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1

Harper, Todd L. "The Art of War: Fighting Games, Performativity, and Social Game Play." Ohio University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1283180978.

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2

Mills, Criss Bentley. "War game." Thesis, Georgia Institute of Technology, 1988. http://hdl.handle.net/1853/23092.

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3

Avey, Thomas Gregg. "REFAB a prototype graphical frontend for the RESA naval wargame /." Thesis, Monterey, California : Naval Postgraduate School, 1990. http://handle.dtic.mil/100.2/ADA238055.

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Thesis (M.S. in Computer Science)--Naval Postgraduate School, June 1990.
Thesis Advisor(s): last name, first name Eagle, James N. ; Yurchak, John M. "June 1990." Description based on title screen as viewed on October 16, 2009. DTIC Descriptor(s): Test and evaluation, computerized simulation, simulation, military personnel, theater level operations, decision making, interfaces, navy, prototypes, time, graphics, language, user needs, computer applications, war games, officer personnel, timeliness, battles, syntax, stresses DTIC Indicator(s): Man computer interface, war games, computerized simulation, prototypes, theses, naval training, installation. Author(s) subject terms: RESA, graphic user interfaces, computer wargame simulations, BATMAN and ROBIN, man-machine interfaces. Includes bibliographical references (p. 67). Also available in print.
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4

Thomson, Matthew Ian Malcolm. "Military computer games and the new American militarism : what computer games teach us about war." Thesis, University of Nottingham, 2009. http://eprints.nottingham.ac.uk/10672/.

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Military computer games continue to evoke a uniquely contradictory public, intellectual, and critical response. Whilst denigrated as child’s play, they are played by millions of adults; whilst dismissed as simplistic, they are used in education, therapy, and military training; and whilst classed as meaningless, they arouse fears over media effects and the propagandist influence of their representations of combat. They remain the object of intense suspicion, and as part of a new and growing mass medium, they are blamed for everything from obesity to falling literacy standards, and from murder to Abu Ghraib. Much of the suspicion surrounding military computer games has been caused by the development of the military-entertainment complex - the relationship between the computer game industry and the U.S. military which has seen the production of dual-use games, co-produced by the military and the computer game industry and released for both military training and commercial sale. This relationship has placed military computer games at the centre of an intensely politicized debate in which they have become characterized as a mass medium which functions under the control of the military and political establishment and which promotes the militaristic ideals of the neoconservative Bush administration. This thesis serves as a fundamental reevaluation of such preconceptions and prejudices, and in particular, a complete reevaluation of the understanding of the relationship between computer games and American militarism. Its analysis focuses on three main areas: firstly, the content of military computer games; secondly, the determinants which affect the production and representation of war in computer games; and thirdly, the contribution of the representation of war in computer games to the misunderstandings and misconceptions concerning warfare which, in turn, have supported American militaristic beliefs.
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Harney, James William. "Analyzing anti-terrorist tactical effectiveness of picket boats for force protection of Navy ships using X3D graphics and agent-based simulation." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Mar%5FHarney.pdf.

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Thesis (M.S. in Computer Science)--Naval Postgraduate School, March 2003.
Thesis advisor(s): Donald P. Brutzman, Curtis L. Blais, Gordon Schacher, John Hiles. Includes bibliographical references (p. 216-224). Also available online.
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6

Jönsson, Erik. "Tug-of-war games of the p-Laplacian for analysts." Thesis, Linköpings universitet, Matematiska institutionen, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148554.

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7

Haglund, Vira. "Behind the Mechanics : the Conveyance of Political Messages Through Video Games." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1721.

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This study is a response to the growing demand for more critical examinations of the video game as a communicative as well as interactive medium of mass culture. It reflects the game in regard to its potentials and abilities conveying a message to its audience and sets it into a broader discourse of mass communication. The analysis focuses on opinion forming games and their agendas whilst scrutinizing the methods through which certain messages are delivered to the player. The study is primarily based on qualitative research and analyzes the mechanisms of manipulation through examples with an emphasis on the mechanics and rules of the game, its visual aesthetics, its narrative structure and the emotional dimensions of the gameplay. The analysis illustrates that games are effectively used to render the image of war and to frame the enemy in a stereotypical manner in order to match certain political interests. They also function as a recruitment tool for the military as well as for political and ethnic fractions. In addition the study demonstrates the positive potentials of the medium by referring to serious games which offer complex perspectives and profound knowledge about certain topics and encourage the player to aim for creative and constructive solutions in order to finish the game successfully. The results of the study demonstrate that video games can no longer be categorized as a subculture of entertainment for young men. With the growing acceptance of the medium as a part of mass culture its influence especially on young people had been taken into account by certain groups which made use of the video game to convey their messages to an audience. The analysis shows the inner complexity of the medium and gives examples for attempts to use its potentials by concluding that these efforts are far from being utilized fully. In this regard the study offers impulses for further research which should fill the void and explore the possibilities games provide and how we can make good use of them.
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8

Cakan, Ali. "Determining the importance of nationality on the outcome of battles using classification trees." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Jun%5FCakan.pdf.

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Thesis (M.S. in Operations Analysis)--Naval Postgraduate School, June 2003.
Thesis advisor(s): Thomas W. Lucas, Samuel E. Buttrey. Includes bibliographical references (p. 73). Also available online.
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9

Wilson, Kevin P. "Determining communication shortfalls for homeland defense." Thesis, Monterey, Calif. : Naval Postgraduate School, 2007. http://bosun.nps.edu/uhtbin/hyperion-image.exe/07Dec%5FWilson.pdf.

