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1

Berglind, Jens. "Choices and characters in roleplaying games : How types of choices affect the player/character connection". Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-228511.

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The connection that players can feel toward their characters in pen-and-paper roleplaying games is a known phenomenon that has been previously studied and is recognized among roleplaying enthusiasts. Pen-and-paper roleplaying games are a complex form of games, with three distinct frames which are ludological, social, and diegetic (also called narrative). The frames are different aspects of the game as well as the base of different motivations for players, who value the frames in a varied degree. The goal of this thesis is to examine if in-game choices based on the diegetic frame in contrast to the ludological frame are correlated with the player/character connection. The method used for data collection is distribution of a quantitative questionnaire on the internet, spread to Swedish roleplayers through social media and associations tied to SVEROK. With their answers, the analysis identifies correlations between the player/character connection and the three frames of pen-and-paper roleplaying games, as well as other correlations noted in the data analysis. The literature revolves around the two core concepts; the player/character connection and the three frames of roleplaying games. The result shows that diegetic choices in contrast to ludological are weakly correlated with the player/character connection.
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2

Eriksson, Turtiainen Tula. "Creating choices for the player : A study about how story choices affect the player’s sense of agency". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19876.

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The study examines how story choices in video games affect the player’s sense of agency. A literature review was done to understand and define the terms used. Agency is the power to take meaningful action and see the consequences of those actions, also connected to the player’s sense of control. The type of story choices used were meaningful, ones that change the game state, and inconsequential choices, that do not change it. An artefact was created to present these choices through dialogue, in the form of a video game. After playing through the artefact, players were asked to fill in a questionnaire and some participated in follow-up interviews. Results showed that inconsequential choices can affect the player negatively if they realize that the choices were not real, while players requested more meaningful choices. For future work it is of interest to, among other things, examine player’s definition of meaningful choices.

Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.

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3

Baghdo, Simon. "Game Telemtry : Store, Analyze and Improve UX in Game from Player-Choices". Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64185.

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During this project, the main objective was to store and analyze the user choices through game telemetry, in the game Bloodlines. With the goal to adjust the game for each member personally, for an improved user experience. This was done through a constructed database. By saving metrics of player choices and events such as: Most used weapon, attempts per session, session time periods, amount of deaths and highest rate of death cause. The results got analyzed with the control group settings in mind. Adjustments made were based on a fundamental foundation. In addition a web application with the functionality to enter and change the settings metrics in real time.
Bloodlines
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4

Bergqvist, Andreas. "Aesthetic Details and Player Behavior : a study on how the colors of checkers in backgammon affect players’ choices of action". Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1968.

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Based upon earlier studies in the fields of psychology and game design by Frank and Gilovich (1988) and Yee (2007), this paper examines the influence of color on players of backgammon. The paper examines the probability of a player hitting an opponent’s piece when possible in backgammon depending on the color of the checkers. The data sample was compared using a t-test but showed no significant correlation. Based upon the results it was concluded that the Proteus Effect is not as effectively achieved through units in board games compared to avatars in virtual worlds.
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5

André, Andreas. "En färgglad studie om spelarbeteenden". Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-226308.

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This is the result of a 10 week long study about if player behaviors and choices are affectedby the surrounding colors in their environment. A number of players are asked to movethrough a virtual environment, while being clocked, where they have to make left and rightdecisions based on different colors (red, green, blue and gray). While most choices consist oftwo different colors, some use the same color. The result shows that the players most likelyprefer one color over another, and that they most likely prefer a non-neutral color over aneutral color. With these results and the interviews that are conducted the conclusion is madethat it is very likely the players choices are affected by the colors in the environment, but it isnot clear to say how they are affected.
Det här är resultatet av en 10 veckor lång studie om spelares beteenden och om deras valpåverkas av färgerna i deras omgivning. Ett antal personer är tillfrågade att röra sig genom envirtuell miljö, på tid, där de gör höger- och vänsterval baserat på olika färger (röd, grön, blåoch grå). Medan de flesta av valen består av två olika färger så använder några samma färger.Resultatet visar att personerna troligen föredrar en färg framför en annan och att de troligtvisföredrar en icke-neutral färg framför en neutral färg. Med dessa resultat och de intervjuer somgjordes så blir slutsatsen att det är stor sannolikhet att personerna påverkas av färgerna i derasomgivning, men det är svårt att säga exakt hur de påverkas.
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6

Fändriks, Louise. "Players Game Choices When Dealing with Depression". Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355960.

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Depression is a mental illness that effects approximately 300 million people around the world and this is just this year. Those who suffer from depression cope with it in diverse ways. This thesis asks about depressed people’s game choices and the motivation to play the specific games. When depressed people play games, they choose games that let them escape from their problems in the real world or games that allow them to feel relaxed. After a play session the majority would not feel any changes in the mood from before playing. While in an increased positive state of mood, the players would play a variety of games and consider playing multiplayer games where they could interact with other people. There is need for further studies on this subject with further analysis for finding patterns about game choices and motivations among people with depression.
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7

Destache, Travis. "Identifying key factors of choice of college among Wisconsin high school football players". Online version, 2009. http://www.uwstout.edu/lib/thesis/2009/2009destachet.pdf.

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8

Bryan, Jeffrey Scott. "The dynamics of the player narrative: how choice shapes videogame literature". Thesis, Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/47657.

