Dissertations / Theses on the topic 'Word games'
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Laveborn, Joel. "Video Game Vocabulary : The effect of video games on Swedish learners‟ word comprehension." Thesis, Karlstad University, Karlstad University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-5487.
Full textVideo 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 either using a “video game approach” or a “dictionary approach” in their explanations.
The results showed a gender difference, both with regard to the frequency of playing and what types of games that were played. Playing video games seemed to increase the students‟ comprehension of English words, though there was no clear connection between the frequency with which students were playing video games and the choice of a dictionary or video game approach as an explanation.
Niskanen, R. "Reachability games and related matrix and word problems." Thesis, University of Liverpool, 2018. http://livrepository.liverpool.ac.uk/3018108/.
Full textWeakland, 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.
Full textRyding, 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.
Full textLutecki, 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.
Full textOjeda, 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.
Full textWade, 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.
Full textPh.D.
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" with three other undergraduates based upon online profiles. Verbal behavior manipulations included varying valence-based autoclitics (neutral or high) and self-other referential autoclitics in two sequential orders (based on I , you , I /you in relation to one another, and dyadic we frames of reference). During traditional speed-dating, a wide variety of verbal operants were used. In general, dyadic we was not frequently used by participants, imprecise tacting tended to be characteristic of no ratings, and successful speed-daters tended to modify their verbal behavior as appropriate to the specific listener. For online-dating, among the findings concerning the observed relationships between autoclitics, physical attractiveness, and various outcomes in short-term romantic interest, were confederate use of I-to-we sequential progressions with neutral valence tended to best predict longer times spent chatting, as chosen by participants when given the choice to chat more than the five-minute minimum. Additionally, confederate use of I and you in relation to one another was positively correlated with participant interest ratings of the confederate for medium-attractiveness confederates and was negatively correlated with interest ratings for low- and high-attractiveness confederates. Autoclitics moderated the relationship between physical attractiveness of the confederate and yes ratings for both low- and high- attractiveness confederates. Findings from the current projects are discussed in context of general dissemination of verbal behavior and in context of other populations.
Temple University--Theses
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.
Full textIlar, 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.
Full textYip, 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.
Full textPettersson, 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.
Full textWhile serious games (SG) as a concept has been proven effective in several studies, there is a residing unclear perception regarding the role of narrative in games for learning. This study examines how young adults perceive the narrative-driven game design in a word comprehension game as a self-evaluated motivational factor to continue playing. An artifact, inspired by Högskoleprovet, and a survey were used to collect data from 26 respondents. The combination of word comprehension and narrative context proved to be an appreciated concept that the majority, despite varied results regarding motivational factors to continue playing, perceived as an alternative learning method. Game design principles in regards to motivation to continue playing were formed which would be useful to have in mind when developing similar games for learning. Long-term, this study could focus on whether the game concept has the potential for learning and to study possible connections between this and motivations.
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.
Full textApps are today a big market since most people own a smartphone and thus are potential app consumers. Even though just a third of all Swedes pay for mobile games, hundreds of millions Swedish Crowns are spent buying apps each year. Games is the most popular app category in the Swedish App Store and Google Play, causing developers who are not making games struggle to be seen. An established model in marketing is the buying decision process, describing the entire process from need identification to evaluation of bought product. The understanding of areas affecting the different stages is important in order to successfully design effective marketing strategies.Since mobile games tend to be free, the buying decision process while downloading gaming apps may differ from the traditional process, since e.g. impulse buying behavior may happen in greater extent. Because the app market is still young, the research is limited. The purpose of this study is to look into the structure of the buying decision process for downloading gaming apps. To extend the understandings, areas affecting the different stages of the buying decision process are examined.Because there is no prior research addressing the studied area, a qualitative approach was performed in order to identify behavior patterns. 12 persons in the ages of 16-25 who play games on their smartphones participated on semi structured interviews, explaining their process for downloading a new mobile game. A literature study of areas related to the buying decision process is the basis for the design of the interview guide.The results show that the need for a new mobile game arises in due to boredom or recommendations. Information about the game is collected from the game’s page at the app store, images and videos being of great importance. When interested in a free game one usually download without regards of any consequences, because you can easily uninstall the game if you did not like it. The opinion of the developer is not affected whether you like the game or not due to the fact one rarely observe the developer while searching for a new game. A positive judgment of the game may lead to the player recommending the game to friends. When dissatisfied one may advise against the game to people you know, but it is rare to speak ill of a game without being asked about it.The study shows that the buying decision process for downloading free mobile games consists of four stages instead of five, while the process for priced games remains the same. Regarding free games, the evaluation of alternatives is removed due to the process being nonexistent prior to a download. The information search stage is replaced with perception, since it better fits to describe the meaning of the stage. Areas affecting the different stages of the buying decision process such as attitude, memory and affect are summarized in a table. The study is in Swedish.
