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1

Smith, Jamie McClellan. „The Relationship Between Video Game Use and Couple Attachment Behaviors in Committed Romantic Relationships“. BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3606.

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This study examines whether the single or shared leisure activity of video gaming or a report of it as a problem is negatively related to couple attachment behaviors (accessibility, responsiveness, and engagement). The model suggests that individual frequency of violent video game use, individual frequency of nonviolent video game use, and couple video game use frequency predict negative couple attachment behaviors. In addition, video game playing that is perceived as a problem in the relationship serves as a mediator variable in the model. Data were collected using the Relationship Evaluation questionnaire (RELATE). The sample includes 2,112 couples who reported seriously dating, engagement, or marriage. The measures include assessing couple attachment behaviors and questions assessing video game use rates. Results indicated that male's violent video game use predicted the female's attachment behaviors, while the female's nonviolent video game use predicted the male's attachment behaviors. The male's violent video game use and the female's nonviolent video game use predicted his/her perception and their partner's perception that video games were a problem in the relationship, and their perception predicted less attachment behaviors, which was a fully mediated relationship for both. The female's view that video games were a problem negatively predicted both her and her partner's attachment behaviors, while the male's view only predicted his attachment behaviors. Future research directions and clinical implications for couples are discussed.
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Forshaw, Nicola L. „Contingency and context in the relationships of female vervet monkeys“. Thesis, Lethbridge, Alta. : University of Lethbridge, Dept. of Psychology, c2011, 2011. http://hdl.handle.net/10133/3215.

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This study explored the organizing principles of female sociality in free-ranging vervet monkeys (Chlorocebus aethiops) inhabiting the Klein Karoo, South Africa. Females groomed more than males, grooming peaked at the end of the day and less grooming occurred during the mating season. Although females competed over food, they did not compete over grooming partners, rarely formed coalitions and did not trade grooming against other activities. Instead, they maintained grooming whilst trading between feeding and resting and feeding and moving. Despite seasonal shifts in food competition, grooming was not traded for tolerance and there was an upper limit to cohort size before clique size declined. Inter-population comparisons revealed no troop size effects on clique size, aggression and competition over high-ranking grooming partners. The rarity of coalitions suggests coalitions are unlikely to be a central component of female relationships.
xiii, 162 leaves : ill., maps ; 29 cm
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Khodarinova, L. A. „Game-theoretic analysis of behaviour in the context of long-term relationships“. Thesis, Nottingham Trent University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.247024.

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4

Shimoji, Makoto. „Essays in game theory and application : extensive form rationalizability, and demotion in employment relationships /“. Diss., Connect to a 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 1999. http://wwwlib.umi.com/cr/ucsd/fullcit?p9949689.

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5

Feng, Shuang. „Friends or Strangers? Modeling Types of In-game Relationship, Social Capital and Psychological Well-being“. Thesis, Uppsala universitet, Människa-datorinteraktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447629.

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Online games are becoming more and more popular nowadays. Interacting with others in games has also become a channel for establishing or developing social relationships. In this article, the author conducted an online survey (N=165) to study the relationship between types of in-game relationships, social capital, and psychological well-being. In-game relationships mainly include two types: playing games with friends and playing games with strangers. The author used the framework of social capital, which includes bonding and bridging. Regarding psychological well-being, the author selected two indicators related to social aspects, namely loneliness and relatedness. The author constructs a structural equation model. The results show that playing with friends will enable bonding and bridging while playing with strangers will enable bridging. Second, two different social capitals can both increase players’ feelings of relatedness and reduce players’ feelings of loneliness. This shows that social relationships in online games have a certain impact on people's psychological well-being. This research also provides some information for game design and understanding of social relationships in games.
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Burke, Benjamin M. S., und James M. Ph D. CLFE DAV Duncan. „From virtual to reality: The positive and negative outcomes of video game play in adolescents“. Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/secfr-conf/2019/schedule/20.

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Video games are an almost universal adolescent leisure activity. Though some in the scholarly field are concerned about the effects of violent video game content on adolescent social outcomes, others believe that the benefits of video game play have been overlooked. A literature review was conducted to examine the evidence for positive and negative outcomes of video game play on adolescents. There were 14 articles identified and subsequently reviewed. Findings demonstrated a unique link between video game play and antisocial (e.g., aggression), prosocial (e.g., generosity), and pragmatic (e.g., problem-solving skills) outcomes. However, the results also suggest that much of this research is atheoretical and does adequately consider the roles of relational context. Discussion of the potential roles of relationships, theoretical applications, strengths and limitations of the research, and future directions are provided.
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Choi, Kwok To Maurice. „Online dating as a strategic game : why and how men in Hong Kong Use QQ to chase women in mainland China“. HKBU Institutional Repository, 2011. http://repository.hkbu.edu.hk/etd_ra/1217.

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8

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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Lee, Kyung-Sook. „The relationship between children's computer game usage and creativity in Korea“. Thesis, [College Station, Tex. : Texas A&M University, 2005. http://hdl.handle.net/1969.1/ETD-TAMU-1012.

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10

Gupta, Rina. „The relationship between video game playing and gambling behavior in children and adolescents“. Thesis, McGill University, 1994. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=26274.

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It is suggested that commercial video games and gambling activities make use of similar types of intermittent reinforcement schedules. This research seeks to examine the nature of this relationship amongst children and adolescents. One hundred and four children from grades 4, 6, and 8 participated. A questionnaire exploring issues related to video game playing and gambling behavior was completed and a computerized blackjack game was individually administered. High frequency video game players are compared to low frequency video game players with respect to their gambling performance on the blackjack gambling task as well as on information gathered from the questionnaire. Findings suggest that high frequency video game players nor only gamble more than low frequency video game players but report that gambling makes them feel more important. Furthermore, they appear to be taking greater risks on the blackjack gambling task. Males exhibited greater risk-taking tendencies on the blackjack task than did females.
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Ahrens, Fred. „Knowledge Exchange Behavior in Supply Channel Relationships:A Social Exchange and Game-theoretic Approach“. University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1439295990.

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Hedberg, Joel, und Jack Liikanen. „"If you're gonna play the game, you gotta learn to play it right" : Relationship marketing in the online gambling industry“. Thesis, Linnéuniversitetet, Ekonomihögskolan, ELNU, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-21389.