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The author narrative and the player narrative are distinct and separate parts that make up the whole of videogame literature. The videogame medium encourages a mixed-media understanding of conventions and the rejection of essentialism that leads to, inspires, and facilitates the player narrative. Videogame literatures require discreet actions that, as part of any possible reading, the player must do-- and in doing the player must make a choice with mind and body that involves a human-to-machine expression of agency within constraints that define the player narrative. So the decision making process in videogame storytelling is that human-to-machine interaction that can be understood as both the means by which the videogame story progresses, and the process by which the player wields his or her narrative within the procedural possibility space. Videogame literary analysis requires understanding how players make those decisions, understanding how the player leverages media conventions in order to wield power over the narrative, and understanding what role the player has in videogame storytelling. The choice dynamics of a videogame narrative are the key narrative elements within videogame literature that provide players and researchers tools for evaluating choice opportunities within videogame literature toward forming a better understanding of the space between and connection to the author narrative and the player narrative. All of these analyses combine to form a picture of decision making processes in videogame literature that are complex and contradictory path making endeavors that define the narrative experience in videogame literature, and the interconnected dynamics of the author and player narrative space.
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9

Donnelly, Jilian K. "Understanding Educational Choice Processes of Retired Professional Hockey Players". Diss., Temple University Libraries, 2014. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/260106.

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Educational Administration
Ed.D.
The purpose of this qualitative study was to investigate the processes and influences that underlie the choice of retired elite athletes to further their education and assume the adult learner role. In the current study, focus was applied specifically to professional ice hockey players who were in a period of retirement from active play. Elite athletes often retire at a time when most other professions are just beginning or reaching a level of stability. Research suggests that many retired elite athletes experience a difficult transition to an early retirement from athletics that is fraught with depression and unemployment. A select number of these elite athletes choose to further their educations after their careers have expired. The literature suggests that some of these retired elite athletes find educational programming a valuable coping strategy in the often traumatic post-athletic career adjustment. Unfortunately, this choice is made by only few athletes. It would be desirable to encourage more retired athletes to consider and engage in educational activities; however, currently, there is only very little knowledge on the processes underlying athletes' choice to participate, or not to participate, in education in their retirement years. Using a theoretical framework that includes adult learning theory and adult development theory, in conjunction with expectancy-value theory of motivation, the impact of individual characteristics and environmental opportunities on post-athletic career choices made by professional athletes may be better understood. The primary instrument for data collection was a personal interview with ten retired professional hockey players, conducted over a consecutive six-month period resulting in significant data. Utilizing the constant-comparative method for data analysis, common themes were identified as indicators of educational engagement: Informal Mentorship, Head Injury Related Retirement, and Pre-Transition Planning. In addition to these themes, the findings reflected an alternative adult developmental model possibly unique to professional hockey players. The findings of this study are valuable to the larger conversation regarding adult learners, adult development, and elite athlete career transition.
Temple University--Theses
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10

Olbrecht, Alexandre. "The impact of athletic participation on earnings and life choices". Diss., Online access via UMI:, 2005.

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11

Charlton, Shawn R. "The relationship between behavioral measures of self-control temporal discounting and the single-player iterated prisoner's dilemma /". Connect to a 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 2006. http://wwwlib.umi.com/cr/ucsd/fullcit?p3233748.

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Thesis (Ph. D.)--University of California, San Diego, 2006.
Title from first page of PDF file (viewed December 6, 2006). Available via ProQuest Digital Dissertations. Vita. Includes bibliographical references (p. 137-148).
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12

Goodwin, Richard Dwaine McCarthy John R. "Relationship between selected variables of freshmen college basketball athletes and choice of NCAA division institution". Normal, Ill. Illinois State University, 1987. http://wwwlib.umi.com/cr/ilstu/fullcit?p8713215.

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Thesis (Ed. D.)--Illinois State University, 1987.
Title from title page screen, viewed July 26, 2005. Dissertation Committee: John R. McCarthy (chair), Vernon A. Adams, Linda G. Herman, Rodney P. Riegle, Kenneth H. Strand. Includes bibliographical references (leaves 108-113) and abstract. Also available in print.
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13

Thim, Amanda. "Spoil the Story, Spoil It Not : Spoilers’ Effect on Player Choice in Branching Storyline Games". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16008.

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Spoilers are in everyday life often seen as something to be strictly avoided. Nonetheless, earlier studies researching short stories found that spoilers can enhance the enjoyment of a story, rather than destroying it. At the same time, there are studies that have reached opposite results, but the placement and style of the spoiler may affect how it is received. When it comes to games there are no, or only a few, studies on the subject. When unspoiled, players generally choose non-aggressive options, but they are also strongly influenced by what role the character they play has in the narrative. The spoiler can upset this. By knowing what may happen players act differently, as well as thinking about the story in other ways than unspoiled players do.

Artefakten gjordes tillsammans med Siri Åhman som skrev arbetet Wait I'm Him Now - Identification and Choice in Games with More Than One Protagonist. Åhman ändrade dock mycket i artefaktens uppbyggnad för att få den att passa hennes frågeställning bättre.

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14

Le, Gal Beneroso Mikael. "Germinating good behaviors : A game prototype to test players' incentive of choice". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17834.

