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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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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 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.

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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 whether Eve has a winning strategy to reach the target configuration from the initial configuration, or whether the dual holds, that is, whether Adam can ensure that the target is never reached. The notion of a winning strategy is widely used in game semantics and its existence means that the player can ensure that his or her winning conditions are met, regardless of the actions of the opponent. It general, games provide a powerful framework to model and analyse interactive processes with uncontrollable adversaries. We formulated several Attacker-Defender games played on different mathematical domains with different transformations (moves), and identified classes of games, where the checking for existence of a winning strategy is undecidable. In other classes, where the problem is decidable, we established their computational complexity. In the thesis, we investigate four classes of games where determining the winner is undecidable: word games, where the players' moves are words over a group alphabet together with integer weights or where the moves are pairs of words over group alphabets; matrix games on vectors, where players transform a three-dimensional vector by linear transformations defined by 3×3 integer matrices; braid games, where players braid and unbraid a given braid; and last, but not least, games played on two-dimensional Z-VAS, closing the gap between decidable and undecidable cases and answering an existing open problem of the field. We also identified decidable fragments, such as word games, where the moves are over a single group alphabet, games on one-dimensional Z-VASS. For word games, we provide an upper-bound of EXPTIME , while for games on Z-VASS, tight bounds of EXPTIME-complete or EXPSPACE-complete, depending on the state structure. We also investigate single-player systems such as polynomial iteration and identity problem in matrix semigroups. We show that the reachability problem for polynomial iteration is PSPACE-complete while the identity problem for the Heisenberg group is in PTIME for dimension three and in EXPTIME for higher dimensions.
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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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4