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Background: The expansion of the Internet has created nearly endless possibilities for innovations in regards to the e-commerce environment. However, as new technologies emerges, so do the competition on the market. The online gambling industry is not an exception to this notion, characterized by numerous providers with more or less identical market offerings. In order to create competitive advantage to ensure economical growth, a need for customer retention instead of acquisition has been identified. Research question: How can the utilization of relationship marketing foster long-lasting and value-bonded relationships between an online gambling company and its customers? Purpose: The purpose of this thesis is to enhance the understanding of relationship marketing and its endorsement in the process of creating long-lasting and value-bonded relationships, and how the concept can be utilized by online gambling companies. The purpose will be achieved by examining,  how online services correlates with online gambling services, and  in which way online gambling companies are actuating the concept of relationship marketing, and  by mapping values which active customers in the industry desires when gambling online. Method: The applied methodology is based on an inductive approach in coherence with the qualitative research method. The primary data which aims to enable the achievement of the stated purpose have been collected through the conducting of three focus groups consisting of online gambling customers in addition to a individual interview representing the online gambling industry perspective. Conclusion: The findings from the empirical data have identified that the online gambling customer has hard to identify the very purpose of a potential relationship with an online gambling company. However, much of the value strived for by the customer can be generated by the successful implementation of an relationship marketing approach. Hence, relationship marketing can be a useful approach for online gambling companies in order to foster long-term and value-bonded relationships, with the simple understanding that the approach itself can generate desired customer values, and that relationships as such does not represent a value strived by the online gambling customer. Suggestion for further research: See section 5.2 page 58 Keywords: Services, Online gambling industry, Relationship marketing, Customer value
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Salameh, Rana. „THE RELATIONSHIP BETWEEN ENGAGMENT LEVELS AND PLAYERS’ INTENDED BEHAVIORS IN GAME-BASED TRAINING FOR CYBERSECURITY“. OpenSIUC, 2019. https://opensiuc.lib.siu.edu/dissertations/1761.

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The purpose of this quantitative exploratory experimental design study was to examine the effects of end-user’s multi-dimension engagement (cognitive, affective, and behavioral) on their cybersecurity intended behaviors (coping and threat appraisals). Additionally, this study is an effort to understand how end-users’ engagement levels changed over multiple playing sessions. There were two research questions: (1) “Do engagement levels have a relationship with the players’ intended behaviors in a cybersecurity serious game?” and (2) “Does playing more sessions of cybersecurity serious game affect players’ engagement?” The protection motivation theory (PMT) was used to assess users’ intended behaviors for two factors: (a) coping appraisal, and (b) threat appraisal. While, the multi-dimension factors of engagement (MDFE) instrument was used to assess users’ multi-dimensions engagement levels (cognitive, affective, and behavior).A total of 122 participants fully completed the (a) pre_knowledge initial survey, (b) assigned training sessions, and (c) post-training surveys (MDFE and PMT). Descriptive analysis was used to assess participants’ background as age, gender, and pre-knowledge. A multiple linear regression analysis was conducted to determine whether a linear combination of the multi-dimensional engagement factors: cognitive, affective, and behavior (as predictors) could predict coping appraisal and threat appraisal as factors of intended behaviors. Also, an independent samples t-test was used to determine whether there would be statistically significant differences in the engagement levels (cognitive, affective, and behavior) between group A and group B that underwent three and five training sessions of gameplay, respectively.The result showed cognitive engagement (i.e., challenge, graphics, and attainable goals) was as significant predictor for end-users’ intended behaviors for both coping and threat appraisals. However, affective and behavioral engagement were not significant predictors for end-users’ intended behaviors (for both coping and threat appraisals). Moreover, the analysis showed that end-users’ engagement levels changed over multiple playing sessions. Group B, who underwent more training sessions, showed more engagement levels. These results have implications on cybersecurity serious game design to include cognitive activities (i.e., challenge, graphics, attainable goals) to assure participants’ engagement levels remain high. Similarly, incorporate activities to enhance players’ confidence and autonomy to assure participants are affectively engaged. And finally, multiple-players game design is recommended to achieve social engagement. Also, findings would be helpful in implementing how often to prescribe the training session. Finally, several implications have been suggested to serious games designers.
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Cheng, Wai Ki Rebecca. „Relationship between Visual Attention and Flow Experience in a Serious Educational Game| An Eye Tracking Analysis“. Thesis, George Mason University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3625133.

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Game-based learning has become a topic of interest in education, especially within the science education community. Although some evidence supporting the effectiveness of digital games for science learning is emerging, the results overall have been largely inconclusive. In order to further advance research on game-based learning, the purpose of this study was to apply an interdisciplinary approach using the cognitive-affective integrated framework, the information-processing model of selective attention (Broadbent, 1958; Lachter et al., 2004), and the dual-process theories of cognition (Kahneman, 2011; Svahn, 2009), to construct a comprehensive view of the mental processes of visual attention during gameplay in relation to the positive affective state of Flow experience. This study utilized a mixed methods design, using a concurrent embedded strategy QUAN/qual (Creswell, 2008) to collect and analyze both quantitative and qualitative data. Thirty-one high-school students (N=31) in the mid-Atlantic region of the United States, between ages 14 and 17, played the Serious Educational Game (SEG) called Neuromatrix. Self-report surveys and an eye tracking method were used to collect quantitative data for statistical analysis. A gaze duration sequence diagram (Raschke, Chen, & Ertl, 2012) was adopted for data visualization and qualitative scanpath analysis. Two Flow scales (FSS-2 and eGameFlow) were used to explore the differences in psychometric properties between the generic and context-specific Flow measures. The results showed a negative linear relationship between visual attention and Flow experience (p < .001). Three visual attention variables were identified and served as the indicators of Flow and perceived science learning in an SEG environment: (a) low fixation counts indicated students’ focused attention and immersion in an SEG; (b) short total visit duration represented the efficiency of selective visual attention and may serve as an indicator of Flow experience during gameplay; and (c) total fixation duration illustrated the extent to which students looked at specific learning materials that could possibly pass through the selective filter into conscious attention and thus, lead to learning. The interplay between affective and cognitive processes during gameplay played a key role in students’ deep engagement and had an impact on their positive science learning in an SEG. An interactive effect of total fixation duration and Flow on perceived science learning was found (p < .001, pη2 = .324), implying that a well-designed SEG that aligns gameplay and learning objectives may promote synergy between engagement and learning. Moreover, two individual differences factors, science interest and self-efficacy for computer use (p < .01) – that predicted Flow were identified by a stepwise regression analysis; these factors were shown to influence the attentional processes and cognitive processes of gameplay. The evidence of a positive relationship between science interest and Flow in an SEG may encourage teachers and parents to take an active role in instilling students’ science interest in their early years, and to support students’ ongoing development of science interest through exposure to various formal and informal learning contexts.

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Kowert, Rachel V. „Gaming in a social world : examining the relationship between social competence and online video game involvement“. Thesis, University of York, 2013. http://etheses.whiterose.ac.uk/5284/.