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Thesis (M.A. in National Security Affairs)--Naval Postgraduate School, December 2007.
Thesis Advisor(s): Russell, James A. ; Moran, Daniel J. "December 2007." Description based on title screen as viewed on January 24, 2008. Includes bibliographical references (p. 55-57). Also available in print.
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Richardson, Thomas J. "First responder weapons of mass destrution thrining using massively multiplayer on-line gaming /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Jun%5FRichardson.pdf.

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Thesis (M.A. in Security Studies (Homeland Security and Defense))--Naval Postgraduate School, June 2004.
Thesis advisor(s): Ted Lewis, Rudy Darken. Includes bibliographical references (p. 105-113). Also available online.
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11

Jones, Jason M. "Games for training leveraging commercial off the shelf multiplayer gaming software for infantry squad collective training." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/2047.

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Combat arms units (both Marine and Army) often do not have enough people, time and resources to properly train collective tasks at the squad level. Resources are often retained by higher headquarters due to tight deployment schedules, land restrictions, logistics constraints and a myriad of other reasons. Due to the current operational demands of combat arms brigades and regiments, the reality of limited resources is often a contributing factor in poor performance at the squad level. Leaders at all levels will need to look for innovative ways to sustain training levels at the small unit level. The scope of this study examined the collective and leader tasks that are required for successful execution of Infantry squad missions (using the Army Training and Evaluation Plan ARTEP 7-8 Drill), and how those tasks could be trained with the use of commercial off-the-shelf multiplayer gaming software. The end-state of this research study is to provide initial analysis on what collective skills games can be used to train at the Infantry squad level, and develop a training model recommendation for the integration of this tool into existing unit plans.
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12

Generazio, Hòa. "Consistency of representation for disaggregation from constructive to virtual combat simulations." Diss., Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/30773.

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13

Schwartz, Thomas Joseph. "A theory and model for the planning of land combat." Thesis, Monterey, California : Naval Postgraduate School, 1990. http://handle.dtic.mil/100.2/ADA238309.

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Thesis (M.S. in Operations Research)--Naval Postgraduate School, September 1990.
Thesis Advisor(s): Caldwell, William J. ; Johnson, Laura D. Second Reader: Whitaker, Lyn R. "September 1990." Description based on title screen as viewed on December 18, 2009. DTIC Descriptor(s): Test And Evaluation, Data Bases, Warfare, Land Warfare, Maximum Likelihood Estimation, Theory, Coherence, Planning, War Games, Battles, Corps Level Organizations. DTIC Identifier(s): Army Operations, War Games, Land Combat Operations, Theses, Army Planning, Data Bases, Mathematical Models. Author(s) subject terms: Land warfare, military planning, military science, theory of combat, categorical modeling, multivariate analysis. Includes bibliographical references (p. 52-53). Also available in print.
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14

Reisner, Clemens [Verfasser]. "Cold War Games : Der Kalte Krieg in Computerspielen (ca. 1980–1995) / Clemens Reisner." Göttingen : Böhlau Verlag Köln, 2020. http://www.v-r.de/.

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15

Maroon, Kenneth J. "Genetic algorithms in the Battlespace Terrain Reasoning and Awareness-Battle Command (Btra-Bc) battle engine." Thesis, Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Sep/09Sep%5FMaroon.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, September 2009.
Thesis Advisor(s): Blais, Curtis ; Appleget, Jeff. "September 2009." Description based on title screen as viewed on 5 November 2009. Author(s) subject terms: Genetic algorithms, military decision making process, mission planning, course of action, wargaming, battle simulation. Includes bibliographical references (p. 97-98). Also available in print.
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16

Torgerson, Scott Robert. "Mathematically modeling the effects of low-level learning in combat simulations and war games." Thesis, Georgia Institute of Technology, 1992. http://hdl.handle.net/1853/25097.

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17

Sen, Mahasweta. "A procedural comparison of combat tactics: a simulation approach." Thesis, Virginia Polytechnic Institute and State University, 1989. http://hdl.handle.net/10919/53245.

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Naval operational planning is complex because it is dependent on uncertain future combat conditions. Effective decision making is directly related to the validity of assumptions regarding future combat scenarios and the appropriateness of selected procedures. A two phase procedure for comparing multiple combat tactics is developed in this thesis. In the first phase of the procedure, simulation models are developed to replicate combat under each tactic. The models generate data for performance measures that are relevant for comparing a wide range of tactics. In the second phase of the procedure, the data for the performance measures are analyzed using the sign test or the Wilcoxon signed ranked test. The applicability of simulation modeling, appropriateness of the performance measures, and the use of sign test to compare combat tactics with any degree of complexity is established in this study. An application of this procedure is illustrated using two hypothetical tactics.
Master of Science
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18

Hall, Karen J. "War games and imperial postures: Spectacles of combat in United States popular culture, 1942--2001." Related Electronic Resource: Current Research at SU : database of SU dissertations, recent titles available full text, 2003. http://wwwlib.umi.com/cr/syr/main.

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19

Kabiling, Maria. "World War II in popular American visual culture film and video games after 9/11 /." Connect to Electronic Thesis (CONTENTdm), 2010. http://worldcat.org/oclc/650832955/viewonline.

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20

Johansson, Kristian, and Mattias Bergqvist. "The Virtual War of Perceptions : An Analysis of Portrayal in Modern Warfare-Themed Video Games." Thesis, Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-14004.

