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Dissertations / Theses on the topic 'Word games'

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1

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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Niskanen, R. "Reachability games and related matrix and word problems." Thesis, University of Liverpool, 2018. http://livrepository.liverpool.ac.uk/3018108/.

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In this thesis, we study different two-player zero-sum games, where one player, called Eve, has a reachability objective (i.e., aims to reach a particular configuration) and the other, called Adam, has a safety objective (i.e., aims to avoid the configuration). We study a general class of games, called Attacker-Defender games, where the computational environment can vary from as simple as the integer line to n-dimensional topological braids. Similarly, the moves themselves can be simple vector addition or linear transformations defined by matrices. The main computational problem is to decide w
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Weakland, Natalie Lynn. "Implementation of Educational Games-based Instruction for Improving Sight Word Recognition." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363276838.

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Ryding, Karin. "Poetry is for everyone : A comparative analysis of the cut-up technique, Magnetic poetry and the casual word game Words of Oz." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-228190.

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Language is a system that fundamentally influences us as human beings. There are numerous schools of thought critiquing our use of language and celebrating attempts to break free of the control it has over our lives. In that perspective a transformative play with language can be seen as critical play, and a game design approach supporting this kind of play can be defined as critical. The cut-up technique is an aleatory literary technique invented by the Dadaists in the 1920s. It was the fundamental lack of belief in society and language that gave birth to the cut-up method. Mary Flanagan inclu
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Lutecki, Leo. "Educational games for students with ADHD : A real-word validated taxonomy of what to prioritize when designing educational games for ADHD-afflicted students." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15593.

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ADHD is a neurodevelopmental disorder that affects 5-7% of the global population of children, and the prevalence in western countries is reported to be even higher. This makes it the most common neurodevelopmental disorder in children. Traits often associated with ADHD are inattention, hyperactivity and impulsivity, all of which can impede a students’ education. There are instances where digital games have been used in the general education environment to increase focus and motivation in students, with positive results. Further examination of what problems are usually associated with an ADHD d
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Ojeda, Fernando Arturo. "The role of word games in second-language acquisition second-language pedagogy, motivation, and ludic tasks /." [Gainesville, Fla.] : University of Florida, 2004. http://purl.fcla.edu/fcla/etd/UFE0003980.

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7

Wade, Jennifer A. "Analyzing "Word Games": Complex functions of language during traditional face-to-face speed-dating and online speed-dating events." Diss., Temple University Libraries, 2013. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/214826.

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Psychology<br>Ph.D.<br>Two Studies investigated the relationship between verbal behavior and short-term mate selection. The first study, an observational traditional speed-dating study, collected audio and video recordings of dyadic interactions between men and women in addition to self-report data on whether the participant would like to talk to each date in the future. The second study, a true experiment, employed the use of a researcher confederate to manipulate verbal behavior and attractiveness level of the speed-date partner. Participants were led to believe they were being "matched" wit
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Kanwal, Jasmeen Kaur. "Word length and the principle of least effort : language as an evolving, efficient code for information transfer." Thesis, University of Edinburgh, 2018. http://hdl.handle.net/1842/33051.

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In 1935 the linguist George Kingsley Zipf made a now classic observation about the relationship between a word's length and its frequency: the more frequent a word is, the shorter it tends to be. He claimed that this 'Law of Abbreviation' is a universal structural property of language. The Law of Abbreviation has since been documented in a wide range of human languages, and extended to animal communication systems and even computer programming languages. Zipf hypothesised that this universal design feature arises as a result of individuals optimising form-meaning mappings under competing press
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Ilar, Sandra. "The Hunger Games Viral Marketing Campaign : A Study of Viral Marketing and Fan Labor." Thesis, Stockholms universitet, Institutionen för mediestudier, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-105864.

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This essay examines Lionsgate’s viral marketing campaign for The Hunger Games (Gary Ross, 2012) and the marketing teams’ use of new marketing techniques and the online fan base. The essay also asks the question to what extent the fans’ participation in Lionsgate’s marketing campaign can be called fan labor. The study is based on a film industrial perspective and academic literature that deals with film marketing, the film industry, fandom and digital labor. The material used for the analysis of The Hunger Games marketing campaign is collected from newspaper articles and news interviews with Li
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Yip, Wai-man Florence, and 葉慧敏. "Online vocabulary games as a tool for teaching and learning English vocabulary." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B29597511.

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Pettersson, Rebecka, and Westin Cornelis Rönnberg. "Serious games och narrativets varande eller icke-varande : Berättelsedriven design i lärande-spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17202.