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.
Full textBoone, 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.
Full textPerkins, 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.
Full textHenriks, 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.
Full textThe 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.
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 explain how games and game engines can be used to create military serious games, and by that explain what need to be done to have a game interoperate with external systems, how to interact with the game engine, and give guidelines to the process of evaluating and selecting a game engine. The report also argues that game engines are not always the optimal solution.
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/.
Full textLarsson, 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.
Full textMånga moderna single-player-rollspel erbjuder spelaren en maktfantasi där denne ska känna sig kraftfull direkt från spelets start genom att spelets fiender och utmaningar är baserade på spelarkaraktärens nivå och förmågor. Den här studien utforskar vad som händer när denna maktfantasi ersätts med en värld som inte anpassar sig efter spelaren, en så kallad decentraliserad värld. Specifikt undersöks hur decentraliseringen påverkar spelarens upplevelse av misslyckande och spelardöd. För att utforska detta spelade tre spelare The Elder Scrolls V: Skyrim med modifikationen Requiem - The Roleplaying Overhaul i åtta timmar. Efter att deltagarna spelat utfördes individuella semistrukturerade intervjuer och intervjuerna transkriberades. Därefter genomfördes en grounded-theory kodning och analys för att finna gemensamma teman. Resultatet visar att det till en början uppstod frustration hos spelarna på grund av att de väntade sig en maktfantasi. Men när spelarna anpassade sin spelstil kom det fram att svårighetsgraden i en decentraliserad värld ökade underhållningsvärdet så länge spelaren kände att denne kunde påverka sin situation och att svårighetsgraden är grundad i spelvärldens logik. Emedan omfånget av studien är för liten för att dra några generella slutsatser visar den att decentraliserade spel med hög svårighetsgrad är underhållande för vissa spelare. Vidare forskning behövs på hur spelare lättare ska komma över den initiala tröskeln.
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.
Full textEklow, Joshua Ryan. "My second word was "game"." Thesis, University of Iowa, 2011. https://ir.uiowa.edu/etd/958.
Full textTråvén, 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.
Full textGuevara, 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.
Full textGregory, 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.
Full textJacobi, 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.
Full textLacanienta, Andrew. "Recreation at Work: More than Fun and Games?" BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/6380.
Full textKiuchi, 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.
Full textBilir, 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.
Full textCommittee 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.
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.
Full textEngbert, Ralf, and Reinhold Kliegl. "The game of word skipping: Who are the competitors?" Universität Potsdam, 2003. http://opus.kobv.de/ubp/volltexte/2011/5689/.
Full textHedin, 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.
Full textBastin, 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.
Full textMa, Shang Chun. "Kaohsiung World Games as a catalyst for sustainable urban development." Thesis, Sheffield Hallam University, 2009. http://shura.shu.ac.uk/19989/.
Full textSund, 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.
Full textWinter, 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.
Full textPaskell, 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.
Full textStern, Darrin. "The World University Games, Buffalo '93 : the complete food service perspective /." Online version of thesis, 1994. http://hdl.handle.net/1850/11856.
Full textMcGrath, 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.