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21

Wertsch, Tyler. "Recasting Narratives: Accessing Collective Memory of the Vietnam War in Modern Popular Media Texts." Bowling Green State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1544720970521725.

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22

Dombrowsky, Steven P. (Steven Paul). "Intrinsic and Extrinsic Adaptation in a Simulated Combat Environment." Thesis, University of North Texas, 1995. https://digital.library.unt.edu/ark:/67531/metadc278231/.

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Genetic algorithm and artificial life techniques are applied to the development of challenging and interesting opponents in a combat-based computer game. Computer simulations are carried out against an idealized human player to gather data on the effectiveness of the computer generated opponents.
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23

Parks, Jenifer Raleigh Donald J. "Red sport, red tape the Olympic games, the Soviet sports bureaucracy, and the Cold War, 1952-1980 /." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2009. http://dc.lib.unc.edu/u?/etd,2332.

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Thesis (Ph. D.)--University of North Carolina at Chapel Hill, 2009.
Title from electronic title page (viewed Jun. 26, 2009). "... in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of History." Discipline: History; Department/School: History.
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24

Migliore, Anthony T. "Analysis of a target defense game." Thesis, Virginia Polytechnic Institute and State University, 1989. http://hdl.handle.net/10919/53234.

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A maneuvering reentry vehicle (evader) and missile interceptor (pursuer) engagement is modeled in two dimensions, with constant velocity vehicles subject to bounded accelerations. Parameterized guidance laws are constructed for both players and a continuous, but finite-dimensional game is formulated. The related Majorant and Minorant game formulations are analyzed. Several modifications are provided in order to smooth performance contours. A comparison of the Majorant and Minorant game formulation shows the game is not strictly determined and there is a significant advantage to knowing the opponent’s strategy.
Master of Science
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Morgan, Andrew A. "God of War: Masculinity and Fatherhood Through Procedural Rhetoric." Scholarly Commons, 2020. https://scholarlycommons.pacific.edu/uop_etds/3703.

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Video games and academia have a long history with one another. Academic researchers have continued to debate the extent to which video games can materialize real world effects. In this thesis, I employ procedural rhetoric and feminist scholarship to analyze the rhetorical power of God of War. I focus on the game’s immersive procedures and the performances of masculinity from Kratos, Atreus, and Baldur. These three characters all perform different masculinities, and their interactions with one another inform the game’s portrayal of masculinity and fatherhood. By engaging in violence and depicting nuanced performances of masculinity, God of War positions the player to recognize harmful hegemonic masculine norms and their effects on men and their relationships. This is rhetorically significant, as God of War’s interrogation of hegemonic masculinity encourages players to interrogate hegemonic masculine norms in the material world.
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Guimaro, Maria Luiza Oliveira. "A formação na linha de fogo : videogames de guerra e a psique danificada." Universidade Federal de São Carlos, 2010. https://repositorio.ufscar.br/handle/ufscar/2235.