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 includes it in her book “Critical Play: Radical Game Design” as part of the critical game-design paradigm. The singer-songwriter Dave Kapell invented Magnetic Poetry in the early 90s inspired by the cut-up technique and how artists such as William Burroughs and David Bowie used in their work. I am a co-founder of Ozma Games – a game studio based in Malmö, Sweden. In Ozma we are working on a social word game called Words of Oz. Magnetic Poetry inspired us in the design of Words of Oz, as we wanted to make a casual game that could evoke players’ creativity. The Dadaists clearly wanted to challenge the way we use language. In this essay I will compare the Dadaist cut-up method with its later adaptations Magnetic Poetry and Words of Oz. My question is whether the critical design approach is sustained in Magnetic Poetry and Words of Oz or if the change in technology and framing has limited the subversive potential from which they originated.
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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 diagnosis can narrow the required design standards and allow for the development of Serious Games that specifically caters to the needs of children with ADHD. This paper aims to provide a glossary consisting of a rigid taxonomy of traits that are perceived as common in the ADHD diagnosis by multiple domains, to allow serious game developers a representative, short-hand introduction to the diagnosis. It will also include a tangible example of how the glossary can be used as a design basis in the development of a serious game aimed specifically at the education of ADHD- diagnosed students.
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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
Ph.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
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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 pressures to communicate accurately but also efficiently - his famous Principle of Least Effort. In this thesis, I present a novel set of studies which provide direct experimental evidence for this explanatory hypothesis. Using a miniature artificial language learning paradigm, I show in Chapter 2 that language users optimise form-meaning mappings in line with the Law of Abbreviation only when pressures for accuracy and efficiency both operate during a communicative task. These results are robust across different methods of data collection: one version of the experiment was run in the lab, and another was run online, using a novel method I developed which allows participants to partake in dyadic interaction through a web-based interface. In Chapter 3, I address the growing body of work suggesting that a word's predictability in context may be an even stronger determiner of its length than its frequency alone. For instance, Piantadosi et al. (2011) show that shorter words have a lower average surprisal (i.e., tend to appear in more predictive contexts) than longer words, in synchronic corpora across many languages. We hypothesise that the same communicative pressures posited by the Principle of Least Effort, when acting on speakers in situations where context manipulates the information content of words, can give rise to these lexical distributions. Adapting the methodology developed in Chapter 2, I show that participants use shorter words in more predictive contexts only when subject to the competing pressures for accurate and efficient communication. In a second experiment, I show that participants are more likely to use shorter words for meanings with a lower average surprisal. These results suggest that communicative pressures acting on individuals during language use can lead to the re-mapping of a lexicon to align with 'Uniform Information Density', the principle that information content ought to be evenly spread across an utterance, such that shorter linguistic units carry less information than longer ones. Over generations, linguistic behaviour such as that observed in the experiments reported here may bring entire lexicons into alignment with the Law of Abbreviation and Uniform Information Density. For this to happen, a diachronic process which leads to permanent lexical change is necessary. However, crucial evidence for this process - decreasing word length as a result of increasing frequency over time - has never before been systematically documented in natural language. In Chapter 4, I conduct the first large-scale diachronic corpus study investigating the relationship between word length and frequency over time, using the Google Books Ngrams corpus and three different word lists covering both English and French. Focusing on words which have both long and short variants (e.g., info/information), I show that the frequency of a word lemma may influence the rate at which the shorter variant gains in popularity. This suggests that the lexicon as a whole may indeed be gradually evolving towards greater efficiency. Taken together, the behavioural and corpus-based evidence presented in this thesis supports the hypothesis that communicative pressures acting on language-users are at least partially responsible for the frequency-length and surprisal-length relationships found universally across lexicons. More generally, the approach taken in this thesis promotes a view of language as, among other things, an evolving, efficient code for information transfer.