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Inom forskningsområdet för serious games (SG) råder en oklar uppfattning om narrativets roll i lärande-spel, samtidigt som SG som koncept har visat sig ha positiv effekt i flera studier. Mot bakgrund av detta undersöker den här studien hur unga vuxna uppfattar den berättelsedrivna speldesignen i ett ordförståelse-spel som självskattad motiverande faktor för att spela vidare. En artefakt, inspirerad av högskoleprovets ORD-del, och enkätfrågor användes för att samla in data från 26 respondenter. Kombinationen av ordförståelse och narrativ kontext visade sig vara ett uppskattat koncept av majorit
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Bach, Carina, and Kenny Ek. "Köpprocessen : APPlicering vid nedladdning av spelappar på smartphones." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-960.

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Appar är idag en stor marknad eftersom de flesta äger en smartphone och därför är potentiella appkonsumenter. Trots att endast en tredjedel av alla svenskar betalar för mobilspel spenderas hundratals miljoner kronor på köp av appar varje år. Spel är den mest populära appkategorin i svenska App Store och Google Play vilket gör att utvecklare som inte skapar spel har svårt att synas. En etablerad modell i marknadsföringsområdet är köpprocessen, som beskriver hela processen genom ett köp från behovsupptäckande till utvärdering av inköpt produkt. Förståelse för vad som påverkar konsumenter i de ol
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Tran, Chris Wang Zuoming. "What's real anymore a comparison of World of Warcraft, secondlife and online experiences /." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-10976.

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Boone, George William. "A Burkean analysis of "World of Warcraft" identity work in a virtual environment /." Click here for download, 2008. http://proquest.umi.com/pqdweb?did=1568974071&sid=1&Fmt=2&clientId=3260&RQT=309&VName=PQD.

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Perkins, Kyle Eric. "Lifesigns: Successful Storytelling in Open-World Games." Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1290205847.

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Henriks, Niklas. "Creating Serious Games by integrating external components : Propositions and guidelines for future work with serious games." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-132.

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<p>The military industry has come to look at games as means for better looking and cheaper simulations. Altering games and game engines are not necessarily easy and finding a suitable engine is essential to project success. The features and design of an engine must to a large degree overlap that of the project design.</p><p>Creating ‘systems of systems’ by integrating external components/systems with games is what to a large extent differentiate military serious games from other fields. However, this is not an easy task, as games are not designed with interoperability in mind. This report expl
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Tran, Chris. "What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc10976/.

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The proliferation of the Internet and online-based social interactions has become an increasingly popular topic with communication scholars. The goal of this study was to explore how massively multi-player online role playing game (MMORPG) players make sense of and negotiate their online social interactions. This study (N = 292) examined how players of SecondLife and World of Warcraft evaluated their online relationships compared to their offline relationships and investigated how different levels of realism within different MMORPGs effected player's online experiences. The results indicated t
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Larsson, Jonathan, and Arias Alberto Amigo. "Fun with Death and Failure : An exploration of player experiences in a decentralized open world RPG." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26378.

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Many modern single-player role-playing games offer the player a power fantasy where the experience is designed to make the players feel powerful right from the start, with enemies and challenges that scale to the player characters level and abilities. This study explores what happens with play when power fantasy is replaced with decentralization and especially how this decentralization affects the player’s experience of failure and death. To explore this, three experienced The Elder Scrolls V: Skyrim-players played the game with the modification Requiem - The Roleplaying Overhaul. After the pa
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Chan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.

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Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game
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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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Tråvén, Sandra. "Procedural world generator for platform games." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139020.

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Creating big games with a lot of content takes time. When it comes to designing levels, two time consuming tasks are creating the content for the levels and placing it in interesting ways. The placing of the content can be done procedurally and is called level generation. By using level generation, the designers need to spend less time working on the levels and if the level generation can be used at run time to create new levels it can also greatly increase the replayability of the game. This thesis is about creating a generator that places platforms and obstacles in an interesting and challen
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Guevara, Villalobos Orlando. "Cultural production and politics of the digital games industry : the case of independent game production." Thesis, University of Edinburgh, 2013. http://hdl.handle.net/1842/8874.

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This thesis sheds light on the social relationships, work practices and identities that shape the small scale sector of independent game production. Harnessing elements of the Production of Culture and Cultural Industries/Work perspectives, it aims to clarify the specifics of independent game production and its relationship with the large-scale sector of the industry. Drawing on a multi-sided ethnography, the thesis captures gamework practices, motivations, ideas and conventions deployed in a diverse range of online and physical spaces where independent developers interact. Given the complex r
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Gregory, Clairellyn Rose. "Who Gender-Bends and Why? A Qualitative Study of World of Warcraft." PDXScholar, 2011. https://pdxscholar.library.pdx.edu/open_access_etds/421.