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The proliferation of affordable and accessible Internet connectivity has changed the way video games are played by allowing individuals to connect worldwide in shared gaming spaces. These highly social environments allow players to connect, interact with, and learn from each other. However, there is a growing concern that these social environments also have the potential to displace real-world connections and interactions, contributing to a variety of losses in ‘offline’ sociability (Chiu, Lee, & Huang, 2004; Cole & Griffiths, 2007; Kim, Namkoong, Ku, & Kim, 2008; Peters & Malesky, 2008; Shen & Williams, 2010). While the association between online video game play and social incompetence remains widespread, so much so that it has evolved into a core component of the cultural perceptions of those who participate within online games (Kowert, Griffiths, & Oldmeadow, 2012; Kowert & Oldmeadow, 2012), empirical evidence illustrating this relationship has been conflicting and the potential mechanisms underlying these associations remain unclear. The work contained within this thesis aims to clarify the veracity of previously drawn conclusions, and evaluate social differences amongst adult video game players to uncover if, and how, online video game involvement supports, or undermines, the development and maintenance of traditional social skills. To this end, three, large-scale survey studies were conducted. While the results indicated that more involved online players display some variation in social outcomes as compared to other game playing groups, a general lack of unique or magnified relationships between Involvement and social outcomes within online players largely discredits the contention that increased online video game involvement inevitably coincides with severe social consequences. However, the emergence of inverse, linear relationships between video game involvement, the importance and likelihood of achieving offline social goals, and social expressivity, and a positive linear relationship with emotional sensitivity, both off- and online, does suggest that video game play may be a socially displacing activity and that users of this medium could be experiencing some social changes due to use. Taken together, it can be concluded that there are consistent links between video game involvement and social skills, which are likely attributable to social displacement effects. However, these relationships are not unique to, or substantially magnified within, online communities.
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Aristeidou, Vaso. „The relationship between teacher talk and children's possibility thinking in the Drama Game method in Cypriot primary education“. Thesis, Open University, 2013. http://oro.open.ac.uk/49070/.

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Drawing on a socio-constructivist conceptual framework and connecting to current work in the area of creativity, drama and teacher talk, this study seeks to reveal features of children's possibility thinking (PT), types of teacher talk and the relationship between these two strands during the Drama Game (DG) method in Cypriot primary classrooms. This is the first empirical study in Cyprus concerning the DG method; drama is a new curriculum area in primary education (CMEC, 201Ib). Possibility thinking has been conceptualized as a process of thinking leading to creative development (Craft, 2000), although its relation with teacher talk has not been fully illuminated. The empirical study undertaken in this thesis involved two teachers and four classes of 8-9 year-old children in two urban public primary schools. Six lessons were naturalistically explored using the following qualitative data collection methods: video-recorded classroom observations, interviews with the teachers and group interviews with children using video-stimulated review. The analysis of the findings sought to combine deductive and inductive analytic methods. The aim was to test the evidence-based concept of PT and also identify emergent themes and relationships regarding children's PT and teacher talk. The study identified that children's PT, manifest through their talk and physical engagement, was in interplay with teacher's PT manifest through talk and body language. It revealed that the teacher's 'Possibility Broadening Communicative Style' (possibility broad questions, provocations, modelling, pauses, and affirmative feedback) framed the open, playful, immersive and collaborative context for nurturing children's PT. The children's PT in turn was manifest through a co-determined endeavour amongst the children and their teachers to find solutions to imagined problems in the world of DG.
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Stavropoulou, Charitini K. „The doctor patient relationship and adherence to medication : empirical investigations in Greece and a game theory approach“. Thesis, London School of Economics and Political Science (University of London), 2008. http://etheses.lse.ac.uk/2985/.

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Non-adherence to medication is a problem of great magnitude as it leads to reduced health outcomes and increased health care costs. The impact of the doctor-patient relationship on non-adherence has attracted the interest of researchers yet relevant evidence is limited. The aim of this thesis is twofold. It empirically investigates the relationship between the doctor-patient interaction and non-adherence to medication in Greece, on a population and a patient level. It also develops a theoretical model of the doctor-patient relationship using non-cooperative game theory to explain how supply of information under conflict conditions affects non-adherence. Two empirical studies and a game theoretical model are used. The first study draws on data from the European Social Survey to examine beliefs about doctors and attitudes towards medication in the general population. The second study analyses a questionnaire survey of hypertensive patients in Greece, conducted for this thesis. The game theoretical approach investigates how conflicts between patients' preferences for information and doctors' effort to supply it may lead to non-adherence. It employs concepts from Behavioural Economics, which combines elements of both Economics and Psychology. The findings demonstrate a strong association between what individuals think of doctors and their attitudes towards medication. Beliefs about doctors are the strongest predictors of non-adherence in both studies. At a population and patient level, Greeks attach a lot of weight to their doctors' opinions and adhere to their recommendations. Finally, the game-theoretical framework shows that doctors' failure to understand patients' need for information may result in patients not adhering. The findings suggest that interventions to improve adherence rates should be built on the basis of a good doctor-patient relationship, where the doctors understand patients' needs, discuss about the treatment and pass on adequate information. The thesis is part of the cumulative knowledge in the area and could lead to further empirical and theoretical investigations.
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Mendoza, Sean Henry Veloria. „Massively multiplayer online games as a sandbox for leadership| The relationship between in and out of game leadership behaviors“. Thesis, Pepperdine University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3619793.

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Given society's increasingly technology centric play and workplace environment, Massively Multiplayer Online Games (MMOs) can be an excellent sandbox to develop future leaders of teams, which are the lifeblood of any organization. MMOs like World of WarCraft provide rich immersive experiences that allow leaders and followers the ability to create highly complex ecosystems that can mimic some of the largest out of game organizations. In game they can potentially gain valuable insights, which can later be applied to the workplace. This study explores Leadership characteristics appearing in and out of game. A combination of identity theories and leadership characteristics provide a greater understanding of possible relationships that may be occurring between leaders and followers; and in and out of multiplayer video game environments. Using transformational leadership as a framework, 6 leaders were interviewed, and assessed with the Multifactor Leadership Questionnaire (MLQ). Also, their guild communities were examined for evidence of leadership behaviors. The results found relationships between a leader's in and out of game characteristics with values and contexts in the workplace between leader, community, and follower. These relationships create and shape the lived experiences of leaders providing them the insights to create connections between relevant contexts in game with their workplace environment. This study identifies leadership stories, that can been employed in the workplace for the benefit of the organization; and the use group play spaces as a place to practice leadership operations of a business. Through these narratives, leaders can better understand the values that shape their identity; the relevant contexts that enabled the appearance of leadership characteristics in and out of game; and an opportunity to connect with a community aligned to teach leaders how to be.

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Kollock, Roger Olen. „The relationship between video game playing habits and reaction time in both males and females of different age groups“. [Johnson City, Tenn. : East Tennessee State University], 2004. https://dc.etsu.edu/etd/890.

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Thesis (M.A.)--East Tennessee State University, 2004.
Title from electronic submission form. ETSU ETD database URN: etd-0331104-085211 Includes bibliographical references. Also available via Internet at the UMI web site.
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Wagner, Alan Richard. „The role of trust and relationships in human-robot social interaction“. Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31776.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.
Committee Chair: Arkin, Ronald C.; Committee Member: Christensen, Henrik I.; Committee Member: Fisk, Arthur D.; Committee Member: Ram, Ashwin; Committee Member: Thomaz, Andrea. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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groezinger, erich yager. „Relationship between pre-season measures of fitness and power to in game measures for a Division 1 collegiate ice hockey team“. Miami University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=miami1468855444.