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In this paper, we propose and develop a model for a prototype research tool based on a social dilemma game which use is widely spread in social psychology and experimental economics, the Public Goods Game. This tool generates from the necessity to expand the accessibility and versatility of this popular game as well as reach for newer audiences that might be otherwise deterred by the traditional Public Goods Game. Also, using this tool, we perform an experiment to try to find a possible preference towards either punishment or reward in the current population and find a possible correlation between said preference and three different cultural spheres (geographical, generational and gender).
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15

Isaksson, Camilla y Dennis Bagstevold. "What makes a hero : An investigation of players’ personality and their choice of hero class in a MOBA". Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29469.

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This study investigates how a player’s personality type might affect a player’s choice of playable character class and, by extension, their playstyle in a MOBA game. 6014 participants completed a survey consisting of questions regarding most played character and their preferred character to play. Following this their personality types were set using the Big-Five personality type model. Results show several interesting correlations between a player’s choice of character class, player motivation, and personality traits. For instance, players most often playing the Support or Warrior hero class tend to score higher on agreeableness. Certain differences between male and female players are also noted.
Denna studie undersöker hur en spelares personlighetstyp kan påverka ens val av spelbar karaktär och spelstil i ett MOBA-spel. 6014 respondenter genomförde en enkät som bestod av frågor angående vilken karaktär de spelade mest samt vilken karaktär de också föredrar att spela. Detta följt av att deras personlighetstyp bestämdes genom “the Big-Five”-modellen för personlighetstyper. Resultaten i denna studie visar flera intressanta samband mellan spelares val av karaktär, spelarmotivation och personlighetsdrag. Till exempel, spelare som oftast spelar klassen Support eller Warrior tenderar att visa tecken på mer uppskattning av samarbete. Det noteras även vissa skillnader mellan manliga och kvinnliga spelare.
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16

Rydälv, Kåreby Kristina. "The planet, my city and I : How to design information in public places so that people understand how their individual choices can help creating a sustainable society". Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-86194.

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The greenhouse effect is the biggest environmental challenge of today, and in line with UN’s Sustainable Development Goals, we must drastically decrease our global production of carbon dioxide. A sustainable society needs knowledgeable citizens who can vote for competent decision makers, and as knowledge is power, the environmental issue becomes a question of democracy. This pinpoints the importance of the general public getting dependable and accurate environmental information from trustworthy sources. So, how and where to design information about sustainability in a meaningful way for the individual, connected to his or her everyday context? The literature review was concentrated to the areas of Social visualization, Placemaking and Interaction design. The empirics were directed at the general public near Malmö Central Station and concentrated around the area of travel and transport. It included a triangulation of contextual methods; observations, questionnaires and interviews. Data and key figures from the regional public transportation company were also used. The result of the empirics shows that people experience environmental information as diverse and complicated, especially numbers and statistics. They want concrete tips of what they can do in their everyday life, and they want to understand the effect of their sustainable choices. The majority of the respondents are positive to using public places as information carriers for environmental issues, preferably in places where they stay for a while, for example waiting halls or staircases. They want easy-to-grasp, concise information from trustworthy sources. With these insights, the theoretical and empirical findings were used as the basis for the storyboard in an iterative design process that resulted in a graphical animation. The concept can easily be transferred to other areas of sustainability. My research shows that in order to feel included in the work for a more sustainable society, the general public needs help to see the correlation between large-scale environmental activities and their own, individual everyday efforts.
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17

Pugalis, Lee. ""The production of choice places : The case of Sunniside, Sunderland"". Thesis, University of Newcastle upon Tyne, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.525019.

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18

Young, Lois Alison. "A Gender Role Theory Examination of the Relationship between Gender Identity and Video Game Players' Avatar Choices". Thesis, University of Louisiana at Lafayette, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10743235.

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This study had two purposes: to determine whether or not biological sex and/or gender identity impacted the way an individual would customize a video game avatar, and to focus on the components—length of time and number of customizations—of avatar design. In addition, an individual’s experience with video games—novice, casual, and hardcore—was considered throughout this study to determine a relationship between individuals and their avatars. This study was based on previous studies about how gender identity impacted individuals in virtual worlds. The video game Dark Souls (2011) was used for the stimulus and the (30-item) Bem Sex Role Inventory—a scale that measures gender identity—was used as the measure. While the research questions provided resulted in no correlation between sex, gender, and player experience, further research is needed to determine how the evolution of the gaming community and the gaming industry continues to impact both players and gaming research.

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19

Siri, Åhman. "Wait, I'm him now? : Identification and choice in games with more than one protagonist". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15418.

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This study examines correlations between player choice and identification in a multiple protagonist video game, seeking to determine whether a player’s identification with one or more player characters affects the way they make choices while playing. It discusses various definitions and types of identification as well as ways to create a successful narrative with multiple protagonists. The artefact created for the study is a text-based game with a branching narrative, where the player is required to make choices for three different characters, and a qualitative research method based on interviews with a small group of participants. The results show that players seek to identify with the player character even when there are more than one, and often use this as a basis for the choices they make, either by imagining themselves in the situation of the main character or by imagining that they are the main character. They do not usually base their choices while playing as a character on their identification or lack thereof with another, and regardless of how they made choices, most players made more or less the same ones. However, it did show that lack of identification made making choices more difficult for that character, which lessened their enjoyment of that storyline.