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The objective of this thesis was the formative dimension of the youth in the contemporary world. We noticed that we could reflect upon this dimension through the following inquisition: What makes the youth be uninterested by the ―school seat‖, and trade them for ―Lan Houses seats‖. This problem leads us to think about some aspects of the current culture we emphasize here the overuse of war videogames which seem to be promoting identity and subjective constitution of the youth, instigating them to compulsive and addictive behavior. Thus, the present study aims at the subjectivity of the youth through videogames, especially the war ones, which seem to contribute to a formative harm in the subjects. In order to develop this argument, we need to reflect upon their status quo, the singularities, socialization, and consequently, the construction of their identity in the contemporary world. Our hypothesis, then, suggests that current teenagers are attached to undifferentiated constitution of the social fabric, heteronomously, which results in a rupture to the tendency to extinguish the frontiers between the public and the private, the childhood and the adulthood, the virtual and the real, the formative function of education and its appropriation by the industry. This analysis is also based on the idea that the traditional educational grounds family and school now share this responsibility with other institutions as a means to education. When observing, then, a new structure in the socialization field, we search for a relational perspective of analysis between these grounds, in order to understand the specificity of the identity building processes of the subjects in the current world. Aiming at measuring the current forms of the constitution of this subjectivity, we also resorted to psychoanalyses principles. The loss of authority in the family and by the teacher, mentioned a long time ago by Hannah Arendt, who referred to the allurement of the socialization in modern mass societies, resulting in the true fraud of the public life, and consequently, the public role of the school. One could infer that the decline of authority resides in the psychic field, in the form of a type of pathologization of the idealization (that is, there is no one to be admired), which is affecting the processes of secondary identification. Moreover, it may be contributing in teenage hood seriously shaking its narcissist basis (reinforcing these vices and addictive behaviors). Taking into account these perspective in the process of the subjectivities studied, a tendency to a reconfiguration of the psychic instances may be taking place as a consequence of the changes triggered by the late capitalism and by the changes occurred in paternal, family and school authorities, whose determinants seem to indicate a tendency to addictive behaviors (which are here understood through the heteronomic dependency of the subjects in the imaginet means of entertainment), as personality builders. The analysis of such behaviors may also indicate how much the youth simulate in their bodies and its relation to the extreme tendencies of the society, as a compulsion to repetition.
Esta tese teve como preocupação a dimensão formativa dos jovens no mundo contemporâneo. Percebemos que poderíamos pensar nesta dimensão por meio da seguinte inquietação: O que faz com que os jovens se desinteressem pelos bancos escolares e os troquem pelos bancos das Lans Houses. Partindo desta inquietação problematizamos alguns elementos da cultura atual aqui especialmente singularizados pelo uso compulsivo dos videogames de guerra que parecem estar promovendo mudanças na constituição identitária e subjetiva dos jovens, incitando-os a comportamentos compulsivos e aditivos. Assim, o presente estudo versa sobre a subjetividade dos jovens mediante os videogames, analisando mais detidamente os de guerra, que parecem contribuir para uma danificação formativa desses sujeitos. Para desenvolver este argumento, temos a necessidade de refletir sobre a condição da juventude, suas particularidades, sua socialização e, portanto, da construção identitária dos sujeitos no mundo contemporâneo, pois nossa hipótese sugere que os adolescentes na atualidade parecem estar atrelados ao indiferenciado constitutivo do tecido social, de forma heterônoma, refletindo-o, ou seja, ocorre nesse processo um acirramento à tendência de ausência de fronteiras entre o público e o privado, a infância e o campo adulto, o virtual e o real, a função formativa da escola e a sua apropriação pela indústria cultural. Esta análise se apóia também, na ideia de que as instâncias tradicionais da educação família e escola têm dividido com as instituições mediáticas uma responsabilidade educativa. Constatando assim uma nova estruturação no campo da socialização, busca-se uma perspectiva relacional de análise entre essas instâncias, a fim de apreender a especificidade do processo de construção de identidade dos sujeitos na atualidade. Para dimensionar as formas atuais de constituição da subjetividade recorreu-se também a alguns conceitos da psicanálise. A perda da autoridade familiar e do professor mencionada já há muito por Hannah Arendt, referindo-se ao engodo da socialização das modernas sociedades de massas, resultaria em uma verdadeira fraude da vida pública e conseqüentemente da função pública da escola. Poderíamos inferir que esse declínio da autoridade incide, no campo do psíquico, sob a forma de uma espécie de patologização da idealização (ou seja, não há quem se admirar) e está comprometendo os processos de identificação secundários, sobretudo, o que na adolescência pode estar contribuindo para abalar seriamente suas bases narcísicas (facilitando esses vícios ou comportamentos aditivos). Dentro dessas perspectivas nos processos de subjetivação em foco, parece ocorrer uma tendencial reconfiguração das instâncias psíquicas, como consequência das mudanças fomentadas pelo capitalismo tardio e pelas alterações ocorridas na autoridade paterna, familiar e do âmbito escolar, cujos determinantes parecem indicar uma propensão a comportamentos aditivos (aqui compreendidos através da dependência heterônoma dos sujeitos aos meios imagéticos de entretenimento), como constituintes da personalidade. A análise de tais condutas pode indicar, ainda, em que medida os jovens mimetizam em seus corpos e em suas relações as tendências extremas da sociedade, como a compulsão à repetição.
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Bittencourt, Neto Levy Henrique. "God of War: a tragédia Grega na primeira década do séc. XXI." Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/18091.

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The main objective of this work is to develop a comparative study of the signs that compose the narrative of the digital game trilogy God of War with that ones presents on Greek myths and tragedies. It is intended to understand the tragic narrative in God of War trilogy from the perspective of CS Peirce s semiotics, with the support off specific theories about the Greek tragic period. Were chosen philosophical theories, and historical literature about the tragic period of ancient Greece, by authors such as Albin Lesky, Jean-Pierre Vernant, Pierre Vidal-Naquet and Friedrich Nietzsche. To this end, it starts from a general discussion about the media, especially digital ones. The aim of this approach is to demonstrate how certain aspects of a media pass to another. The content of a medium is always another medium, and thus, over time, the media are in constant interplay. This is an important notion because it is how the tragic sign could reach our age. It is possible to understand this appropriation of a philosophical concept, distant in time and space, through the behavior of the media. The method used to verify the hypothesis of the tragic sign embodiment by the God of War franchise will be the second pragmatism of Charles Sanders Peirce, emphasizing phenomenology and the first branch of logic - the speculative grammar. With this support, we intend to map the signs of the narrative of God of War, as well as verifying the adequacy of theories of the Greek tragedy applied to the game. Though the game to do a free reading of mythology and Greek tragedy, it s possible to see similar elements between the narrative of God of War and the tragic period. Characteristic features of the tragedy appear many times in the trilogy, like the Ares immature to the Kratos dark victory
compõem a narrativa do jogo digital God of War II e os signos presentes nas tragédias e mitos gregos. Pretende-se com o trabalho compreender a questão da narrativa trágica na trilogia God of War, sob a perspectiva da semiótica de C.S. Peirce, ao mesmo tempo em que se utilizam teorias específicas sobre o período trágico grego. Foram escolhidas as teorias filosóficas, históricas e literárias sobre o período trágico da Grécia antiga, de autores como Albin Lesky, Jean-Pierre Vernant, Pierre Vidal-Naquet e Friedrich Nietzsche. Para tanto, parte-se de uma discussão geral sobre as mídias, em especial as digitais. O objetivo dessa abordagem é demonstrar como certos aspectos de uma mídia passam para outra. Todo o conteúdo de uma mídia é sempre outra mídia, e dessa forma, ao longo do tempo, as mídias estão em constante inter-relação. Isto é uma noção importante, pois é desta forma que o signo trágico pode alcançar a nossa era. É possível entender essa apropriação de um conceito filosófico distante no tempo e espaço através do comportamento das mídias. O método utilizado para se verificar a hipótese da corporificação do signo trágico na franquia God of War será o segundo pragmatismo de Charles Sanders Peirce, dando ênfase na fenomenologia e no primeiro ramo da lógica a gramática especulativa. Com esse suporte, pretende-se mapear os signos da narrativa de God of War, assim como verificar a adequação das teorias sobre a tragédia grega aplicadas ao jogo. Apesar de o jogo fazer uma leitura livre da mitologia e tragédia grega, é possível ver elementos similares entre a narrativa de God of War e o período trágico. Traços característicos da tragédia aparecem em muitos momentos da trilogia, da tolice imatura de Ares à sombria vitória de Kratos
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Watts, Krista L. "Modeling the use of the AJCN in a tactical environment." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2005. http://library.nps.navy.mil/uhtbin/hyperion/05Jun%5FWatts.pdf.