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Sveinsdottir, Thordis. „Virtual identity as practice : exploring the relationship between role-players and their characters in the massively multiplayer online game 'Star Wars Galaxies'“. Thesis, University of Surrey, 2008. http://epubs.surrey.ac.uk/2112/.

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The objective of this research is firstly, to evaluate claims that cyberspace, due to its inherent qualities, has had an unprecedented effect on how we construct, present and think about our collective and individual identities online and offline. Secondly, it will highlight how people use shared understandings of popular culture products in order to maintain social formations in cyberspace.
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Humphries, Sarah S. Osborne Barbara. „An examination of the relationship between end of season conference rankings and the bowl game selection process in the Atlantic Coast Conference“. Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2009. http://dc.lib.unc.edu/u?/etd,2738.

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Thesis (M.A.)--University of North Carolina at Chapel Hill, 2009.
Title from electronic title page (viewed Mar. 10, 2010). "... in partial fulfillment of the requirements for the degree of Master of Arts in the Department of Exercise and Sport Science Sport Administration." Discipline: Exercise and Sports Science; Department/School: Exercise and Sport Science.
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Thimrén, Linnéa. „Characters as Resources : How Players Relate to Characters in Crusader Kings II“. Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13746.

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In this study, an overview is presented regarding how the mechanics in a resource-based game, specifically Crusader Kings II (Paradox Development Studio 2012), might affect the player's connection to the characters in the game. The study introduces conventions prevalent in grand strategy games, roleplaying games as well as literature theory. Participants of the study played two different versions of a mod for Crusader Kings II (2012), and were interviewed, to find indications for how different players related to characters in the game, what mechanics they valued, and their view on the characters themselves. The conclusions that are reached in the study indicated that there are mechanics in the game that influence the player’s connection to the characters, but that it is, to a certain degree, up to the player as to what extent they are used or employed.
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Ganiere, Catherine Christine. „Women Troubadours in Southern France“. BYU ScholarsArchive, 2007. https://scholarsarchive.byu.edu/etd/1272.

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In the twelfth and thirteenth centuries women troubadours in southern France called trobairitz participated in dialogue or debate poems called tensons with male troubadours. Of the nine existing tensons that include a male and a female voice, we will only analyze five tensons with the known identities of both the trobairitz and the troubadour that debate the subject of love, and we will include the following trobairitz tensons in this paper: Alamanda, Isabella, Garsenda, Lombarda and Maria de Ventadorn. We will discuss the thematic elements these five tensons share. Scholars such as Pierre Bec, Peter Dronke and Katharina Wilson note trobairitz' themes vary from those of traditional male troubadours. Troubadours concentrate on the outward or social manifestations of the courtly love game and values, yet trobairitz focus on the intimate, private pleasures of love by deviating from generally accepted courtly love conventions and social behaviors. Since the subject of love is debated in these five tensons, the personal character in these tensons alludes to the trobairitz's life—circumstances and incidents. A trobairitz's personal character is also illustrated in the tenson by her willingness to show personal qualities about a love relationship and as Deborah Perkal-Balinsky calls it "a willingness to deviate from accepted social behavior or perhaps the rules of the game, in an effort to attain the intimate pleasures in a love relationship" (46). The tensons discussed provide valuable information about trobairitz and courtly love—the publicly displayed values of honor, valor and mercy. At times, trobairitz solicit love by revolting against the courtly love rules to win a man. In courtly love tensons, trobairitz use the literary style, courtly vocabulary and courtly values to express both their support and criticism for the system. Through the use of courtly vocabulary, trobairitz conform to the styles developed by troubadours, yet when trobairitz write as female lovers and poets, they also discard the conventions set forth by troubadours, since they are not male lovers and poets. In each tenson the literary mode is man-in-society, and the theme centers around love"”either the praise of it or the blame from lack thereof or both (Hagen 27). In each of the five tensons, there are three common threads in the trobairitz love relationships: (1) in each tenson we see the personal character of the trobairitz; (2) we see them deviate from the accepted social behavior or the rules of the game; and (3) we witness that the trobairitz are usually unhappy with their love relationships. We will examine each tenson individually regarding these three aspects.
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Bortle, Jennifer Jamieson. „Games people play identity and relationships in an online role-playing game /“. 2005. http://cdm256101.cdmhost.com/cdm-p256101coll31/document.php?CISOROOT=/p256101coll31&CISOPTR=30357.

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Lin, Chin-Hui, und 林錦輝. „Exploring the Relationships between the Behavior of Currency Trading in Free Online Game and the Loyalty of Game Players“. Thesis, 2009. http://ndltd.ncl.edu.tw/handle/nnwydn.

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碩士
淡江大學
企業管理學系碩士在職專班
97
Because of the popularization of networks and the advance of personal computing equipment, the entry barrier is decreasing and the OLG’s quality is also getting more and more elaborate. In addition Otaku economy''s being in vogue, caused the new game to present the speed in recent years to be getting quicker and quicker, but the game life cycle was actually getting more and more short, therefore how did increase player’s loyalty is each game company''s big examination question. Game currency in each kind of transaction behavior, is possibly affects to player’s volition continually, therefore the research takes the research sign by the free OLG, takes the object of study by the free OLG player, in order to discussion player whose each kind of different game monetary operation behavior in OLG, but will affect the volition which will continue to play, and will further relate to game''s loyalty. This research main purpose in discussion: (1) free OLG trades the behavior; (2) free OLG game currency to obtain the origin and so on; (3) Discussion different player category in OLG loyalty in diversity; (4) Disscussion currency trading behavior in free OLG which is defferent diversity in player’s loyalty.There are six player’s transaction behavior in research findings, including of the fictious transaction, the reap profit transaction, the substitution transaction, the general transaction, the friendship transaction and the gamble transaction. There are eight methods to obtain game currency, including of the professional ability, the luck index, the living skill, the commercial tradition, the virtual treasure’s auction platform, to duplicate the NPC goods, to obtain a large number game stages, the currency which due to system error. There are three kind of player category will affect game''s loyalty, including the game mania, the dollar soldier and general player.There are three kind of transaction behaviors most can demonstrate to game''s loyalty including of the substitution transaction, the reap profit transaction, the general transaction.
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Goodman, Peter Styan. „Soil, vegetation and large herbivore relations in Mkuzi Game Reserve, Natal“. Thesis, 2012. http://hdl.handle.net/10539/11291.

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29

Huang, Yu-Hsin, und 黃育歆. „“Familiar Strangers”: Pry into the meaning of the strangers in daily life through MMOG in-game relationships“. Thesis, 2010. http://ndltd.ncl.edu.tw/handle/73515580915642046556.

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CHEN, TSUI-JU, und 陳翠如. „Participation Motivation, Sport Involvement and Interpersonal Relationships in Electronic Sport Game-Evidence from Junior High School Students“. Thesis, 2016. http://ndltd.ncl.edu.tw/handle/jx4jb6.