Artefakten som användes i arbetet utvecklades i samarbete med Amanda Thim

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20

Croft, Chris. "Factors influencing Big 12 Conference college basketball male student-athletes' selection of a university". To access this resource online via ProQuest Dissertations and Theses @ UTEP, 2008. http://0-proquest.umi.com.lib.utep.edu/login?COPT=REJTPTU0YmImSU5UPTAmVkVSPTI=&clientId=2515.

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21

Croft, David. "Choices made by a planner : identifying them, and improving the way in which they are made". Thesis, University of Edinburgh, 1985. http://hdl.handle.net/1842/6664.

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This thesis discusses the ways in which choices are made by an AI planner. A detailed examination is made of the prerequisites for choice making, and a discussion of how the making of good choices can be automated is included. For a given planner, the prerequisites for choice making can be split into two parts: finding the types of choice made during the planning process, and finding the information most relevant to the making of each type of choice. Two means of automatically making "good" choices are described: using general planning policies that have been supplied by the user, and using learned heuristics. These possibilities are explored for a non-hierarchical version of Tate's NONLIN.
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22

Allen, Crystal N. "Factors that influence the college selection process of Division I, II, and III softball players". Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1355598.

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This study investigated the factors that were influential in the college selection process of NCAA Division I, II and III softball players. It also investigated the differences between the influential factors for student-athletes at Division I small institutions, medium institutions, and large institutions. The participants in this study consisted of 21 teams or 323 female collegiate softball student-athletes and the instrument used was the Influential Factors Survey for Student-Athletes. The top five influential factors were the school offers specific major of interest, academic reputation of college, coach's personality/style, academic facilities (library, computer labs, etc.), and the opportunity to play early in career. The academics section of the survey was deemed most influential by the softball student-athletes in this study. Differences were found within the college selection process of softball student-athletes at Division I, Division II, and Division III institutions (p < .05). Division I student-athletes viewed athletics as more influential than Division II student-athletes. Division II student-athletes viewed academics as more influential than both Division I student-athletes and Division III student-athletes. Division II student-athletes viewed social atmosphere as more influential than Division I student-athletes and also revealed that Division III student-athletes viewed social atmosphere as more influential than Division II student-athletes. Division I student-athletes viewed coaching staff as more influential than Division II student-athletes and Division III student-athletes. Division II student-athletes viewed financial aid as more influential than Division I student-athletes and Division III student-athletes. Differences were also found within the college selection process of softball student-athletes at NCAA Division I small, medium, and large conferences (p < .05). Division I, large school student-athletes viewed athletics as more influential than Division I, medium school student-athletes and Division I, small school student-athletes. Division I, small school student-athletes viewed financial aid as more influential than Division I, large school student-athletes. It can be concluded form the current study that softball student-athletes feel academic factors are the most influential in selecting a college or university to attend.
School of Physical Education, Sport, and Exercise Science
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23

Smith, Derek George. "The level of moral decision making amongst university residence rugby players". Thesis, Stellenbosch : Stellenbosch University, 2003. http://hdl.handle.net/10019.1/53656.

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Thesis (MSc)--University of Stellenbosch, 2003.
ENGLISH ABSTRACT: The current study was an investigation into the moral development amongst rugby players in residence at the University of Stellenbosch. An adapted version of the Ethic of Care Interview was applied on thirty participants, 15 rugby players and 15 non-rugby players. Results were analysed using the Mann-Whitney U test and indicated that there was no significant difference in moral reasoning between the two groups. However, there was a significant difference (pAFRIKAANSE OPSOMMING: Die huidige studie was 'n ondersoek oor die morele ontwikkeling van koshuis rugbyspelers aan die Universiteit Stellenbosch. 'n Aangepaste weergawe van die Ethic of Care Interview is op dertig deelnemers toegepas. Die steekproef het bestaan uit 15 rugbyspelers en 15 nie-rugbyspelers. Resultate is deur die Mann-Whitney U toets ontleed, en het aangedui dat daar geen beduidende verskille tussen die twee groepe se vlak van morele redenering was nie. Daar was wel 'n beduidende verskil (p
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24

Speer, George B. (George Blake). "Factors or Criteria Used by Female Basketball Players in Selecting a College". Thesis, University of North Texas, 1992. https://digital.library.unt.edu/ark:/67531/metadc278835/.

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This study was an attempt to identify the factors that female basketball players consider important in their selection of a college to attend. A questionnaire was sent to all scholarship-granting junior colleges and Division I National Collegiate Athletic Association universities in the State of Texas during the 1991 spring semester. Students from 11 junior colleges and 11 Division I universities replied to the survey. The findings of this study are based on data collected from the 244 subjects' responses to a four-page, paired-comparison questionnaire. According to the junior college basketball players, the availability of scholarships and the opportunity to play were the two most important factors in their sleection of a college. Six other factors that were considered important to the junior college players' selection of a college were parental influence, the head coach, degrees offered, high school coaches' influence, geographical location of the university, and the style of ball played. The availability of scholarships was the most important factor in Division I female basketball players' selection of a university. Five other factors considered to be significant by Division I female players were the opportunity to play, the geographical location of the university, the degrees offered, the university facilities, and the head coach. A high positive correlation was found between the rankings of the junior college and the Division I female basketball players.
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25

Narker, Nisreen. "The role played by personal characteristics and choice of job search method in finding employment in South Africa". Master's thesis, University of Cape Town, 2004. http://hdl.handle.net/11427/5725.

