in entertainment, with the aim of understanding the norms governing present game development and publishing practices. On the other hand, it discusses particular translation issues that seem to be unique to these entertainment produc
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Afiouni, Einar Nour, and Leif Julian Ovrelid. "Negotiation for Strategic Video Games." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23166.

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This project aims to examine the possibilities of using game theoretic concepts and multi-agent systems in modern video games with real time demands. We have implemented a multi-issue negotiation system for the strategic video game Civilization IV, evaluating different negotiation techniques with a focus on the use of opponent modeling to improve negotiation results.
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Shoemaker, Broderick James. "Competitive multi-player video games." Thesis, Boston University, 2006. https://hdl.handle.net/2144/27769.

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Boston University. University Professors Program Senior theses.<br>PLEASE NOTE: Boston University Libraries did not receive an Authorization To Manage form for this thesis. It is therefore not openly accessible, though it may be available by request. If you are the author or principal advisor of this work and would like to request open access for it, please contact us at open-help@bu.edu. Thank you.<br>2031-01-02
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Stolyarevska, Alla. "Video games in the classroom." Thesis, ВНТУ, 2014. http://ir.lib.vntu.edu.ua/handle/123456789/4825.

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Video games are used in nearly all domains for learning. Video games for learning do not only excite and entertain, but also motivate and educate. This paper pays attention to video games, in which participants learn through experience acquired.<br>Видео игры используются почти во всех областях обучения. Видео игры для обучения не только пробуждают и развлекают, но и мотивируют и обучают. Эта работа уделяет внимание видео играм, в которых участники учатся посредством приобретаемого опыта.
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Hardy, Robert Stafford. "Cheating in Multiplayer Video Games." Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/31881.

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Cheating in video games has been prevalent ever since the days of Pong. Games have evolved much since then and the ways in which people play together have changed as well. Older systems required people to play together in the same room, but with the advent of the internet, gaming consoles allow us to play games together with people located all over the globe. Cheating has evolved as well, since gamers no longer have the luxury of monitoring the person sitting next to them; anti-cheating mechanisms are built into most online systems and suspicious behavior is monitored by gaming companies.
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Ossege, Jennifer M. "Violent Video Games and Aggression." Xavier University / OhioLINK, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1382971482.

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Edlund, Joar, and Jack Jönsson. "Reinforcement Learning for Video Games." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-239363.

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We present an implementation of a specific type of deep reinforcement learning algorithm known as deep Qlearning. With a Convolutional Neural Network (CNN) combined with our Q-learning algorithm, we trained an agent to play the game of Snake. The input to the CNN is the raw pixel values from the Snake environment and the output is a value function which estimates future rewards for different actions. We implemented the Q-learning algorithm on a grid based and a pixel based representation of the Snake environment and found that the algorithm can perform at human level on smaller grid based repr
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Yan, Jingjing. "Gender and computer games / video games : girls’ perspective orientation." Thesis, Gotland University, Institutionen för humaniora och samhällsvetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-575.

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<p>The topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies which have enormous contributions to gender issue in computer games area. A simple model is establis
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Evanson, Michele Desiree. "Examining Female Gamers’ Perceptions and Attitudes of Behaviors in the Gaming Community." Marietta College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=marietta1494336910328406.

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Shook, Steffi A. "Personal Narrative Video Games: Failure, Empathy, and Marginalized Game Developers." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1556017903138173.

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23

Williams, Walter K. "Video Game Development Strategies for Creating Successful Cognitively Challenging Games." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/4762.

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The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was to investigate the design strategies of video game developers who have successfully created video games that are challenging, entertaining, and successful. The technology acceptance model served as a conceptual framework. The entire population for thi
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Nichols, Randall James. "The games people play : a political economic analysis of video games and their production /." view abstract or download file of text, 2005. http://wwwlib.umi.com/cr/uoregon/fullcit?p3201695.

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Thesis (Ph. D.)--University of Oregon, 2005.<br>Typescript. Includes vita and abstract. Includes bibliographical references (leaves 225-252). Also available for download via the World Wide Web; free to University of Oregon users.
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Medler, Ben. "Play with data - an exploration of play analytics and its effect on player expereinces." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44888.