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Kloeber, Jack M. Jr. "Derivation and application of measures of conformance to Army operations doctrine." Diss., Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/24386.

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Dutton, Nathan T. "PARTICIPATORY QUITTING: QUITTING TEXTS AND WORLD OF WARCRAFT PLAYER CULTURE." Ohio : Ohio University, 2007. http://www.ohiolink.edu/etd/view.cgi?ohiou1172851023.

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Skaret, Michael. "Digitala krigsspel i taktikutbildning." Thesis, Försvarshögskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:fhs:diva-2737.

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Försvarsmaktens budget blir allt mindre, detta innebär att man inte kan öva i samma omfattning med riktig ammunition och fordon. Intresset för digitala krigsspel och simulationer har därmed ökat. Men för att använda sig av spel i utbildning måste man veta hur man skall använda dem. Syftet med uppsatsen har således varit att undersöka om man kan använda sig av digitala krigsspel i sig självt som en bärare för lärande. Kan deltagarna lära sig taktik genom att bara spela ett spel? Det finns flera olika synsätt som stöder alternativt motbevisar om hur lärande sker då man använder sig av spel för lärande. Uppsatsen kommer att fokusera på två av dessa teorier, Ett experiment genomfördes för att undersöka om spelet i sig kunde öka kvalitén på de taktiska planerna som togs fram. Experimentet gick ut på att två grupper fick ta fram en taktisk plan på plutons nivå, en av grupperna fick även genomföra ett digitalt krigsspel på ett liknande scenario innan. Resultatet av bedömningen av planerna resulterade inte i någon signifikant skillnad mellan grupperna. Vad man däremot kunde se var att spelet hade en annan inverkan på deltagarna.
The Swedish Armed Forces’ budget is getting smaller, that means a lot less practice with real ammunitions and vehicles. Because of this, the interest for digital war games and simulations has increased.  But to use games in education you need to know how you are going to implement them. The purpose with this paper has been to examine the possibility of only using a digital war game for learning. Will the participants learn tactics by just playing a game? The impact this could have is that learners could bring the game home and train whenever they wanted to. There are several views that support and reject the idea of using gamebased learning. This paper will focus on describing two of these theories.  An experiment was done to examine if the digital game itself could increase the quality of the tactical plans that the participants had made. The experiment had two groups which had an assignment to make a tactical plan on a platoon level, one of the groups also got to play a digital war game before they made the tactical plan. The assessment of the plans was made by a tactical teacher at the Defense Collage and the results of the assessment did not give any results that showed any significant difference from the groups. The game itself did not have any impact on the quality of the plan. But there were indications that the game might have had other impact on its participants.
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32

Boyer, Steven Andrew. "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Atlanta, Ga. : Georgia State University, 2009. http://digitalarchive.gsu.edu/communication_theses/53/.

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Thesis (M.A.)--Georgia State University, 2009.
Title from title page (Digital Archive@GSU, viewed July 20, 2010) Ted Friedman, committee chair; Alisa Perren, Greg Smith, committee members. Includes bibliographical references (p. 156-169).
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33

Keilen, Brian. "Echoes of Invasion: Cultural Anxieties and Video Games." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1342217874.

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34

Holliday, Cyrus E. "Threat assessment in the new world order." Thesis, Georgia Institute of Technology, 1992. http://hdl.handle.net/1853/30294.

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35

Gahnström, Emelia. ""I didn't want to be Rambo, just me, just Ellie" : En genusanalys av ungdomsromanerna Tomorrow, when the war began och The Hunger Games." Thesis, Uppsala universitet, Litteraturvetenskapliga institutionen, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-190921.

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36

Zetter, Nathaniel Mark. "Warfare by other means : the rhetoric of war and sport in the twentieth century." Thesis, University of Cambridge, 2019. https://www.repository.cam.ac.uk/handle/1810/289758.