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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 Lionsgate’s marketing personnel. The study shows that although Lionsgate used many new marketing strategies associated with viral marketing, it is problematic to depict these strategies as a wholesale movement from older marketing techniques. It points to the importance of a nuanced understanding of how producers and consumers operate in the digital age with a holistic view on film marketing practices. The study also shows that Lionsgate’s use of the online fan base correspond with many characteristics of fan labor on the internet. It is, however, problematic to establish that this necessarily means that the fans’ contributions to the marketing campaign were exploited or that it demands compensations. The essay argues that the popularity of viral marketing among film studios and their use of fans and fan created content for promotional purposes calls for further investigations.
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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 majoriteten trots ett varierat resultat angående motiverande faktorer för att spela vidare; spelet uppfattades som ett alternativ för att öva ordförståelse. Resultatet utmynnade i ett antal speldesign-principer för spelarens motivation att spela vidare, lämpliga att ha i åtanke vid utvecklingen av liknande lärande-spel. På längre sikt skulle studien kunna fokusera på huruvida spelkonceptet har potential för inlärning och studera eventuella kopplingar mellan detta och motivation.
While 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.
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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 olika stegen är viktig för att kunna utforma sin marknadsföring effektivt.Eftersom mobilspel ofta är gratis kan köpprocessen vid nedladdning av spelappar skilja sig från den traditionella, då exempelvis impulsköp kan uppstå i betydande omfattning. Då appmarknaden fortfarande är ung är forskningen inom den begränsad. Syftet med denna studie är att undersöka hur köpprocessen ser ut vid nedladdning av spelappar. För ökad förståelse studeras även områden som påverkar de olika faserna i köpprocessen.Då det inte finns tidigare forskning i det undersökta området genomfördes en kvalitativ studie för att kunna identifiera beteendemönster. Tolv personer i åldrarna 16-25 som spelar spel på smartphones deltog på semi-strukturerade intervjuer och berättade hur de går tillväga när de skall ladda ner ett nytt mobilspel. En litteraturstudie av områden relaterade till köpprocessen ligger till grund för utformningen av intervjuguiden.Resultaten visar att behov av att ladda ner ett nytt mobilspel uppstår genom tristess eller rekommendationer. Information om spelet hämtas från spelets butikssida, där bland annat bilder och videor är betydande. När man är intresserad av ett kostnadsfritt spel laddar man i regel ner utan att tänka på några konsekvenser eftersom man kan avinstallera spelet ifall man inte gillade det. Uppfattningen av utvecklaren påverkas inte beroende på om man är nöjd med det nedladdade spelet eller inte, då man sällan tittar på utvecklaren när man letar efter ett nytt spel. En positiv uppfattning om spelet kan leda till att man rekommenderar spelet till vänner. Är man missnöjd kan man avråda folk man känner, men man brukar inte tala illa om ett spel utan att ha blivit tillfrågad.Studien visar att köpprocessen för nedladdning av gratisspel har fyra steg istället för fem medan processen för betalspel är oförändrad. När det gäller gratisspel har jämförelsefasen tagits bort då det inte sker någon jämförelse innan nedladdning. Informationssökningsfasen har översatts till uppfattning då det är mer beskrivande av fasens innebörd. Faktorer som påverkar de olika stegen i köpprocessen så som attityd, minne och känsloläge sammanfattas i en tabell.
Apps 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.
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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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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.