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In a time of 'Big Data,' 'Personal Informatics' and 'Infographics' the definitions of data visualization and data analytics are splintering rapidly. When one compares how Fortune 500 companies are using analytics to optimize their supply chains and lone individuals are visualizing their Twitter messages, we can see how multipurpose these areas are becoming. Visualization and analytics are frequently exhibited as tools for increasing efficiency and informing future decisions. At the same time, they are used to produce artworks that alter our perspectives of how data is represented and analyzed.
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Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.

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The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
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Franklin, Adam Christopher. "Headshot! An exploration of the phenomenon of violent video games /." Bowling Green, Ohio : Bowling Green State University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1182264608.

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Girina, Ivan. "Cinematic games : the aesthetic influence of cinema on video games." Thesis, University of Warwick, 2015. http://wrap.warwick.ac.uk/74038/.

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During its first decade, Game Studies debate mainly revolved around the juxtaposition between two perspectives: the one of ludology and the one of narratology, each positing a primary quality of video games against the other. The study of the relationship between cinema and video games got somehow caught in the crossfire between these two fields. In this work, I investigate the extent to which representation in video games is connected to cinema and its representational codes. A number of authors before challenged this assumption, theorising models that only partially connect the cinematic for
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Du, Plessis Corné. "Video games as “play assemblages”: applying philosophical concepts from deleuze and guattari to create a novel approach to video games." Thesis, Nelson Mandela Metropolitan University, 2017. http://hdl.handle.net/10948/16119.

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The phenomena that we collectively refer to as “play” form a significant part of life at numerous levels. According to the play scholar, Johan Huizinga, play has not only been part of all human societies, it is also at the root of the development of numerous cultural activities, including structured games and sports, certain judicial and legal activities, war, and numerous forms of art. Despite its importance, play, with its various manifestations, is often relegated to being a children’s activity or an occasion of pure waste, and is a surprisingly marginalized topic in academic scholarship. I
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Kubik, Erica. "From girlfriend to gamer negotiating place in the hardcore/casual divide of online video game communities /." Bowling Green, Ohio : Bowling Green State University, 2010. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1260391480.

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Zagal, José Pablo. "Supporting learning about games." Diss., Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24814.

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It seems like teaching about games should be easy. After all, students enjoy engaging with course content and have extensive experience with videogames. However, games education can be surprisingly complex. I explore the question of what it means to understand games by looking at the challenges and problems faced by students taking games-related classes. My findings include realizing that extensive prior videogame experience often interferes with students abilities to reason critically and analytically about games, and that students have difficulties articulating their experiences and observa
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Rutherford, Kevin J. "Playing/Writing: Connecting Video Games, Learning, and Composition." Miami University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=miami1281125116.

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Wolf, Mark J. P. "Theorizing navigable space in video games." Universität Potsdam, 2011. http://opus.kobv.de/ubp/volltexte/2011/4980/.

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Space is understood best through movement, and complex spaces require not only movement but navigation. The theorization of navigable space requires a conceptual representation of space which is adaptable to the great malleability of video game spaces, a malleability which allows for designs which combine spaces with differing dimensionality and even involve non-Euclidean configurations with contingent connectivity. This essay attempts to describe the structural elements of video game space and to define them in such a way so as to make them applicable to all video game spaces, including poten
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Moorcroft, Johnny. "The Detrimental Effects of Video Games." UOIT, 2009. http://hdl.handle.net/10155/60.

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Tulloch, Rowan Christopher English Media &amp Performing Arts Faculty of Arts &amp Social Sciences UNSW. "Powerplay: video games, subjectivity and culture." Publisher:University of New South Wales. English, Media, & Performing Arts, 2009. http://handle.unsw.edu.au/1959.4/43519.

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This thesis examines single-player video gaming. It is an analysis of video game play: what it is, how it functions, and what it means. It is an account of how players learn to play. This is done through a set of close readings of significant video games and key academic texts. My focus is on the mechanisms and forces that shape gameplay practices. Building on the existing fields of ludology and media-studies video-game analysis, I outline a model of video game play as a cultural construction which builds upon the player's existing knowledge of real world and fictional objects, scenarios and c
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Al-Sader, Mohamed. "Gaze-driven interaction in video games." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-156718.