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This thesis identifies the existence and significance of a rhetorical gesture that has circulated widely since at least the nineteenth century: the comparison between war and sport. The introduction outlines the background for this rhetoric through a genealogy of the phrase, 'the battle of Waterloo was won on the playing fields of Eton', in nineteenth-century writing. Part one of the thesis examines the metaphors and cultural practices of energetics in European sporting life until the Second World War. The first chapter presents a cultural history of 'sporting aviation' between the Wright brothers' first European flight in 1908 and the declaration of war in 1914, arguing that the new technology of the aeroplane was initially understood through a tension between sporting and bellicose associations. The second chapter performs a close analysis of F.T. Marinetti's writings and Umberto Boccioni's paintings to reveal the role of sport in Italian Futurism and its significance for our understanding of its infamous glorification of warfare. Chapter three examines the militarist displays at the 1936 Olympic Games in Berlin and their enduring cultural legacy. Focusing on the role of crowds, rhythm is shown to be at the centre of how martial symbolism was embedded in the Games' sporting displays. Framing the transition into part two, the fourth chapter reads Georges Perec's use of the Olympics as an allegory for both the Second World War and the Holocaust in W, or the Memory of Childhood (1975) beside a number of post-war conceptualisations of 'play' and 'game'. The chapter identifies a re-organisation of the play concept according to an emerging concern with information, one which, in Perec, also articulates an alternative register for war's cultural memory. From here, the thesis' second part identifies the emergence of a metaphorical nexus of computation, war, and sport in post-war American culture. Chapter five argues that Don DeLillo's End Zone (1972) and David Foster Wallace's Infinite Jest (1996) satirise the logic of nuclear strategy by employing the formal properties of information theory in their language, collapsing the distinctions between war and sport when each is subjected to computational representation. The final chapter analyses the 'military shooter' videogame, and the new form of sport it has produced - 'e-sports' - considering these games as a material instantiation of the convergence between the discourses of military and sporting culture. Across the case studies presented in these six chapters, a transition is identified from metaphors concerned with war and sport's energetic qualities to those concerned with the processing and abstraction of war and sport as information. Rather than conceive of this transition as an epistemic break, however, the thesis identifies continuities across the principles to be found in cultural energetics and informatics.
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37

Richardson, Thomas J. "First responder weapons of mass destruction training using massively multiplayer on-line gaming." Thesis, Monterey, California. Naval Postgraduate School, 2004. http://handle.dtic.mil/100.2/ADA425028.

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38

Hansson, Elin, and Sofie Viberg. "Leka krig: en studie om foraldrars och forskollarares tankar om vapenlek - War games: a study of parents and preschool teachers thoughts on gun play." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-34679.

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Syftet med denna kvalitativa studie är att synliggöra hur man som förskollärare och/eller förälder kan förstå och hantera barns krigs- och vapenlekande. Genom samtal med åtta föräldrar och sex pedagoger om barndom, barn och krigs- och vapenlekar vill vi, ur ett barndomssociologiskt perspektiv jämföra och problematisera dessa vuxnas tankar och erfarenheter med forskarnas teorier om barn, barndom och lek. I analyskapitlet framkommer två generella ståndpunkter både bland föräldrar och pedagoger och vi kan se tydliga likheter mellan föräldradiskussion 1 och pedagogdiskussion 1 samt mellan föräldradiskussion 2 och pedagogdiskussion 2 där det ena paret av dessa ställer sig mer kritiska till krigs- och vapenlekar än de andra grupperna.Trots de olika ståndpunkterna har alla fyra grupperna många liknande tankar. Det framkommer dock skillnader i vilken värdering dessa tankar tillskrivs. Exempelvis är alla överens om att barnen bara leker men antingen för att de inte förstår allvaret i leken eller för att leken inte är speciellt farlig och kan liknas vid vilken annan rollek som helst.
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39

Watson, Nicholas. "Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire." Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44898.

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This research considers how the culture of game developer Cyan Worlds influences the gameplay environment and the culture of fans in Myst Online: Uru Live. The game has gone through two commercial releases and in both cases it was cancelled after a short time. Fans have attempted to salvage the game by producing their own server software and content creation tools. Recently, Cyan released their own source code and development tools to the fan community, giving fans an official channel for creating new content. This work builds off of Pearce's (2009b) study of the culture of Uru players and emergent play, but adds the dimension of considering the culture of developers themselves. A primary goal of this study was to determine how the culture of a game developer like Cyan shapes the constraints of the designed "play ecosystem" (Pearce 2009b: 7), and how it shapes the processes by which fans can salvage aspects of the game to create new content. One finding is that the design of Uru's gameplay environment is rooted in the cultural practices, personal philosophical goals and individual personality traits of its developers. Fans were able to assert ownership over the Uru story-world and the means of production of new content by proactively applying technical and problem-solving skills--the same sorts of skills that players must apply to solving puzzles in Myst games. This fan action, coupled with Cyan's goal of making an open-ended world, has helped to propel the initiative to provide open-source tools for creating new content. When fans produce new content, they draw significantly from an existing shared cultural repertoire of cues and conventions. These conventions are supported both by the software affordances of the development environment and by cultural precedent--they are readily adapted to Myst-like narratives and are easily "read" by experienced players.
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40

Wedin, Tommy. "Fantasy War Game : Spelmotor i PHP." Thesis, University of Gävle, Ämnesavdelningen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-6218.

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Fantasy War Game är en spelmotor gjort i PHP med inslag av Java. Själva striden är uppbyggd med objektorienterad programmeringsmetodik. Spelet är ett textbaserat rollspel i high fantasy-miljö. Sidan är ett interaktivt konfliktspel där spelarna kan utveckla sitt gäng, slåss mot monster eller andra spelare.

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41

Oye, Jon Kjetil, and Stian Forberg. "KnowledgeWar 2.0 : A Pervasive Knowledge War Game." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-20984.

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This thesis set out to study how a pervasive multiplayer lightweight Role-Playing Game could be used within higher education in order to motivate and engage students. The primary research goal was to study the educational effect of this type of game, while a secondary research goal was to experiment with HTLM5 and JavaScript to build a cross-platform friendly solution. The game was tested in two user experiments on voluntary students having taken the course Software Architecture at the Norwegian University of Science and Technology. Data from these user experiments were collected through a custom-made quantitative questionnaire and a System Usability Scale, as well as informal group discussions with the participants of the experiments. The results indicate that students found the game to be both fun and educational. However, results further indicate that the game need more of both gameplay and game world content, in order to "disguise" its educational content well enough to make students want to play the game regularly. The thesis concludes that more gameplay elements needs to be added to the game in order to fully reach its potential as both a pervasive game and a RPG game. By doing so the results indicate that the game has the potential to become a successful educational aid in higher education.
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42

Caney, Jonathan. "War termination and the just war tradition 'the ethics of the end game'." Thesis, University of Southampton, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.443054.