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碩士
大葉大學
運動健康管理學系
104
This study discussed the mutual effect between participation motivation, sport involvement and interpersonal relationships when junior high school students play the electronic sport game. This study adopted questionnaire survey and took junior high school students in Taoyuan City and Hsinchu City as the research subjectss; 720 valid questionnaires were retrieved in total. The research findings show that: (1) participation motivation in electronic sport game has the positive effect on sport involvement; (2) participation motivation in electronic sport game has the positive effect on interpersonal relationships; (3) sport involvement has the positive effect on interpersonal relationships; (4) the game platform most commonly used by junior high school students is smartphone (accounting for 40.1%); the place where they play sport game most is at home (accounting for 86.8%). Keywords: electronic sport game, participation motivation, sport involvement, interpersonal relationships
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Lin, Chiu-Wen, und 林秋雯. „Study on the Relationships among Player’s Experience, Flow Experience and Satisfaction of Online Game Player in Taiwan“. Thesis, 2009. http://ndltd.ncl.edu.tw/handle/91848523905936959413.

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碩士
德明財經科技大學
服務業經營管理研究所
97
Abstract Online game industry is currently the core of the digital entertainment industry and it is also emerging for just over a decade. According to the 2006 statistics of MIC (Market Intelligence & Consulting Institute) 2006, Taiwan's online gaming population has exceeded 4.5 million; the survey in 2007 showed that for the past three years, the online games has been first of frequently use network entertainment. In November 2008 accordance with Business Next reported that the online games created “Otaku Economy” is one of the few rising trend of the industry under the current downturn period. And in the “Otaku Economy” of sustainable development impetus to the opportunity of demand for the hardware products, peripheral commodities and be course of that the related industries and academia start to pay close attention to the online games development in recent years. But when we look at academic research that the most points of view is problem of Internet addiction brought by online games. However, the undeniable fact that online game creates a virtual space to let players to experience in the game and the player experience and the behavior unifies, the feelings of player from the game experience lead to psychological changes and to obtain experience and if it combine with e-learning features that not only provide entertainment but both function and meaning of education. Therefore, this study has two purposes: One is to construct the online game player’s experience scale, by trying on experiential marketing point of view that four dimensions are extracted with good reliability and validity. For players, audio-visual interactive experience, escapism and interpersonal relationship experience, word-of-mouth experience and game services provided experience are four most important experiences. The second purpose is to analyze the relationships between player’s experience, flow and satisfaction by using structural equation modeling (SEM). Findings and practical implications : 1. Online game player’s experiences have significant direct effects on flow; 2. Online game Player’s experiences have significant direct effects Satisfaction; 3. Online game player’s flow experiences have significant direct effects Satisfaction; 4. Online game player’s flow experiences have significant intermediary effects player’s experience and satisfaction; 5. Promote online game player’s escapism and interpersonal relationship experience to strengthen the flow experience of deepening phase of the game. This study will provide a reference of experience marketing strategy for game industry in the experiential marketing.
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Wang, Yih-Siang, und 王奕翔. „A Study of Relationships among Customer Perceived Value,Emotion Contagion andReconsumption Willingness in Themed Restaurant of Table Game“. Thesis, 2013. http://ndltd.ncl.edu.tw/handle/60203672491714084896.

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碩士
大葉大學
休閒事業管理學系碩士班
101
This study aimed to explore the relationship with perceived value, emotional contagion and reconsumption willingness of customers of table game themed restaurants. Purposeful sampling was adopted to select undergraduate and graduate students in Taichung City for questionnaire survey with a total of 281 valid questionnaires returned. SPSS 12.0 was adopted for data analyses of descriptive statistics, reliability, independent samples t-test, ANOVA, Pearson product-moment correlation, and multiple stepwise regressions. The study found that: (1)There was a significant difference in students with different grade levels on monetary price dimension of perceived value, which showed that graduate students have higher cognition than seniors. (2)Customers with different participation behavior had a significant difference in perceived value, emotional contagion, and reconsumption willingness. In which, the amount of consumption was significantly different from quality level, and different participating time and information sources also showed significant differences on emotional response, monetary price, behavioral price, and reputation. (3)The perceived value of table game themed restaurant customers had a significant positive correlation with reconsumption willingness, which means that the higher customers’ perceived value is, the higher their reconsumption willingness will be. (4)The perceived value of table game themed restaurant customers had a significant positive correlation with reconsumption willingness, which means that the higher customers’ emotional contagion is, the higher their reconsumption willingness level will be. (5)The perceived value, emotional contagion and reconsumption willingness of table game themed restaurant customers were significantly predictive with 38.7% of joint predictive power, of which reputation was the most predictive to reconsumption willingness. Finally, the results of the study were discussed and specific recommendations were provided for restaurant operations and future studies as references.
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NAN, HSU PING, und 許丙楠. „The Relationships of Brand image, Service Quality and Customer Satisfaction: An Example of Online Game in Digital Content Industry“. Thesis, 2014. http://ndltd.ncl.edu.tw/handle/6syzsx.

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碩士
高苑科技大學
經營管理研究所
102
In recent years, Internet applications and diversification driven by the popularity of broadband Internet, the traditional game industry is no longer limited to stand-alone version of the game platform, and transferred to the development of online game. The online game will bring more growth for the broadband access business and other content industries. And it will become an important profit source of Internet industry. In recent years, almost there are growing magnitude of space every year. According to the estimates by MIC , Taiwan's online game market (PC) is expected to reach 17.8 billion NT in 2013, and will be reached the size of the $ 20.8 billion in 2017.Taiwan will be the second largest market after South Korea's in Asia-Pacific region. Therefore, the game market is certainly flourish, but competition is becoming increasingly fierce. Farquhar (1989) pointed out that the brand apart as identification, but also to add value beyond the product features. Farquhar (1989) pointed out the brand apart from as identification, but also to add value beyond the product features. According to the report of World Marketing Research Organization BrandZ pointed out that the brand value of the top five are: 1. Apple: 153.2 billion U.S. Dollars; 2.Google:. 1114 billion U.S. funds; 3.IBM: 1008 billion U.S. funds; 4 McDonald: 81 billion U.S. Dollars ; 5 Microsoft: 78.2 billion USD (from Brandz 2011). We can find from the report that the ranked fourth brand value McDonald, it provide commodity prices are relatively cheaper products than Microsoft , but its brand value is higher than Microsoft, you can see a good and strong brand indeed able to add value beyond the product features. This study is based on online game consumers(players) of the digital content industry. Using regression analysis "regression analysis" in order to understand the impact of the dimension on "brand image"、"quality of service" and "customer satisfaction"; and using the canonical analysis"correlation" to explore the degree of association between each dimension. Finally, based on the research results, to make recommendations of management practices and future researchers for the business community and the academic reference.
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Wei, Ju-chen, und 魏汝真. „The Study on the Relationships between Online Game and Internet Addiction tendency:a case study of office-worker-players in 〝World of Warcraft〞“. Thesis, 2008. http://ndltd.ncl.edu.tw/handle/70448149944340856488.