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Includes bibliographical references.
There are certain characteristics that are shared between unemployed individuals. The search method that individuals use also impacts the possibility of finding employment. A link between the characteristics that affect employment and the characteristics that affect the job search method needs to be established. This dissertation examines two fundamental questions about unemployment in South Africa. Firstly what characteristics does a person possess that makes him more susceptible to unemployment? These characteristics include race, gender, location, educational attainment, and age. Secondly does the method of job search that an individual uses hamper his chances of employment and do the aforementioned characteristics dictate which method is used?
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26

Hanus, Michael D. "Pay to Play: Effects of Money and Choice on Intrinsic Motivation, Enjoyment, and Self-Esteem in Video Game Players". The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338480089.

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27

Friedensen, Victoria Pidgeon. "Protest Space: A Study of Technology Choice, Perception of Risk, and Space Exploration". Thesis, Virginia Tech, 1999. http://scholar.lib.vt.edu/theses/available/etd-120899-134345.

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Thesis (M.S.)--Virginia Polytechnic Institute and State University, 1999.
Cover title. Computer printout. Abstract. Includes bibliographical references (p. [103]-112). Available electronically via Internet.
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28

Chan, Mei Siu. "The early impact of the secondary school places allocation reform in Hong Kong : a study of school choice". Thesis, University of Edinburgh, 2009. http://hdl.handle.net/1842/29058.

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Recent educational reforms in Hong Kong aimed to increase choice, diversity and quality of education for everyone. The advocates of school-choice policies claim that more choice is good because it is ‘classless’ and fairer than planned provision (Chubb & Moe, 1990). Everyone has the chance to choose and to decide upon the best providers of goods and services to meet their needs. However, opponents (Gewirtz, Ball & Bowe, 1995) argue that social and cultural capitals may play an important role in choice-making. They conclude that choice is very directly and powerfully related to social class and that ‘choice emerges as a major new factor in maintaining and indeed reinforcing social-class divisions and inequalities’ (ibid: 55). All such literature prompts the question: what are the main effects of the new school choice policy implemented in Hong Kong in 2001? The focus of this research is, therefore, to investigate the early impact of the new school choice policy in Hong Kong and the reactions of parents and schools. In this thesis, I have employed a multi-method research strategy which includes case studies of fours schools, a questionnaire survey of 905 parents and interviews with parents, school managers and policy-makers in order to investigate the early impact of the new secondary school choice (SSPA) policy in Hong Kong. I examined how parents engaged in choosing schools and the subsequent consequences of the policy for the key stakeholders – consumers and providers. The richness of the data reveals the equality issues inherent in the choice process in the unique choice situation in Hong Kong.
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29

Millar, Laura. "Investigating the opportunity to increase the economic and environmental potential of the integrated-planar solid oxide fuel cell through choice of cathode current collector". Thesis, University of Surrey, 2009. http://epubs.surrey.ac.uk/843242/.

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The Rolls-Royce Integrated Planar Solid Oxide Fuel Cell (IP-SOFC) features anode, electrolyte and cathode layers of 5-20 pm in thickness, connected in series by highly-conductive precious-metal based current collecting layers of ~10 mum thickness, which are screen-printed and sintered upon a porous substrate. Replacement of the palladium- based cathode current collector material is desirable for increasing the economic and environmental potential of the IP-SOFC system, due to low resource availability, high cost and environmental degradation caused by mining of platinum-group metals. The electrically conductive ABO3 perovskite-structured lanthanum transition-metal oxide ceramics were identified as potential cathode current collector materials, and lanthanum nickel ferrite materials, of compositions LaNi0.6Fe0.4O3 and LaNi0.5Fe0.5O3, were selected for investigation based on the combined favourable properties of electrical conductivity, phase stability and compatible coefficient of thermal expansion with other cell materials. Both compositions were found to be reactive towards the IP-SOFC cathode materials, lanthanum strontium manganite (LSM) and yttria-stabilised zirconia (YSZ), and the lower conductivity of LaNi0.5Fe0.5O3 compared with LaNi0.6Fe0.4O3 meant a thicker layer would be required to meet the conductivity requirements, which negates the advantage of its more suitable coefficient of thermal expansion. It was found that a LaNi0.6Fe0.4O3 layer of ~80 mum was adequate to meet the conductivity target, and could be applied by a single stencil-print and sintered at 1125°C, which is compatible with the screen-printing and firing production line, although the manufacturing method requires optimisation to eliminate layer defects. In addition it is believed that the material can offer significant economic and environmental advantages over the present palladium-based cathode current collector. However the reaction of LaNi0.6Fe0.4O3 (LNF) with LSI'I was found to critically compromise its use in conjunction with an LSM-based cathode. Efforts to incorporate an LNF-based cathode also failed due to reaction of LNF with YSZ and gadolinium-doped ceria (CGO), and it must be concluded that the reactivity of LNF with common solid oxide fuel cell materials severely limits its potential to be used as a cathode current collector layer in the IP-SOFC.
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30

Dugge, Birgit. "Ein simultanes Erzeugungs-, Verteilungs-, Aufteilungs- und Routenwahlmodell". Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2006. http://nbn-resolving.de/urn:nbn:de:swb:14-1162994071370-87705.