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.

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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 that players of SecondLife placed higher values of emotional closeness to their online relationships when compared to players of World of Warcraft and SecondLife was rated more real by its players than World of Warcraft. Results further indicated that players of SecondLife had higher levels of perceived online emotional closeness when compared to perceived offline emotional closeness. Implications of this study focus on developing a bottom up holistic profile of online game players as opposed to the current top down research model.
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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 participants had played at home for at least 8 hours they each participated in individual semi-structured interviews about their experiences. The interviews were transcribed and a grounded theory coding was performed. Finally the results were analyzed to find common themes. The study found that there was initial frustration due to expecting a power fantasy experience but once players adapted, the increased difficulty of decentralization was enjoyable as long as the player’s agency was not taken away and the world and its difficulty was logical. While the scope of the study is too small to draw generalizable conclusions it nevertheless shows that decentralized, difficult games work well for certain players. Future research is required on how to mitigate the effects of the initial obstacle.
Många 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.
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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's expectations to assume a limited sense of agency within the world. The interaction between role-players and the locations they occupy within these worlds is a notable marker of this narrative layering; specific locations inform social codes of conduct, designed by developers, and then repurposed by players for their characters and stories. Through a qualitative case study in World of Warcraft on public role-playing events, this thesis considers how the design of in-game locations inform their use for role-playing, and how locations are altered through storytelling as a result.
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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 challenging way which can be affected by parameters that can be set by a level designer. The generator should be fast enough to be used while the game is running and the result should be reproducible. The method used has a strong focus on gameplay and the feeling of flow when playing. It generates what the player should press in the form of a rhythm for the hands. Each press represents the use of one of the character’s abilities which are then converted into appropriate placing of platforms and obstacles that would make the player use the same ability when she plays. The generator can create rooms of arbitrary size with varied difficulty. The chance of certain abilities being used and certain obstacles appearing can be controlled.
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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 relationships and messiness found in the industry, the results of the thesis initially clarify general aspects, characterising both the corporate structure of the games industry and its independent sector. It then examines the cultures that inform independent work as well as emergent 'indie' praxis. After a historical review of the digital games industry, the thesis addresses how the corporate structure of the industry has created a viable game producing field, with a highly rationalised but not unproblematic process of game production. The independent sector is then analysed in relation to this material culture. The thesis discusses the technologic affordances, structural relationships, market approach and organisational forms supporting the production of independent games. It also examines the motivations, ethics and general culture informing independent developers work, as well as the emergence of independent networked scenes as social spaces where creative, organisational, technical and cultural aspects of independent game production are shaped. The analysis of empirical evidence reveals how the uneven struggle to control or access the means for game production, distribution and reproduction, in both retail and digital distribution business models, shapes the material conditions of the small scale sector game production. The thesis highlights the relationship between production, independent developers' preferences, and their identity as 'indies' as central in understanding how this novel sector of the games industry is being structured. By understanding both the structure and informal practices of independent production, this research offers novel insights in this under-researched area, insights that reveal the intricacies of processes of social change and cultural diversification within the digital games industry as a whole.
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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 at large. One such phenomena is that of gender, or more specifically the bending of gender by which players assume characters of the opposite gender. Although a common practice in video games like World of Warcraft, its motivations have yet to receive adequately scholarly attention. The present study seeks to explore the process of gender selection in the massive online game World of Warcraft through qualitative methods utilizing interviews, texts, and field notes. The data is then analyzed using Kellner's (2003) methods of critical analysis of media and Langian's (1975) work on thematization.
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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 research to the final concept.The results is then described, followed by the user test results and a critical evaluation. At the end, someconcluding remarks are included together with possible future developments.
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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 < .001) and organizational identification (β = .164, p = .002). Additionally, RAW had a positive relationship with resilience mediated by personal expressiveness (β = .157, p = .001). Results suggest RAW provides added value to the workplace by facilitating personal expressiveness, resilience, and organizational identification. Comparisons are discussed around the benefits of LSM perceptions during work and RAW activities. Practical applications and suggestions for future research are discussed.
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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 paying careful attention to the difference in and grafting of genres i.e. the grafting of text (novel, prose) onto performance (theatre), and onto image and sound (radio, television). This research delineates a delicate norm-forming and self-questioning play and also reveals 'oblivion' in the game/play structure as the most fundamental premise of Beckett's play and language. This thesis consists of four chapters. Chapter one studies Beckett's novels from Murphy to The Unnamable and charts the limit of the meta-narrative/self-explanatory language in his novels in relation to the occurrences of 'game' and 'play' in autobiographical writing. The oblivion of 'play' Malone Dies marks a transition from the nominative 'play' to the performative 'play' in the theatre. Chapter two analyses Beckett's dramatic works from Waiting for Godot to Play including his radio plays. By studying the grafting of text (novel) onto performance (theatre) and sound (radio), the chapter elucidates the process by which Beckett's theatre comes to question its own preconditions (physicality and action) by adopting self-referential novelistic and radiophonic languages. This conflict culminates in Play where the theatrical device itself is questioned through a personification of Light. Chapter three further explores the grafting of text, image and sound by examining the use of linguistic and audiovisual oxymorons in Beckett's television and late dramatic works demonstrating how 'play' enters the spectral and imperceptible arena. Chapter four speculates on the possibility of translation offin this spectral site through a study of Beckett's late trilogy. It analyses Beckett's prose work of the 1980s and concludes that 'play' is the driving force behind Beckett's literature. The thesis ends with a reconsideration of the status of language in Beckett's work and, more broadly, literature itself.
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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.
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 multiplayer online games, both in how the designers make the game, and what the players bring to the game. Deconstructing how and why people engage in these gendered practices and choices becomes an interesting avenue of research, because it allows researchers to partially separate the mental aspects of gender from physical attributes, as the players' physical bodies are not actually in the game. Through the lens of the popular massively multiplayer online game, World of Warcraft, this thesis will utilize a qualitative user research study to understand how gender affects avatar choices. Prior research identified areas where players brought real world gender norms into the games they played. This research study will extend previous research by having players identify why they made the choices they made for their avatars, and how they feel about those choices. The methodology for this study will also involve using a chatterbot as a way of gathering interviews. In normal person-to-person interview studies, recruiting and organizing meetings for these interviews can often be a difficult task. This thesis brings in the idea of using a chatterbot as a mechanism to gather more interviews in a shorter time span to alleviate the problem of getting these one-on-one interviews in some types of studies.
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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 that must be solved in eye movement research.
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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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32