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碩士
立德大學
休閒管理研究所
96
Internet is one of the most powerful means of media in the 21st century. It influences different aspects of our life, including commercial behaviors, interpersonal relationship and even life style. Because of this, many issues are discussed, such as the characteristics of the internet virtual culture, the life style formed newly by the net, and the pressure of our working habits. The space created by the internet is changing the way of our thinking, our districts and even how we think about ourselves. The virtual world in online games also influences our life itself. Online games have gradually become more and more important to many people. And at the same time, Internet Addiction Disorder is found, which is getting more and more attention nowadays. Yet, nearly all local and overseas IAD surveys target on the college and high school students only. The point now is that online game users are found everywhere, and they are not only students. Therefore, this research, mainly serves as a pioneer, is focus on discussing the relationships between the working class and Internet Addiction Disorder. By means of interviews and questionnaires, I aim at finding out: (1) the present situation of how the working class involves in online games; (2) the motivation of the participation of the working class in playing online games; (3) the reasons contribute to the IDA of the working class. From the analysis of this research, it is believed that the largest working class group of the users of the online game 〝World of Warcraft〞is the young adults. Most of them have received higher education and they are more likely to work in the field of information technology. Many of them are single, so they are more likely to have more spare time in engaging in the online game. They are mainly motivated by seeking for entertainment for themselves, their preference to the content of the game, killing free time and alleviating their own pressure. Regarding to the Internet Addiction Disorder of the working class users, most of them show they are more likely to feel depressed when they have found that the internet cannot be assessed, or they are forced not to use the internet. On the other hand, the duration they assess to the game (and the longer the better), and whether they are satisfied with the game, have positive effects on themselves. It is also found that the main difference between working class players and student players is that the working class players tend to view the game as only one of their many spare time activities. The main purpose of playing the game is for entertaining as well as killing spare time. Their performance in their work and the maintenance of their family as well as the interpersonal relationship are not influenced by playing the online game.
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Wu, Yu– Huei, und 吳育惠. „A Study of Relationships among On-line Game Involvement, Concentration and Learning Attitude for Fifth and Sixth Graders of Elementary School in Tainan City“. Thesis, 2016. http://ndltd.ncl.edu.tw/handle/36508037016034165911.

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碩士
康寧大學
資訊傳播研究所
104
The main purpose of this study is to investigate the online games involvement, concentration and learning attitude of students who are at the fifth and sixth year grade from the elementary schools in Tainan City. This study is based on questionnaires in a random sampling out of 500 elmentary school students from each different-sized school for the study, with the return of 487 questionnaire, the effective rate was 97.4%. The staticstics analysis is applied by the mean, standard deviation, t-test, single factor analysis of variance, Pearson product moment correlation coefficient and regression analysis for the survey. To summarize the statistics results, the conclusions are described as below. 1. The involvement rate of online games among school boys is higher than girls. 2. There is statistical significance of the online games involvement outcome related to the parents view. 3. There is positive correlation of online games involvement outcome related to the parents attitude. 4. There is significantly negative correlation of online games involvement in the concerntration and learning attitude. 5. There is significant positive correlation in the concentration and learning attitude. The intention of the survey conclusions is to advise the education authorities, schools and parents how to assist the school children on learning how to manage the online game in their daily life, reduce the spending time on online games, have a less negative affect on learning concentration and attitude.
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Chiu, Chiung Yu, und 邱瓊玉. „A study of the relationships among On-line Game Behaviors, Family Atmosphere and Creative Tendency of Vocational High School Students in Taipei City and County“. Thesis, 2008. http://ndltd.ncl.edu.tw/handle/00032154996353198435.

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碩士
國立臺灣科技大學
技術及職業教育研究所
96
The purpose of this study was to understand the relationship among online game behaviors, family atmosphere and creative tendency of vocational high school students in Taipei City and County. This study was conducted through questionnaire survey. Three assessment tools were implemented, which include “CAP/Test of Divergent Feeling” revised by Dr. Hsin-Tail Lin and Dr. Mu-Long Wang, the “Family Life Inventory” revised by this study and a self-developed “Online Game Inventory”. There were 500 student participants from 13 vocational high schools in Taipei City and County. The total number of valid return was 413 and with a valid return rate of 85.51%. The results showed that there were significant differences between family atmosphere and online game behaviors. It revealed that family atmosphere played a role in online game behaviors. Moreover, there were no significant differences between online game behaviors and creative tendency; however, the history of playing online games and the hours played per week had significant differences in the complexity factor of creativity. Additionally, there were no correlations between family atmosphere and creative tendency; but, it had correlations among brotherhood, function of family and interrelationships among family members. Based on the findings, it was suggested that parents could discuss and make rules with children for the time of playing online games as well as plan appropriate leisure activities together.
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Chen, Mei-Ying, und 陳玫瑛. „The Study on the Relationships among Brand Awareness, Customer Value, Repurchase Intention, and Online Word-of-Mouth-in Case of the Online Game “World of Warcraft”“. Thesis, 2008. http://ndltd.ncl.edu.tw/handle/2cvcrf.

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碩士
淡江大學
管理科學研究所碩士班
96
In these years, based on rapid development and popularization, Internet and high-speed broadband have already gone deep into each family in Taiwan. That provides convenience and entertainment to everyone. However, the market of Online game in Taiwan has been intense competition for several years. So how to create value for game player and keep them to stay on the game becomes the important topic for study. This study mainly investigates the relationships among brand awareness, customer value, repurchase intention, and online word-of-mouth. "World of warcraft" (wow) was selected as this research object. 340 questionnaires were issued and 280 valid replies were received. This study uses the structural equation model to empirically explore the relationships among brand awareness, customer value, repurchase intention, and online word-of-mouth. The research results indicate that brand awareness has an effect on repurchase intention and online word-of-mouth through customer value, and customer value has a full mediation effect.
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CHANG, WAN-JU, und 張完如. „Research related to Junior High School students' choice of mobile phone game types, and the associated personality traits and interpersonal relationships thereof — A municipal Junior High School in Taichung case study“. Thesis, 2016. http://ndltd.ncl.edu.tw/handle/3r768r.

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碩士
亞洲大學
休閒與遊憩管理學系碩士在職專班
104
This study aims to investigate the reletion among personality trait, mobile game and interpersonal relationship. The personality trait includes six factors, Extraversion, Negative dominant, Neuroticism, Agreeableness, Conscientiousness and Intellect. The mobile game includes ACT, AVG, RPG, RCG, RTS, SPG, STG,RG,CG, PZG. The interpersonal relationship includes three factors, peer, family and teacher-student relationships. An empirical study was conducted to test the relationships among them. Questionnaires were administered to 1,055 junior high students. The Pearson's correlation analysis was used to test the relationships. The results demonstrate that: 1. The personality trait has correlation on interpersonal relationships. 2. The mobile game has correlation on the personality trait. 3. The mobile game has correlation on interpersonal relationships. This finding contributes to an expanded understanding of the factors that influence junior high students’ the relation between of mobile game and the personality trait, the relation between of mobile game and interpersonal relationships.
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Lian, Shih-Ho, und 連世和. „The Study Of Relationship Maintaining In Online Game“. Thesis, 2006. http://ndltd.ncl.edu.tw/handle/24549312848807423227.