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In dieser Arbeit wird ein simultanes Quell-, Ziel-, Verkehrsmittel- und Routenwahlmodell (Modell EVA-U) entwickelt, welches ein stochastisches Nutzergleichgewicht erreicht. Die Routenwahlmodelle der Verkehrsarten sind nicht mehr Teil der Umlegungsalgorithmen, sondern in das Nachfragemodell integriert. Dadurch ist eine konsistente Bewertung aller Alternativen (der Verkehrsarten) möglich. Das Simultanmodell EVA-U stellt eine Weiterentwicklung des Simultanmodells EVA von LOHSE dar. Das EVA-U-Modell ist den universalen Logit-Modellen zuzuordnen. Die Randsummenbedingungen der Verkehrsverteilung werden beachtet. Die Bewertung der Alternativen erfolgt mittels Generalisierter Kosten. Die Abhängigkeit von Routen wird berücksichtigt, ebenso die Tagesganglinie der Verkehrsnachfrage und die Fahrpläne des ÖV-Systems. Das Modell EVA-U erlaubt auch die Berücksichtigung von Routen intermodaler Verkehrsarten (z.B. P+R). Darüber hinaus ist die Integration eines Modells des ruhenden Verkehrs möglich
In this thesis a simultaneous Trip Generation-, Distribution-, Modal-Split and Route Choice Model (modell EVA-U) is elaborated. The model tends to reach a stochastic user equilibrium. The route choice algorithms are not longer part of an assignment procedure but part of the demand model. A consistent assessment of properties of all transport systems is possible. The simultaneous model EVA-U is an advancement of the EVA-Model by Lohse. The model EVA-U is to be assigned to the generalised logit-models. All matrix constrains are taken into account. The assessment is effected by generalised costs. The dependence of routes is taken into account. Moreover, the integration of day time and the schedules of private transport lines is possible. Furthermore, it is possible to integrate a model of parked cars and circuits of inter-modal traffic forms (park and ride) in the Model EVA-U
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31

Dugge, Birgit. "Ein simultanes Erzeugungs-, Verteilungs-, Aufteilungs- und Routenwahlmodell". Doctoral thesis, Technische Universität Dresden, 2005. https://tud.qucosa.de/id/qucosa%3A24840.

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In dieser Arbeit wird ein simultanes Quell-, Ziel-, Verkehrsmittel- und Routenwahlmodell (Modell EVA-U) entwickelt, welches ein stochastisches Nutzergleichgewicht erreicht. Die Routenwahlmodelle der Verkehrsarten sind nicht mehr Teil der Umlegungsalgorithmen, sondern in das Nachfragemodell integriert. Dadurch ist eine konsistente Bewertung aller Alternativen (der Verkehrsarten) möglich. Das Simultanmodell EVA-U stellt eine Weiterentwicklung des Simultanmodells EVA von LOHSE dar. Das EVA-U-Modell ist den universalen Logit-Modellen zuzuordnen. Die Randsummenbedingungen der Verkehrsverteilung werden beachtet. Die Bewertung der Alternativen erfolgt mittels Generalisierter Kosten. Die Abhängigkeit von Routen wird berücksichtigt, ebenso die Tagesganglinie der Verkehrsnachfrage und die Fahrpläne des ÖV-Systems. Das Modell EVA-U erlaubt auch die Berücksichtigung von Routen intermodaler Verkehrsarten (z.B. P+R). Darüber hinaus ist die Integration eines Modells des ruhenden Verkehrs möglich.
In this thesis a simultaneous Trip Generation-, Distribution-, Modal-Split and Route Choice Model (modell EVA-U) is elaborated. The model tends to reach a stochastic user equilibrium. The route choice algorithms are not longer part of an assignment procedure but part of the demand model. A consistent assessment of properties of all transport systems is possible. The simultaneous model EVA-U is an advancement of the EVA-Model by Lohse. The model EVA-U is to be assigned to the generalised logit-models. All matrix constrains are taken into account. The assessment is effected by generalised costs. The dependence of routes is taken into account. Moreover, the integration of day time and the schedules of private transport lines is possible. Furthermore, it is possible to integrate a model of parked cars and circuits of inter-modal traffic forms (park and ride) in the Model EVA-U.
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32

Chang, Pa Ming y 張達銘. "The research of badminton-player choice in Mainland China". Thesis, 2005. http://ndltd.ncl.edu.tw/handle/26546789925509484507.

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碩士
國立臺灣師範大學
體育學系
93
The purpose of this study was to explore the theory, methodology, and normality of badminton-player choice in Mainland China, and to analyze the content and specific characteristic. We anticipate building up the fundamental generalization and theory of badminton player choice in Taiwan, and establishing the content and procedure of children and adolescent in the age range of 9-14 years. A meta-analysis was conducted to anaylze material, articles, dissertations, and papers on journals related to badminton-player choice in Mainland China. The conclusion showed that (a) The method of badminton players choice in Mainland China has been developed and built on the construction of exercise science since 1980. The testing items and normalization were supported to be referable. (b) The fundamental method and procedure were based on five steps: Family research, body profile research, motor development level and type identification, on-filed test, and evaluation. (c) The specific badminton-player choices were based on six items: Body profiles, body physiology, body characteristic, psychological factor, heredity factor, and intelligence factor. (d) The combination of intellectual factor and sport- specific skill on badminton-player choice of children and adolescent in the age range of 9-14 years in Taiwan was suggested.
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33

Sousa, Henrique Alves de. "Writing for the player : adapting a traditional screenplay into an interactive format". Master's thesis, 2013. http://hdl.handle.net/10400.14/16455.