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 mega-event studies focused on the various impacts and on specific sports megaevents such as the Olympic Games and the football World Cup. Yet comparatively little is known about the procedures prior to the event, or about other types of events such as the World Games. To address these omissions this study investigates host residents' attitudes towards potential impacts prior to the 2009 World Games. It includes the perspectives of key stakeholders, with particular attention to sustainability issues. The research is based on a conceptual framework underpinned by a mixed methods approach that integrates consumer behaviour theory and the concept of a 'Triple Bottom Line' within a sustainable development perspective. A questionnaire survey, observations and semi-structured interviews are the primary data collection methods. For the quantitative research method, purposive sampling was selected. A combination of analysis techniques was employed, including factor analysis, T-test, One-way analysis of variance, Logistic regression and Chi-square. For the qualitative research method, snowball and purposive sampling approaches were adopted, with content analysis and thematic analysis. The findings of this research, are significant. Compared with most studies - which indicate that host residents are more negative about host impacts after events - this research found that they view the staging of the Games in a positive light generally prior to the Games. This quantitative research found that: (a) host residents tended to show a certain level of agreement on potential positive impacts but were uncertain about potential negative impacts and long-term economic effects; (b) there is a high level of support for the idea of hosting 2009 World Games (91%); (c) within different groups of marital status, age, occupation and education there were significant differences inattitudes towards the negative impacts; and (d) the event organisers and government authorities were not entirely successful in communicating to host residents Kaohsiung's objective of investing in the Games as a general strategy to benefit host communities. In contrast, evaluation of the use of a conceptual framework has successfully identified emerging issues in relation to the sustainability of staging the 2009 World Games. The qualitative study indicated that compared with the economic and social issues, the event planners appeared to place more emphasis on a wider range of environmental issues. However, in practice, Kaohsiung's 2009 World Games has not promoted sustainable development more generally from the outset. The results contribute to the wider knowledge of sustainability issues in the planning process and management of a sports mega-event. They add new theoretical insights by developing and testing a conceptual framework to overcome barriers in the evaluation of a sustainable sports mega-event. Practically, the findings are important to event managers, and help provide authorities (KCG) and event organisers (KOC) baselines to facilitate effective dialogue with host residents and to grow support for the Games. The regular assessment of the Games can provide more accurate information. Future event research considering a longitudinal survey and the TBL and SD concepts could apply this framework to studies before, during and post-event.
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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 frequency in terms of types and tokens, and these identified words were then analysed qualitatively. The result contains three categories: Contextual Meaning, New Meaning, and New Words. The concepts of Contextual, New meaning and New Words were compared to dictionary meanings to see whether new meanings were created in the context of the gaming world. Based on the result, the study suggests that game language can influence the overall usage of language in the future.
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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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35

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 the Dice enterprise, as well as done further investigation and a small interview to confirm the results. We have individually drawn conclusions and created theories based on previous research and self-reflection. Hopefully our results will be applied by future studies, as well as by those interested in games and the related work process.
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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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37