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The introduction of input devices with natural user interfaces in gaming hardware has changed the way we interact with games. Hardware with motion-sensing and gesture recognizing capabilities remove the constraint of interacting with games through typical traditional devices like mouse-keyboard and gamepads. This changes the way we approach games and how the game communicates back to us as the player opening new levels of interactivity. This thesis covers how eye tracker technology can be used to affect rendering effects in games.
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Wibom, Martin. "Exploration of smell rehabilitation video games." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-45926.

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This project explores opportunities in designing hybrid digital/physical smell rehabilitation video games using no unique game peripherals. During a 13-week process, three major iterations were created and externally tested on a small user group. The first two iterations contained five simple minigames that served to explore different types of game concepts. For the final iteration, two minigames were fully developed, a slow- and fast-paced game. The main findings were that slow-paced better-facilitated smell training than fast-paced games; aesthetics increased the player’s focus on small trai
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Scott, Gavin. "Complementary Companion Behavior in Video Games." DigitalCommons@CalPoly, 2017. https://digitalcommons.calpoly.edu/theses/1744.

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Companion characters in are present in many video games across genres, serving the role of the player's partner. Their goal is to support the player's strategy and to immerse the player by providing a believable companion. These companions often only perform rigidly scripted actions and fail to adapt to an individual player's play-style, detracting from their usefulness. Behavior like this can also become frustrating to the player if the companions become more of a hindrance than they are a benefit. Other work, including this project's precursor, focused on building companions that mimic the p
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Costa, Liliana Filipa Vale. "Networked video games for older adults." Master's thesis, Universidade de Aveiro, 2013. http://hdl.handle.net/10773/11326.

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Mestrado em Comunicação Multimédia<br>Na atualidade, o envelhecimento da população ativa é uma realidade omnipresente. Recentemente, o estudo de produtos ou serviços comercializados para o cidadão sénior começa a despertar o interesse junto da comunidade científica e empresarial. A mesma tendência poderá surgir na indústria dos videojogos em que os seniores, especialmente os reformados, poderão tornar-se nos próximos consumidores de videojogos. Até ao momento, vários estudos têm-se debruçado sobre o papel dos videojogos na manutenção ou melhoria das capacidades cognitivas. No entanto,
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Zhadan, Anastasiia. "Artificial Intelligence Adaptation in Video Games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-79131.

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One of the most important features of a (computer) game that makes it memorable is an ability to bring a sense of engagement. This can be achieved in numerous ways, but the most major part is a challenge, often provided by in-game enemies and their ability to adapt towards the human player. However, adaptability is not very common in games. Throughout this thesis work, aspects of the game control systems that can be improved in order to be adaptable were studied. Based on the results gained from the study of the literature related to artificial intelligence in games, a classification of games
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Cooley, Benjamin. "Detecting Learning Styles in Video Games." DigitalCommons@CalPoly, 2015. https://digitalcommons.calpoly.edu/theses/1369.

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Video games are increasingly becoming more intelligent, able to adapt themselves to the individual gamer. Learning styles are a set of models used to categorize people into different types of learners to explain why some people learn better through different methods. Since learning and exploration are such fundamental parts of the video game experience, it is interesting to consider the possibility of applying these learning style models to video games, allowing the video game to adapt to its player, providing a better experience. To consider such adaptation, the game must first be able to det
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Beck, Michael J. "Shall We Play a Game?: The Performative Interactivity of Video Games." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700111/.

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This study examines the ways that videogames and live performance are informed by play theory. Utilizing performance studies methodologies, specifically personal narrative and autoperformance, the project explores the embodied ways that gamers know and understand videogames. A staged performance, “Shall We Play a Game?,” was crafted using Brechtian theatre techniques and Conquergood’s three A’s of performance, and served as the basis for the examination. This project seeks to dispel popular misconceptions about videogames and performance and to expand understanding about videogaming as an emb
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Westerlund, Anton. "Using Video Communication in Online Multiplayer Games : The effects of adding a video chat overlay on the game experience in online multiplayer video games - a quasi-experimental design." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105928.