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碩士
國立交通大學
經營管理研究所
94
To survive under the bubble economy and great competition on the Internet, many enterprises are seeking to remain their old customers on one hand, and attract the new ones on the other hand. However, to do this, the enterprises will have to efficiently grasp the value of the online customers. Data were analyzed using Linear Structure Relation (LISREL) to examine the theoretical (causal) model. The sample was acquired through a web-bases data collection and the questionnaire was placed on a web site where respondents could access and complete the survey. Survey work was conducted from 2005/11/21 to 2005/12/4. 1560 surveys are returned and 1361 surveys are usable. The major results are as following: First, Firm Expertise、Privacy Emphasizing and Interaction Satisfaction had a significant influence on Trust. Second, Firm Expertise、Customer Expertise、Frequency of interaction、Interaction Satisfaction and Termination Costs positively affect dependent. Third, Trust and Dependent directly affect Commitment.
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TSAI, CHUN-HUI, und 蔡駿暉. „The Relationship among Game Type Preference, Flow Experience, Serious Leisure, and Attachment in Board game Players“. Thesis, 2017. http://ndltd.ncl.edu.tw/handle/jfe8w4.

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碩士
國立高雄餐旅大學
觀光研究所
105
This study attempts to explore whether the boardgamers have different preferences for game type, as well as their flow experience, serious leisure and attachment to the barodgame activities. First, the gamers was divided into 4 categories according to the players’ cognitive load and players’ interaction in the game activities, and then exams the game type preferences by different population variables of the players. Second, a comparison in the flow experience, serious leisure and attachment of players by different types of game preferences. Finally, the study verified the relationship of 3 variables: flow experience, serious leisure and attachment through the structural equation model. A total of 400 questionnaires were delivered in boardgame café and association by convenient sampling and 363 valid questionnaires were collected. The results showed that the subjects with different educational level, age, occupation, personal income, marital status, participation time and game playing time had significant differences in cognitive facet of game type preference, and players of different game type preference also show significant differences in some facets of flow experience, serious leisure and attachment. In structural equation model, flow experience have a significant influence on serious leisure and attachment, and indirectly affect attachment through the serious leisure as mediator. Finally, the study suggested that the board game designers would enhance the player's sense of challenge, focus and autotelic experience by adding more difficulty and strategic thinking, and need to avoid the rules of excluding players from the game activity. There are recommendation like: training session and charge-free times for boardgame new comer, strengthening players’ social interaction and knowledge exchanges in order to deepen their recognition of the boardgame activities and maintaining their relationship with the boardgame cafe
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Wu, Wei Non, und 吳唯農. „The Study of Relationship Quilty In Taiwan Online Game Industry“. Thesis, 2005. http://ndltd.ncl.edu.tw/handle/20560856405676568288.

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碩士
國立交通大學
傳播研究所
93
Because the successful business model in the great depression of the internet, so online game is considered the killer application. Compare online game with the other information industries, it has much more characteristics of service industry. Due to the heterogeneity、intangibility、perishability、inseparability which are the features of the service industry, the online game needs to be managed with some particular concept. The best strategy to overcome the intangibility is Relationship Marketing. So it is important to find how the influence of「Corporate Image」and「Service Quality」on the quality of the Relationship Quality. The study focus on:Does the game player’s cognition of the Relationship Quality of the online game industry in Taiwan can be affect by Corporate Image and Service Quality? Which is the most important construction of them? After the research procedure of Convenience Sampling and Internet inquiry form, this study has collected 1526 questionnaires. The total figures of effective questionnaires were 993, which is eliminated from ineffective questionnaires. This research found:(1)The Corporate Image is significance correlation with Relationship Quality. (2)The Service Quality is significance correlation with Relationship Quality and compare with other industries, Corporate Image has a great influence than Corporate Image(3)Relationship Quality is composed of Trust, Satisfaction and Commitment, and the satisfaction has the great influence on loyalty.
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Chen, Shun-Yi, und 陳順義. „The Relationship between Basic Skills, Sport Fitness and Game Performance in Basketball“. Thesis, 1996. http://ndltd.ncl.edu.tw/handle/79531294402620136959.

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43

Neto, Abel João Gavinho Vaz Tavares. „Exploring how the Game Master-Player relationship influences narrative in video games“. Dissertação, 2016. https://repositorio-aberto.up.pt/handle/10216/85225.

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O objectivo deste estudo é explorar como a relação entre os participantes de jogo que assumem o papel de Game Master e os que assumem o de jogador influencia a narrativa nos videojogos. Esta relação, escassamente explorada em jogos de computador, existe há décadas em jogos de tabuleiro, um dos primeiros exemplos sendo o Dungeons & Dragons, no qual um participante assume o papel de árbitro e contador de histórias, controlando todos os aspectos do jogo excepto as acções dos jogadores. Através do desenvolvimento de um protótipo de jogo, descobrimos que existe valor na inclusão desta assimetria em jogos de computador, e avaliamos a sua viabilidade e vantagens/desvantagens.
The purpose of this research is to explore how the relationship between game participants that assume the role of Game Master and those that have that of Player influences narrative in videogames. This relationship, barely explored in computer games, has existed in board games for decades, one of the first examples being Dungeons & Dragons, in which a game participant acts both as a referee and as a storyteller, controlling all aspects of the game, except for the actions of the players. Through the development of a game prototype, we found that there's value in including this asymmetry in computer games, and evaluated its viability and benefits/disadvantages.
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Neto, Abel João Gavinho Vaz Tavares. „Exploring how the Game Master-Player relationship influences narrative in video games“. Master's thesis, 2016. https://repositorio-aberto.up.pt/handle/10216/85225.

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O objectivo deste estudo é explorar como a relação entre os participantes de jogo que assumem o papel de Game Master e os que assumem o de jogador influencia a narrativa nos videojogos. Esta relação, escassamente explorada em jogos de computador, existe há décadas em jogos de tabuleiro, um dos primeiros exemplos sendo o Dungeons & Dragons, no qual um participante assume o papel de árbitro e contador de histórias, controlando todos os aspectos do jogo excepto as acções dos jogadores. Através do desenvolvimento de um protótipo de jogo, descobrimos que existe valor na inclusão desta assimetria em jogos de computador, e avaliamos a sua viabilidade e vantagens/desvantagens.
The purpose of this research is to explore how the relationship between game participants that assume the role of Game Master and those that have that of Player influences narrative in videogames. This relationship, barely explored in computer games, has existed in board games for decades, one of the first examples being Dungeons & Dragons, in which a game participant acts both as a referee and as a storyteller, controlling all aspects of the game, except for the actions of the players. Through the development of a game prototype, we found that there's value in including this asymmetry in computer games, and evaluated its viability and benefits/disadvantages.
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45

CHEN, MEI-CHING, und 陳玫菁. „A Study of the Relationship among Mobile Game Motivation, Mobile Game Behavior and Life Adaptation for Senior Students in Elementary School in Hualien“. Thesis, 2018. http://ndltd.ncl.edu.tw/handle/r6be3d.