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 appropriate to this field, such as critical theory, poststructuralism, reader response theories and narratology, are drawn upon in order to provide different perspectives on knowledge, relationships of power, and elements of story. These multiple perspectives are combined to construct a methodological framework for my research that brings a richness to data analysis. In locating my study within this multi-dimensional methodological framework, it is possible to achieve a layering and interpretation of the many different responses to the binaries of “work” versus “play” inherent in my title. The study focuses on a junior secondary English class at a school in South-east Queensland. The students undertook a curriculum unit which used a critical literacy framework to study the narratives and cultural identifications inherent in a number of computer games. The participants’ responses to “play” within the classroom forms one facet of the study; the depth of narrative experience enabled by computer games forms another facet; and the final facet examines the cultural responses to newer forms of literacies. The study concludes that using narrative computer games as a form of text for study in subject English allows for an examination of new forms of literacies that are student-friendly. A hybridised form of communication and pedagogy is also suggested. Narrative computer games allow for pleasure and play in the classroom, albeit in a less traditional way, and a hybridised communication can allow students and teachers access to a dialogue that values the learning experiences associated with this textual medium.
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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 appropriate to this field, such as critical theory, poststructuralism, reader response theories and narratology, are drawn upon in order to provide different perspectives on knowledge, relationships of power, and elements of story. These multiple perspectives are combined to construct a methodological framework for my research that brings a richness to data analysis. In locating my study within this multi-dimensional methodological framework, it is possible to achieve a layering and interpretation of the many different responses to the binaries of “work” versus “play” inherent in my title. The study focuses on a junior secondary English class at a school in South-east Queensland. The students undertook a curriculum unit which used a critical literacy framework to study the narratives and cultural identifications inherent in a number of computer games. The participants’ responses to “play” within the classroom forms one facet of the study; the depth of narrative experience enabled by computer games forms another facet; and the final facet examines the cultural responses to newer forms of literacies. The study concludes that using narrative computer games as a form of text for study in subject English allows for an examination of new forms of literacies that are student-friendly. A hybridised form of communication and pedagogy is also suggested. Narrative computer games allow for pleasure and play in the classroom, albeit in a less traditional way, and a hybridised communication can allow students and teachers access to a dialogue that values the learning experiences associated with this textual medium.
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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 motstridig huruvida barn som spelar våldsamma datorspel blir mer aggressiva och våldsamma. Studiens syfte är att undersöka vad det finns för stöd i forskning som talar för eller emot att barn som spelar våldsamma datorspel blir aggressiva och våldsamma och varför forskningen är motstridig på området. Resultatet i studien är att när endast sambandet våldsamma datorspel och aggressivitet mäts tenderar sambandet att vara starkare, att barn som spelar våldsamma datorspel också uppvisar högre nivåer av aggression. Det som talar emot att barn som spelar våldsamma datorspel uppvisar högre aggressionsnivåer är att när andra bakgrundsvariabler beaktas tenderar sambandet mellan våldsamma datorspel och aggressionsnivåer hos barn att minska eller försvinna. Hur aggressionsbegreppet tolkas och att vissa forskare bedriver en forskning som visar ett samband med att barn blir mer våldsamma utav att spela våldsamma datorspel och forskare som visar på motsatsen är anledningar till att forskningen är motstridig på området.
Playing 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.
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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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41

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 governança da Blizzard, constitui uma introdução a jogos desse gênero, com o objetivo de ressaltar a dinâmica econômica que se estabelece nesse complexo universo digital. O jogar é uma fonte de valor e o lúdico tem a sua própria economia.
This 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.
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43

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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My 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.

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44

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.
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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45

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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46

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 project resulted in a "World of Uncertainty" online game providing experiential learning through reflecting on own feeling of certainty, receiving feedback and improving the results. The scoring in the game is based on proper scoring rules which conditions, motivates and assesses player's performance. The game was evaluated for its learning effect and as a research tool. It was shown that it is possible to incorporate proper scoring rules into a game which is: 1) engaging for a wide variety of people - over 500 players participated in the experimental studies (some with external incentives) and over 1200 members of the general public registered and played the game; 2) a flexible research tool allowing collecting data on a large number of people, and designing empirical studies on perception of probability and confidence. In pilot studies and two experiments conducted within this study it was found that players slightly improved their scores over time. It was also found that quiz subjects had higher effect on the performance than individual differences. The game has interesting implications in game design, education, training, and research concerning behaviour under risk and uncertainty.
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47

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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48

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 storing game data. The analysis of save systems is carried out in this paper by using MDA Framework (Mechanics, Dynamics, Aesthetics), a tool used for documenting game design. This framework can be used to analyze a game from a designer‟s or player‟s perspective. By reversing the framework ADM (Aesthetics, Dynamics and Mechanics) one can analyze the user experience, which is how the player perceives the game‟s aesthetics to be, depending on the dynamics and mechanics. This analysis aims to provide knowledge of how consistency in game design and the save system can be used to create a cohesive game world that facillitates the player's experience and immersion.
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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 cosmopolitan democratic multi-level system in which individuals would be able to influence and direct the decisions to which they are subjected. I have argued that the institutional form that can meet these requirements is that of network governance.
El 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.
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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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