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According to a 2009 study, 68% of American households played video games (Entertainment Software Association). With this number continually on the rise, video games and their cultures are in need of further scholarly exploration. A video game of particular interest is a massive online game known as World of Warcraft, drawing over twelve million players worldwide (Blizzard Entertainment, 2010). With a cyberspace-based culture, World of Warcraft exposes its players to phenomenon that are unique to it, and thereby not easily understood through the same measures and evaluations offered by society
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Jacobi, Gabriel. "Interacting with Words: Development of a text-based game on language." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24015.

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This paper describes the development process of an Interactive Fiction game focused on the theme oflanguage. The paper includes a brief description of the history of the genre and its definitions, a discussionabout its multiple variations and attributes, and an overview of some examples that handled similar subjects.Then it considers some of the unique properties of the written language and examines language as both ashared and subjective relationship with reality . This is followed by a description of tools and methodsadopted in the design process and how the development went — from initial r
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Lacanienta, Andrew. "Recreation at Work: More than Fun and Games?" BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/6380.

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The purpose of this study was to examine the efficacy of Duerden, Courtright, and Widmer's (n.d.) Recreation at Work (RAW) Model and explore the relationship between RAW and employee flourishing (i.e., resilience, work engagement, organizational identification). This study explored the unique contribution from RAW and work activities in relation to employee flourishing. Structural equation modeling revealed RAW and leisure as a state of mind (LSM) perceptions (i.e., intrinsic motivation, perceived freedom, positive affect) had positive relationships with personal expressiveness (β = .704, p
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Kiuchi, Kumiko. "Investigations into game and play in the work of Samuel Beckett : language-games, grafting of genres and the spectre of literature." Thesis, University of Sussex, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.487893.

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Gaming and Playing have been preoccupations of Beckett Studies from the 1960s onwards. However, the majority of criticism on this subject has been limited to studying Beckett's early novels and dramatic works, exploiting play and game as a model to draw out the structure inherent in Beckett's work. The contention of my study is that game and play illuminate Beckett's investigatio,ns into languages in his entire works' across different genres. In order to draw out the development of Beckett's language investigations, this thesis closely examines Beckett's works from the 1930s to the 1980s payin
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Bilir, Tanla E. "Real economics in virtual worlds a massively multiplayer online game case study: Runescape /." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31657.

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Thesis (M. S.)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.<br>Committee Chair: Pearce, Celia; Committee Member: Burnett, Rebecca; Committee Member: Do, Ellen Yi-Luen; Committee Member: Knoespel, Kenneth. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Rosier, Kady N. "Of humans and avatars: how real world gender practices are brought into World of Warcraft." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39573.

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This thesis explores the idea of how people 'do gender' in their online use of avatars, specifically avatar choice. A secondary question of whether or not a chatterbot can be used as a potential interviewer will also be examined as a tool acquiring large amounts of interview data. Gender is one of the ways in which we structure our society, and is completely omnipresent. We cannot opt out of participating in our gender, as we are constantly performing and reaffirming it. Because of this, gender performance and choice spills over into all domains. This includes entertainment such as massively m
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Engbert, Ralf, and Reinhold Kliegl. "The game of word skipping: Who are the competitors?" Universität Potsdam, 2003. http://opus.kobv.de/ubp/volltexte/2011/5689/.

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Computational models such as E-Z Reader and SWIFT are ideal theoretical tools to test quantitatively our current understanding of eye-movement control in reading. Here we present a mathematical analysis of word skipping in the E-Z Reader model by semianalytic methods, to highlight the differences in current modeling approaches. In E-Z Reader, the word identification system must outperform the oculomotor system to induce word skipping. In SWIFT, there is competition among words to be selected as a saccade target. We conclude that it is the question of competitors in the “game” of word skipping
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Hedin, Ellen. "Through the Looking Glass into the World of Computer Games." Thesis, Halmstad University, School of Social and Health Sciences (HOS), 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-2403.

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Bastin, Nina. "World games : constructing and configuring the worlds of Queneau's novels." Thesis, University of Bristol, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.324341.

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Ma, Shang Chun. "Kaohsiung World Games as a catalyst for sustainable urban development." Thesis, Sheffield Hallam University, 2009. http://shura.shu.ac.uk/19989/.