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Video games are one of the most powerful storytelling tools of today and possess one intriguing and complex element: interactivity. Player interaction is often difficult to implement within the structure of a story and, as such, many games opt for a linear narrative structure, rather than giving players control over the course of the story’s events. The main goal of this work is to understand the evolution of storytelling within games, by analyzing their history, and to bridge the gap between traditional screenwriting and interactive storytelling, by exploring the process of adaptation from one medium to the other. By approaching interactivity as a new tool for storytelling, this work aims to create an understandable compilation of the mechanics and tropes that make up successful video game narratives. This dissertation also delves into the future possibilities of storytelling in video games, by exploring the limitations of today’s technology and the existence of future autonomous, dynamic, procedural and artificially intelligent story creation systems.
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34

Long, Douglas J. "What should I eat next? development of a theoretical model of how college-aged football players make food choices /". 2008. http://proquest.umi.com/pqdweb?did=1605148001&sid=1&Fmt=2&clientId=14215&RQT=309&VName=PQD.

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Thesis (Ph.D.)--University of Nebraska-Lincoln, 2008.
Title from title screen (site viewed Mar. 10, 2009). PDF text: vii, 124 p. : ill. ; 2 Mb. UMI publication number: AAT 3330678. Includes bibliographical references. Also available in microfilm and microfiche formats.
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35

YA, Yi-wen y 葉羿妏. "The Research of College Basketball Players’ Vocational Choice Preferences and Influential Factors". Thesis, 2010. http://ndltd.ncl.edu.tw/handle/95012962274767253615.

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碩士
國立中正大學
勞工研究所
99
Vocational choice is a part of career development and many factors will affect individualvocational choices. For college basketball players, athletic ability and experience play important roles to work in sport-related field. In addition, understanding of self-awareness,career orientation, family expectations, views of society and other factors considered,resulting differences in vocational choices. College basketball players’ living area are confined to the family and school, therefore, coaches, mentors and parents should help them to set career goals and prepare well in advance of employment. This research intends to explore the relationships between influential factors and college basketball players’ vocational choices. The college basketball players in 2009 season were invited to participate to this research. A total of 678 valid questionnaires were returned.Important findings, based on statistical analyses, are as following: 1. College basketball players who preferred the sport-related jobs would consider choices of being physical-education teacher, school specially appointed coach and trainer. 2. UBA Division II players perceive wider and better employment opportunities than UBA Division I players. 3. Players who have more than 6 years of playing experience perceived higher self-awareness than players with 2 years or less experience. 4. Experienced players, who were male and with excellent athletic, preferred sport-related jobs. 5. Under the strong influences of individual, family and social factors, players tended to choose sport-related jobs. 6. Family and educational factors are good indicator in predicting players’ vocational choices. Keywords: College basketball players, Influential factors, Vocational choice preferences
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36

Frerking, Brian Christopher. "Analysis of factors influencing college selection by prospective elite high school basketball players". 2002. http://www.oregonpdf.org.

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37

Lee, Yin-Chi y 李胤錡. "A Study of Baseball in Taitung and the Elements that Affect the Career Planning Choices of Taitung Baseball Players". Thesis, 2012. http://ndltd.ncl.edu.tw/handle/16696038992940788784.

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碩士
國立臺東大學
教育學系(所)
100
The purpose of this study was to investigate the elements that affect the career planning choices of baseball players in Taitung County and the challenges that they face. Furthermore, this study explores the advantages and disadvantages for the development of baseball in Taitung County. Based on the results of this study, suggestions are provided to facilitate the future development of Taitung baseball. This study consisted of interviewing eight people involved in Taitung baseball activities—they included teachers, baseball coaches and student baseball players—followed by a literature analysis. The interviews and the literature analysis produced two key findings. First, there are many factors that affect baseball players’ career planning choices. These factors include personal interests, role model influence, lack of professional guidance and assistance in career planning and encouragement by others. Second, as a traditional baseball county, Taitung offers many advantages for the development of baseball. For example, the baseball equipment is adequate and there is sufficient government funding. However, there are also some disadvantages. There is a general lack of coordination in the sport that leaves some areas of the county without enough coaches and players. The use of outdated training methods results in the loss of players to more competitive regions of the country. Also, administrative resources are not used effectively and insufficient competitive play time prevents players from developing the ability to deal with game pressure.
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38

Manzano, Isabel. "Product Placement: Implicit Memory and Choice for Brands Placed in a Novel". Thesis, 2010. http://hdl.handle.net/1969.1/ETD-TAMU-2010-08-8403.

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Product placement, an advertising trend that places a brand within the context of an information medium, has emerged as an effective means of increasing brand recognition. The practice has not been thoroughly examined in the different media in which it occurs. The purpose of the present experiment was to investigate the effectiveness of prominent and subtle product placements in books on different forms of memory. The effectiveness of the placements was evaluated by measuring explicit and implicit memory for the placed brands. Additionally, effectiveness was measured with two types of preference judgments: a forced choice scenario and a shopping list scenario. Results from Experiment 1 showed that participants demonstrated implicit memory for brands mentioned in the novel with a word stem completion task and a category exemplar generation task. The centrality of placement only affected performance on these tasks for test-aware participants. Experiment 2 used a forced choice task and showed that consumer preference was unaffected by subtle and prominent placements. Experiment 3 used a shopping list scenario and showed that brand placement affected participants’ preferences for previously studied brands regardless of the placement centrality. The experiments also showed that participants had explicit memory for the brands with prominent placements leading to better recall than subtle placements. Taken together, the findings show that the placement of brands in books is a valid means of influencing consumer awareness and behavior toward the brand.
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39

Wu, Yi Lin. "Honey, Calpers shrank the board! and the choice of equity-selling mechanisms /". 2001. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:3019979.