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The focus of this thesis is to investigate whether adding video communication inonline multiplayer video games will affect the game experience. The work uses usercentered design and a combination of qualitative and quantitative methods. Literaturereview, pre-study questionnaire and semi-structured interviews are used to create aprototype of a video chat overlay that can be used in games. The prototype is thenused in a quasi-experiment to test if adding a video chat will result in better gameexperience. Participants in the experiment play the same online multiplayer videogame without and with v
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Lee, Alger Y. J. "Innovation and Strategy in Video games development : A multiple case study of Taiwan' Video game industry." Thesis, University of Manchester, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.509836.

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This thesis aims to address a major research gap in contemporary innovation and competition research by exploring the nature of innovation and competition in the videogame development (VGD) industry, which is considered a significant part of the creative service industries in the contemporary "experience economy". Based on an in-depth, chronological and multiple-case study, this thesis finds that the industry has experienced a radical "paradigm-shift" - transforming itself from producing simple products into supplying complex product systems (CoPS). This radical transformation consists of nume
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Kim, Jung K. "The influence of flow experience on video games and agression." Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1371467.

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The relationships between violent content and aggression have not been fully understood and explained in video game research literature. This study sought to determine if video game players" flow experience--a psychological absorption—explains the aggression that can follow video game playing. Employing a survey, this project sought to determine if relationships existed among degrees of violence portrayed in video games, degrees of flow experience, and subsequent aggressive attitudes after gaming. In this study, it was determined that a player's flow experience is more strongly correlated with
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Pelletier-Gagnon, Jérémie. "Video games and Japaneseness: an analysis of localization and circulation of Japanese video games in North America." Thesis, McGill University, 2011. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=104849.

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Since the release of the Nintendo Entertainment System in the 1980s, the video game industry has transformed itself to become very dependent of the transnational circulation and localization of its products. In this thesis, I take a look at this current trend of video game's transnationalization, analyze its processes and components as well as uncover its impact on both games and gamers. Through the analysis of video game localized both by the industry and by amateur translation groups, this thesis investigates how transnational circulation of Japanese video games from Japan to North America i
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Ngai, Anita Ching Yi. "Cultural Influences On Video Games: players' preferences in narrative and game-play." Thesis, University of Waterloo, 2005. http://hdl.handle.net/10012/770.

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As an entertainment media, video games provide pleasure and enjoyment through interactions with various game elements. Some games are more successful in one part of the world than others, which sales data have clearly shown over the years. Games designed in various parts of the world often have distinct differences, as developers implicitly or subconsciously convey their values and culture in their creations. Thus, in examining ?what is fun,? one must move beyond technical aspects of game design and look into immersion and emotional experiences. <br /><br /> In this paper, sales d
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Li, King-lun, and 李景麟. "Nintendo revolution: what is happening in videogame industry and individuals." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44676670.

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Kneifer, Christopher John. "A Comparison Study on Violent Video Games: Explained by the Gamers Themselves." Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5250.

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This qualitative focus groups analysis examines the harmful effects of violent video games on emotions and behavior by comparing violent video game player's responses to that of non-violent video game players of the same age group. Research on the effects of video games has been done since the 70s, yet more research is needed to better understand the potentially harmful emotional and behavioral effects of playing violent games, especially from the gamers' perspectives. This thesis presents a qualitative analysis of data obtained from focus group sessions among undergraduate college students. R
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Olah, Matthew D. "Putting the “Gay” in Gamers: Increasing Identification with Homosexuals Through Video Games." UNF Digital Commons, 2018. https://digitalcommons.unf.edu/etd/797.

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Priming out-groups and taking the perspective of out-group members increases implicit and explicit identification with out-groups. Because the popularity of video games has increased dramatically over the past few decades and they have become an influential form of media, the current study investigated video games as another potential strategy to increase identification with and reduce prejudice against out-groups. Specifically, I investigated how manipulating the sexual orientation of the video game character participants used influenced implicit and explicit identification with homosexuals a
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