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Over the last thirty years the staging of events such as major sporting events has become increasingly recognised as part of development strategies within cities, regions and even countries. Behind such a phenomenon is a fierce competition between potential hosts because of the belief that these can achieve economic, social, environmental, political, cultural and tourism benefits for the hosting areas. As a consequence of the proliferation of these events, there is an increasing need to assess whether such strategy is effective. In this context, impact studies are vital. Traditionally, sports
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Sund, Joakim. "Words and Meaning in Gaming : 'World of Warcraft' and 'Counterstrike Global Offensive'." Thesis, Högskolan Väst, Avd för utbildningsvetenskap och språk, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-14908.

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Online gaming is a relatively modern phenomenon that is not older than 20 years. Most online players speak English in some form, either by talking or writing. The two games, 'World of Warcraft' and 'Counterstrike' have taken over the gaming-world and the gamers' language has found its way right into the dictionary. The aim of the study was to examine how meanings of language change or evolve in the context of online video game playing. In this study, two gameplay videos were transcribed and analysed both qualitatively and quantitatively. Gaming words were identified through calculating word fr
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Winter, Jessica L. Henson Robin K. "The big five personality characteristics of World of Warcraft players." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-9910.

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Paskell, Elin, and Tengdahl Wilhelm. "Arbetsprocesser inom spelutveckling : En kvalitativ fallstudie som granskar arbetsprocessen hos ett svenskt spelutvecklingsföretag." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-18191.

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Dice is one of Sweden's largest game manufacturers. They have produced a game series called “Battlefield”, which recently celebrated its tenth anniversary, releasing it gradually over the years. In order to create a game some form of work structure is required. In this essay we discover what the Dice work process looks like today and how it has changed over the years. Game development is progressing and market changes require game developers to constantly adapt to the current situation. To investigate this issue, we conducted intensive interviews with two wellestablished game developers from t
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Stern, Darrin. "The World University Games, Buffalo '93 : the complete food service perspective /." Online version of thesis, 1994. http://hdl.handle.net/1850/11856.

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McGrath, Donna Lynette. ""Doing serious work or just playing?" : computer games in subject English." Thesis, Queensland University of Technology, 2004. https://eprints.qut.edu.au/15832/1/Donna_McGrath_Thesis.pdf.

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The central focus of this study is to look at the legitimacy of using computer games for textual study in subject English and to understand the value that non-traditional forms of narrative text can have in enhancing student learning and enjoyment. This thesis argues that when students are engaged in textual study that is pleasurable, learning outcomes can be enhanced. Narrative computer games are appropriately placed within the realm of popular cultural texts, therefore, this study is also located within a cultural studies field of inquiry. A range of theoretical lenses which are app
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McGrath, Donna Lynette. ""Doing serious work or just playing?" : computer games in subject English." Queensland University of Technology, 2004. http://eprints.qut.edu.au/15832/.

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The central focus of this study is to look at the legitimacy of using computer games for textual study in subject English and to understand the value that non-traditional forms of narrative text can have in enhancing student learning and enjoyment. This thesis argues that when students are engaged in textual study that is pleasurable, learning outcomes can be enhanced. Narrative computer games are appropriately placed within the realm of popular cultural texts, therefore, this study is also located within a cultural studies field of inquiry. A range of theoretical lenses which are app
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Nyström, Dennis. "Aggressiva barn på grund av våldsamma datorspel? : En litteraturstudie." Thesis, Ersta Sköndal högskola, Institutionen för socialvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:esh:diva-5887.

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Att spela datorspel är för många barn en rolig och populär sysselsättning och det finns olika sorters spel som barnen spelar. Många barn spelar våldsamma datorspel vilket har uppmärksammats i skolor. De har observerat att barn som spelat våldsamma datorspel lekt på ett aggressivt och våldsamt sätt på skolgården. Inom forskningen har också sambandet mellan våldsamma datorspel och barn observerats och det har genomförts mycket forskning inom området för att utröna om barn som spelar våldsamma datorspel blir mer aggressiva och våldsamma av att spela dessa spel. Forskningen på området är däremot m
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Ritter, Christopher Jonas. "Why the humans are white fantasy, modernity, and the rhetorics of racism in World of Warcraft /." Pullman, Wash. : Washington State University, 2010. http://www.dissertations.wsu.edu/Dissertations/Spring2010/c_ritter_050410.pdf.

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Lõugas, Marilin. "Weaving Mental Threads: Exploring the Touchpoints Between Parallel Game Worlds in an Ended World Setting." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22784.