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40

HE, Syuan-Jhen y 何宣蓁. "Study on the Choice preference of Public Places for the elderly in Urban Daily Life -The Case of Tien-Mu Area in Taipei City". Thesis, 2018. http://ndltd.ncl.edu.tw/handle/gk7rcx.

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碩士
國立臺灣科技大學
建築系
106
The total population of the elders exceeded the rate of 14% in Taiwan at the end of March 2018. According to the National Development Committee conjecture, Taiwan's aging population in 2025 will exceed 20%, like Japan, South Korea, Singapore and some European countries to be "super-aged society. " It is worth to be concerned every kind of the issues and policies when the eld melt society came in front of us. The public facilities are required to provide daily field older adults living in the environment and quality of life patterns, urban daily life for older adults preference in public places, and its elements oriented focus of the study. This study is investigated the urban elders in Tianmu, where is a district in Taipei, to give an example. After the general usage of the field observations and questionnaires interviews in public places, the researchers can understand the elders’ proportion, the utilization of the public facilities, the daily life, the activities in the communities, and so forth. They also can realize that the different experience, background, and generation will cause the different situation of the aging population With the results of this study, the researchers learn through the influence for the society that the elders choose to use the different kinds of function, objects, and personal experiences in public areas in their daily life. The researchers collect and summarize the materials of elders’ favorite environments, resources, requirements, and activities in Tianmu because they have to provide the plan of setting the district’s whole environment and public infrastructures to give the references to the designers.
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41

Bruxel, Laerson. "Democracia, Deliberação e Mídia na Esfera Pública Contemporânea: um Estudo sobre Experiênciasa Referendárias no Brasil e em Portugal". Doctoral thesis, 2011. http://hdl.handle.net/10316/20165.

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Tese de doutoramento em Altos Estudos Contemporâneos, na especialidade de Ciência Política (História Política e Estudos Internacionais), apresentada à Faculdade de Economia da Universidade de Coimbra
A presente investigação analisa e compara material publicado por dois jornais, – Folha de São Paulo, do Brasil, e Público, de Portugal -, sobre referendos realizados nos dois países, respectivamente, em 2005 e 2007. O objetivo é verificar se nesse material há falas com argumentos que possam ser considerados úteis para contribuir com um processo deliberativo, na perspectiva da democracia defendida por Jürgen Habermas. Ancorado numa sugestão de Simone Chambers, o material jornalístico é classificado como retórica plebiscitária ou retórica deliberativa. A retórica plebiscitária se caracteriza pela presença de mais elementos que não contribuem para a realização de uma deliberação pública, enquanto a deliberativa contém significativa presença de subsídios considerados importantes para o desenvolvimento desse processo. O reforço de alguns elementos no material jornalístico, – e a investigação avalia e quantifica quais elementos a mídia privilegia -, pode fazer com que se aproxime ou se distancie daquilo que é qualificado como importante para um debate público numa perspectiva habermasiana. A decisão de acionar mais um ou outro elemento está entre as opções que a mídia faz. Ao optar, ela sai de uma zona de fronteira, com várias possibilidades em aberto, e realiza um processo de demarcação. E, ao demarcar, ela estabelece limites, seja para um ou para outro processo. Considerando que a mídia tem potenciais ambivalentes, a investigação assume este pressuposto: não é possível definir a priori o papel que a mídia desempenha em eventos específicos de deliberação pública, como no caso dos referendos, isto porque em seu material comparecem todos os elementos da retórica, tanto os tendentes a favorecer como aqueles que prejudicam um processo deliberativo. Mas dada sua lógica de produção e divulgação, ela revela alguns dos seus limites que a impedem de complexificar os temas da agenda pública. E a hipótese que se assume nesta tese é que as escolhas da mídia privilegiam mais os elementos da retórica que se coadunam com a lógica da evidência, que é refratária a um processo argumentativo. Por acionar em maior número os elementos que são limitadores de um processo argumentativo, é temerário apontar a mídia como fórum central para a deliberação pública. E, se o seu poder de abrangência pode ser tomado como potencialmente útil para a realização de processos deliberativos nas democracias contemporâneas, a simples disponibilidade desse dispositivo não permite chegar à conclusão açodada de que sua prática contribua efetivamente para o desenvolvimento do debate público. Pelo seu potencial, e por permitir que em seu interior também circule material identificado como uma retórica deliberativa, até pode-se ver na mídia um ator capacitado a realizar um papel complementar, mas não central, no processo mais amplo da deliberação pública. E, nessa linha de análise, não se pode descartar por completo a possibilidade de o material produzido pela mídia ser desencadeador de um processo deliberativo na sociedade ao ser apropriado ou reinterpretado de diferentes maneiras pelos diversos atores da esfera pública.
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