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43

Forester, Gus. "Was Gawain a Gamer?" Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/honors/249.

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Describes a theory of gaming inspired primarily by Jean Baudrillard’s claim that gaming is characterized by a “passion for rules.” Key elements of the theory include that games are an attempt to create a new reality, that games create a space for individuality even in an otherwise homogenized world, and that pain and happiness are not diametrically opposed concepts to the gamer. The theory also emphasizes the importance of the player’s meeting with the “superplayer,” the player’s own constructed ideal that he tries to imitate within the game world. This theory of gaming is then applied to the 14th century British poem, Sir Gawain and the Green Knight both as a demonstration of the theory and to offer a new perspective on the poem. Gawain’s character in the poem is argued as being the archetype of the modern gamer, escaping from an oppressive hegemony by daring to follow the superplayer’s seduction into the passionate world of gaming.
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44

Petersson, Casper. "Atenare, spartaner och en handkontroll : En kvalitativ kategoriseringsstudie av historiebruk och historiemedvetande i Assassin's Creed Odyssey och spelets potential i klassrummet." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-39040.

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This study aims to examine the historical accuracy and historical usage in Ubisofts video-game Assassin’s Creed Odyssey. The study also examines the game’s potential to be used in teaching history in the upper secondary schools. The tools of the analysis are based on four different categorization models to analyze historical games and their didactic abilities. I have made some modifications to the different models, mainly because of the time-limit of this study. Furthermore, I have presented a crucial and relevant selection of previous research in the field of historical computer games, along with a summarizing description of the game-series Assassin’s Creed. The results from this study shows that the game is heavily influenced by history, and the historical accuracy can be noticed throughout the game. However, the game mixes the historical accuracy with fictional and fantastic elements in order to make the story and narrative of the game more intriguing and playable. The potential of the game in the upper secondary school is found to be problematic, mainly because of the time-limit and economical aspects. Nevertheless, the historical content of the game can easily be connected to the national curriculum, which means that the potential of making use of the game in the classroom should not be entirely dismissed.
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45

Allen, Dean Colin. "'A far greater game' : sport and the Anglo-Boer War." Thesis, Stellenbosch : Stellenbosch University, 2002. http://hdl.handle.net/10019.1/52636.

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Thesis (MScSportSc)--Stellenbosch University, 2002.
ENGLISH ABSTRACT: Today white South Africans take their sport very seriously and at the tum of the nineteenth century this was no different. The key difference however was that a war had erupted between the two Boer Republics (Orange Free State and the Transvaal) and Britain. The Anglo-Boer War of 1899-1902 was fought for the supremacy of South Africa at a time when sport was still developing within the country and like other facets of its culture, it too became entwined within a conflict that was to effect the whole future of Southern Africa. This socio-historical study is an attempt to explore sport during this era and how it impinged upon the relationship between Boer and Briton. A pivotal period in South African history, the account will trace the background and nature of the Anglo-Boer conflict and how a passion for sport was shared by both sides throughout and beyond the hostilities. Britain had indeed introduced its sporting codes to South Africa prior to the war and cricket and rugby in particular were already established within its towns and cities. The origins of both sports will be examined here including the significance of the first tours which took place between South Africa and Britain during this time. The majority of research for this study has been completed in South Africa, predominately within the Western Cape but also during spells in the Free State and Gauteng. Visits have also been made to various sources in the UK including Twickenham and Lords. Whilst published work has been used, concerted efforts have been made throughout to include data obtained from primary sources. The descriptive nature of the work has also necessitated the employment of qualitative methods of analysis with data gathered from archive and literary sources selectively underpinned with information from a number of interviews.
AFRIKAANSE OPSOMMING: Suid-Afrikaanse Blankes is vandag baie ernstig oor hul sport en aan die einde van die negentiende eeu was dit ook nie anders nie. Die belangrikste verskil was egter dat 'n oorlog uitgebreek het tussen die Boererepublieke (Oranje-Vrystaat en die Transvaal) en Brittanje. Die Anglo-Boereoorlog van 1899-1902 is geveg vir die oppergesag van Suid-Afrika toe sport, net soos baie ander fasette van die kultuur, steeds besig was om te ontwikkel in die land. Dit het deel geword van 'n konflik wat die hele toekoms van Suidelike Afrika sou raak. Hierdie sosio-kulturele studie is 'n poging om sport tydens hierdie era te verken en hoe dit die verhouding tussen Boer en Brit beïnvloed het. Hierdie was 'n deurslaggewende periode in die Suid-Afrikaanse geskiedenis en die studie sal die agtergrond en aard van die Anglo-Boerekonflik navors en toon hoe 'n passie vir sport gedeel is deur beide partye ten spyte van al die vyandigheid. Brittanje het inderdaad voor die oorlog sy sportkodes na Suid-Afrika gebring en veral krieket en rugby was alreeds gevestig in die stede. Die oorsprong van beide sportsoorte sal hier bestudeer word, insluitend hoe belangrik die eerste toere was wat in hierdie tyd tussen Suid-Afrika en Brittanje plaasgevind het. Die meeste navorsing vir hierdie studie is in Suid-Afrika gedoen, hoofsaaklik in die Wes- Kaap, maar ook, met tye, in die Vrystaat en Gauteng. Besoeke is ook afgelê in verskeie plekke in die Verenigde Koninkryke, bv. Twickenham en Lords. Terwyl van sekondêre bronne gebruik gemaak is, is daar deurgaans nougeset te werk gegaan om primêre bronne te ontsluit. Die beskrywende aard van die werk het ook die gebruik van kwalitatiewe metode van analise van data genoodsaak. Hierdie data is versamel vanuit argivale en literêre bronne wat goed ondersteun is deur inligting verkry uit 'n aantalonderhoude. iv
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46