Full textMcGrath, Donna Lynette. ""Doing serious work or just playing?" : computer games in subject English." Queensland University of Technology, 2004. http://eprints.qut.edu.au/15832/.
Full textNyström, 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.
Full textPlaying computergames is to many children a fun and popular hobby and there are various kinds of games that children play. Many children play violent computergames which has attracted attention in schools. They have observed that children who played violent computergames played in an aggressive and violent manner in the schoolyard. Within science the connection between violent computergames and children has been observed and there has been much research in the field to find out if children who plays violent computergames becomes more aggressive and violent when they play these games. Research on the other hand is contradictory whether children who play violent computergames becomes more aggressive and violent. Purpose of the study is to investigate what are the support for in research who speaks for or against that children who plays violent computergames becomes aggressive and violent and why research is contradictory in this area. The result in the study is when only the connection between violent computergames and aggressiveness is measured the connection seems to be stronger that children who plays violent computergames also exhibit higher levels of aggression. What speaks against that children who plays violent computergames exhibit higher aggression levels is that when other background variables is considered the connection between violent computergames and aggression seems to decrease or disappear. How the term aggression is interpreted and that some scientist conducts research that shows a relation that children who plays violent computergames becomes more aggressive when playing these games and other scientists conducts research that shows the opposite are reasons that research are contradictionary in the area.
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.
Full textLõugas, 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.
Full textCampedelli, 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/.
Full textThis work aims to analyze economic and social aspects of the synthetic world entitled World of Warcraft, a Massively Multiplayer Online Role Playing Game (MMORPG). This choice was made because of the popularity of this game around the world, counting 11 million players according to Blizzard Entertainments data published in October 2008. The etnography was developed online by ten avatars speacially created to take part of the world inside the virtual land of Azeroth, and observes the developing aspects of the player communities and their relationship with Blizzard governance while it also constitutes an introduction to this genre of game which highlights the economic dynamics of this complex digital universe. Play is a source of value and the ludicity has its own economy.
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.
Full textMy thesis explores the idea that Buckminster Fuller’s World Game is really a formal calculus capable of representing world-scale sustainability problem-solving according to the fundamental principles of a (blockchain) database + (Fuller projection) map + (machine learning) simulation in the form of a game . 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’s comprehensive use of the aforementioned fundamental principles are necessary for a sustainable Earth-scale civilization. Furthermore, the protocol for solution formation in the form of World Game “game” is sufficient for solving the problem of “making the world work for 100% of humanity in the shortest possible time through spontaneous cooperation without ecological offense or the disadvantage of anyone”—the objective of World Game. If this hypothesis of sufficiency is true, that means World Game’s principles are in effect synonymous with the process of making the world work. In plain English, a problem-solving engine like World Game is necessary for the survival of humanity, period.
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.
Full textTitle from document title page. Document formatted into pages; contains vi, 133 p. : ill. Includes abstract. Includes bibliographical references (p. 107-109).
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.
Full textTabyldy, 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.
Full textSzabo, 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.
Full textAava, 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.
Full textInostroza, Maria Victoria. "The Game of global domination." Doctoral thesis, Universitat Pompeu Fabra, 2021. http://hdl.handle.net/10803/672631.
Full textEl foco de esta tesis es el mundo globalizado de hoy. La globalización es un fenómeno complejo que tiene muchos y variados efectos en nuestras vidas. Algunos de ellos son paradigmáticamente negativos como lo es el impacto en la libertad individual. En este sentido, el objetivo de esta tesis es contribuir a la literatura neo-republicana proponiendo una solución novedosa al problema de la dominación global. Así, esta tesis aboga por una tipología revisada de dominación, a la vez que reclama que asegurar la no dominación en un contexto global requiere la creación de un sistema democrático cosmopolita multinivel en el que los individuos puedan tener influencia e imponer una dirección relevante sobre las decisiones a las que están sujetos. He sostenido que la forma institucional que puede cumplir con estos requisitos es la de gobernanza en red.
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.
Full text