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This master thesis researches parallel digital world design in computer games in the setting of An Ended World. The main focus of the research is the touchpoints between two or more worlds and how the inputs from a designer can influence the type of experience received by the player.The overall research takes inspiration from both game and interaction design and follows a very user-centric approach with numerous play sessions and a workshop. The final outcome is presented in the form of attributes and a prototype built as a modification for an existing game.
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Campedelli, Gabriela. "Bem vindos a Azeroth: aspectos da economia lúdica nos mundos fantásticos." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/27/27153/tde-29092009-154338/.

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Esse trabalho tem como finalidade a análise de aspectos econômicos e sociais do mundo sintético World of Warcraft, um Massively Multiplayer Online Role Playing Game (MMORPG). A escolha desse jogo se dá pela sua popularidade no mundo, contando com mais de 11 milhões de jogadores segundo dados divulgados pela Blizzard Entertainment, em outubro de 2008. A etnografia, que se desenvolveu online realizada por meio de dez personagens especialmente criados para integrar o jogo nas terras virtuais de Azeroth, observa os aspectos de desenvolvimento da comunidade de jogadores e dos mecanismos de governa
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Pang, Josh. "World Game| An MS Thesis on Engineering Buckminster Fuller's Unfinished Computer Game." Thesis, University of California, Santa Cruz, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10600417.

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<p> My thesis explores the idea that Buckminster Fuller&rsquo;s World Game is really a formal calculus capable of representing world-scale sustainability problem-solving according to the fundamental principles of a (blockchain) <u> database</u> + (Fuller projection) <u>map</u> + (machine learning) <u>simulation</u> in the form of a <u>game </u>. These computational media comprise an operational formalism which embraces all effective procedures for world-scale problem-solving. If this hypothesis is true, then that would mean World Game&rsquo;s comprehensive use of the aforementioned fundamental
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Bordenet, Mark. "An introduction into the world of gaming and how one achieves the identity of gamer." Morgantown, W. Va. : [West Virginia University Libraries], 2000. http://etd.wvu.edu/templates/showETD.cfm?recnum=1339.

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Thesis (M.A.)--West Virginia University, 2000.<br>Title from document title page. Document formatted into pages; contains vi, 133 p. : ill. Includes abstract. Includes bibliographical references (p. 107-109).
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Gagné, Maud. "The game is on for world television." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ29444.pdf.

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Tabyldy, kyzy Jyldyz. ""World of Uncertainty" - on-line educational game." Thesis, Queen's University Belfast, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.580083.

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It is difficult to overestimate the significance of judgement and decision-making for individuals and societies. Our choices and decisions are often made in risky or uncertain conditions. Almost all decisions contain a degree of uncertainty. This can cause problems with serious consequences, since people generally are not comfortable with uncertainties and often choose the counterproductive ways of ignoring or avoiding them. This project aims to create a computer game facilitating learning to deal with uncertainties and to investigate players' choices and confidence under uncertainty. The proj
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Szabo, Vio. "Spelare som råkar vara kvinnor : Öppningar och begränsningar i genus, sexualitet och spelarnätverk i World of Warcraft." Thesis, Södertörn University College, The School of Culture and Communication, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-2031.

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<p><!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:1; mso-generic-font-family:roman; mso-font-format:other; mso-font-pitch:variable; mso-font-signature:0 0 0 0 0 0;} @font-face {font-family:Garamond; panose-1:2 2 4 4 3 3 1 1 8 3; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:647 0 0 0 159 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0cm; margin-bottom:.0001pt; l
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Aava, Kim. "Game Save : Game Save Incorporation in Game Design through a MDA Analysis." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-204237.

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This paper is about save systems and will analyze save functions in various games. Save systems in games are usually blamed for harming the suspension of disbelief as it is an act taking place outside the game and should only be used for its intended purpose: letting the players store their game data, and progress whenever they need. The game save function developed as rapid leaps of technology were made, with the beginning era of home consoles and home computers allowing players to spend more time playing, creating a demand for longer play sessions in games which lead to a need of methods for
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Inostroza, Maria Victoria. "The Game of global domination." Doctoral thesis, Universitat Pompeu Fabra, 2021. http://hdl.handle.net/10803/672631.

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The focus of this dissertation is the globalized world of today. As a complex phenomenon, globalization has many and varied effects on our lives. Some of them are paradigmatically negative such as the impact on individual freedom. In this sense, the aim of this dissertation is to contribute to the neo-republican literature by proposing a novel solution to the problem of global domination. By addressing global domination, this dissertation calls for a revised typology of domination in the globalized world. Moreover, ensuring non-domination in a global context requires the creation of a c
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Mackie, William Gavin. "Loading world (re)creating life, nature and cosmos in evolutionary computer games." Thesis, Goldsmiths College (University of London), 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.514321.

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