Eklow, Joshua Ryan. "My second word was "game"." Thesis, University of Iowa, 2011. https://ir.uiowa.edu/etd/958.

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Dispatched from deep within the Orbital Video Archive, Josh Eklow submits a follow-up to "My First Word Was Video". This thesis de caeli, entited, "My Second Word Was Game" focuses on the importance of the play element of art, hummus, stickers, exercise, and other fun things.
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47

Goodwin, John W. "Enemy threat module to the Naval Postgraduate School Logistics War Game." Thesis, Monterey, California: U.S. Naval Postgraduate School, 1987. http://hdl.handle.net/10945/22778.

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The Naval Postgraduate School Logistics War Game is a computerized aircraft carrier task force level war game designed to sensitize U.S. Navy officers to the logistics capabilities necessary to sustain extended combat operations. The game explicitly models the expenditure of fuel and ordnance as the task force maneuvers off the coast of a hypothetical third world power. The objective of the game is to accrue points for conducting air strikes and achieving target damage while maintaining optimal logistics levels. The previous version of the game allowed safe operation near hostile territory and no opposition strikes. In order to add realism to the game while forcing the player to maneuver and incur attritions, this thesis models multiple threats from this hypothetical third world country. Aircraft, small patrol craft, and diesel submarines are modeled with a combination of stochastic and deterministic techniques. The inclusion of this threat module forces the player to make real world decisions when allocating limited resources between offensive and defensive operations. (Theses)
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48

Middleton, Victor Eaton. "Imperfect Situation Analysis: Representing the Role of Error and Uncertainty in Modeling, Simulation and Analysis." Wright State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=wright1401726956.

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49

Almeida, Luciano Aparecido Borges. "God of war – do game ao livro: um mito para duas narrativas." Universidade Presbiteriana Mackenzie, 2017. http://tede.mackenzie.br/jspui/handle/tede/3097.

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El juego Dios de la guerra (parte 1), corpus de este estudio, es el punto de partida de esta investigación, cuyo objetivo es examinar el viaje del héroe, el monomito propuesto por Campbell, y su aplicación como patrón narrativo estructural de la trama también para la novela homónima, sin perder de vista el diálogo que los textos establecen con la mitología griega. La importancia de la realización de este estudio radica en la contribución que pretende dar para la comprensión de los elementos narrativos míticos configurados en medios de comunicación digitales e impresos, que comparten una historia común con distintas formas de expresión, ya que los elementos de la narrativa del juego (interactividad, no linealidad, resultado de la acción del jugador e inmersión) en cierta medida difieren de los tradicionales que caracterizan la novela (personajes, narrador, tiempo y espacio). La perspectiva de este trabajo es la intertextualidad, en la cual se examina la presencia efectiva de un texto en otro. A fin de realizar esa tarea, los estudios de Gérard Genette, Joseph Campbell y Souza Brandão Junito ofrecen la base teórica necesaria para el abordaje de los textos, que privilegia el análisis de textos tanto verbales como audiovisuales.
O game God of war (parte 1), corpus desta pesquisa, é o ponto de partida desta investigação, cujo objetivo é examinar a jornada do herói, o monomito proposto por Campbell, e a sua aplicação como padrão narrativo estruturante do enredo também para o romance homônimo, sem perder de vista o diálogo que os textos estabelecem com a Mitologia Grega. A importância de realizar este estudo está na contribuição que se pretende dar para o entendimento dos elementos narrativos míticos que se configuram em mídias, como a digital e a impressa, que compartilham uma mesma história, que encontra formas distintas de expressão, uma vez que os elementos narrativos do game (a interatividade, a não linearidade, resultado da ação do jogador e a imersão), em alguma medida, diferem dos tradicionais (personagens, narrador, tempo e espaço) que caracterizam o romance. A perspectiva deste trabalho é a da intertextualidade, em que se analisa a presença efetiva de um texto em outro. Para realizar esta tarefa, os estudos de Gérard Genette, Joseph Campbell e Junito de Souza Brandão oferecem a fundamentação teórica necessária para o exame dos textos, que privilegiará tanto a análise de textos verbais quanto os textos audiovisuais.
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50

Stitt, Orrin G. "The soldier's dilemma using decision theory to explain American War crimes /." Monterey, Calif. : Naval Postgraduate School, 2007. http://bosun.nps.edu/uhtbin/hyperion-image.exe/07Dec%5FStitt%5FMBA.pdf.

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"Submitted in partial fulfillment of the requirements for the degree of Master of Business Administration from the Naval Postgraduate School, December 2007."
Advisor(s): Franck, Raymond ; Gates, Bill ; Coughlan, Pete. "December 2007." "MBA professional report"--Cover. Description based on title screen as viewed on January 10, 2008. Includes bibliographical references (p. 49-50). Also available in print.
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