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碩士
大葉大學
教育專業發展研究所
106
The main purposes of this study were to explore the relationship among mobile game motivation, mobile game behavior and life adaptation for senior students in elementary school in hualien. The study was conducted through the Survey techniques and participators were 198 students from Hualien. The data analysis on descriptive statistics, factor analysis, reliability analysis, t-test, Pearson’s correlation and multiple regression analysis of the SPSS 20.0. The results of this study found that: (a) There are some significant differences in the differences between mobile game motives, mobile games behavior, and life adaptation for senior students in elementary school in different background variables. (b) There is a significant correlation between mobile game motives and mobile game behavior for senior students in elementary school. (c) There is a significant correlation between mobile game motives and life adaptation for senior students in elementary school. (d) There is a significant correlation between mobile game behavior and life adaptation for senior students in elementary school. (e) Mobile game motives and mobile games behavior for senior students in elementary school can have a significant predictive effect on life adaptation. Based on the findings of the study, this study will provide families, school units and educational institutions with a better understanding of the current impact of mobile games on children's life. It is hoped that this research can provide reference and adjustment to education methods for relevant educators.
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Liu, Kuan-Lin, und 劉冠麟. „The effect of couple interaction in online game「LOL」 on their offline relationship“. Thesis, 2016. http://ndltd.ncl.edu.tw/handle/94055970093080603952.

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碩士
國立交通大學
傳播研究所
105
The current study explored how couples playing online game jointly with different interaction influence their off-line relationship. The interaction in online games was divided into stimulated interaction which was forced by the game design and natural interaction meaning that individuals communicate with others voluntarily in the game. The study assessed the effects of positive relationship maintenance in different levels of online game interaction and the moderator effect of gender on relationship. 14 respondents (seven couples) were interviewed to develop the interaction scales. After controlling other online and offline activities in couples’ daily communication, the study evaluate the variance between playing online game and couple relationships. Results of SEM found that both stimulated and natural interaction increases the level of relationship satisfaction and positive relationship quality, but not decreasing the level of negative relationship quality. And there is no moderator effect of leisure satisfaction on relationship.
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47

Ron, Tamar. „The dynamics of social relationships among female Chacma baboons (Papio cynocephalus ursinus) in Zululand“. Thesis, 1993. http://hdl.handle.net/10413/10878.

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The focus of this study is the effect of environmental conditions on the social relationships among females in a free-ranging troop of chacma baboons (Papio cynocephalus ursinus), in a southern woodland habitat. The female dominance hierarchy, rank related differential costs and benefits to individuals, and the nature of special relationships between females, were followed. The study was conducted for a total of 18 months during three years, at Mkuzi Game Reserve, Zululand, South-Africa. The study troop occupy a rich woodland habitat with abundant food resources. Visibility under these conditions is poor and the baboons are subjected to leopard predation. Intra-troop competition for food among female primates and its effect on lifetime reproductive success, has been widely stressed to be a major cost for low ranking females. No evidence of competition for food was found among females at Mkuzi. It is suggested that the main cause for mortality may be predation by leopards, and that females compete mainly over a safe spatial position. The following characteristics of female sociality at Mkuzi may support this suggestion: 1. While no indication of rank related feeding behaviour, reproductive success, or 'attractiveness' to others was found, the higher ranking females had more access to central, and thus better protected, spatial positions in the troop. 2. The importance of social associations among females at Mkuzi seems to lie in mutual grooming and protection from predation by the vicinity to each other, and not in coalitionary support. Female associates were thus not necessarily adjacent ranking and probably not kin. 3. Although female dominance hierarchy was usually stable, the lowest ranking adult female has promoted her rank independently, following the disappearance of her only female associate and during her pregnancy, when she was probably subjected to high risk of predation. 4. Following troop fission, most females chose to improve their own rank position by adopting the AYS strategy (Abandon Your immediate Superior in rank), rather than joining associates. It is suggested that the resident males were responsible for the initiation of troop fission, in order to decrease the high cost of sexual competition to them, by reducing the number of males in each daughter troop. High intensity of competition between males was the result of the high female reproductive success. Risk of predation, and therefore the cost to individual females, increased after fission. This study may present an additional accumulating behavioural evidence on adaptations environmental conditions. the of flexibility primates example to of social and to various environmental conditions.
Thesis (Ph.D.)-University of Natal, Pietermaritzburg, 1993.
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48

Lin, Cheng-Wen, und 林政文. „The Relationship Among Mobile Game Behavior , Leisure Satisfaction and Mobile Game Addiction-A Case Study of the Middle School Students in Kaohsiung City“. Thesis, 2015. http://ndltd.ncl.edu.tw/handle/m4hqtg.

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碩士
義守大學
資訊管理學系
103
Playing mobile phone games become one of the high school students’ main activities. This study investigates the relationship of playing mobile games, leisure satisfaction and mobile game addiction. This study used the questionnaire survey method. There are 1293 effective samples in total. Descriptive statistics, analysis of variances, independent-test, χ2 test and Pearson''s product-moment correlation coefficient methods are used to analyze the data by using SPSS20.0. The results are listed below: 1.There are different significantly between high school students’ background and leisure satisfaction. 2.There are different significantly between high school students’ background and mobile game behavior. 3.There are different significantly between high school students’ background and mobile game addiction. 4.There are different significantly between mobile game behavior and leisure satisfaction. 5.There are different significantly between mobile game behavior and mobile game addiction. 6.Leisure satisfaction and mobile game addiction are positive correlated. Finally, we make suggestions to the board of the education and parents. We also offer some methods to the schools to manage the mobile phone policy of students’ phone using in school.
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49

Chang, Cheng-Wei, und 張政偉. „Researching Online game in the Relationship Linking Product quality, Product value, and Satisfaction, Repurchase intention“. Thesis, 2010. http://ndltd.ncl.edu.tw/handle/85404740880571712717.

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碩士
亞洲大學
經營管理學系碩士班
98
The purpose of this study is to examine the online game product quality, product value on satisfaction with purchasing the relevant research between the repurchase intention, on-line game grows up vigorously on network in recent years in the rapid development has brought huge business opportunities for various manufacturers competing to become the endorsement of games in the future, even those industry who uphold the domestic made games by the mselve are occupied a good place, within the literature of the past, it has not have product quality topic on product value and satisfaction and repurchase intention relationship between for the online games research, and therefore, this research hopes to provide online gaming industry to development of business opportunities in the future. In this study, "product quality", "product value", "satisfaction", "repurchase intentions" surface design scale of four options, as a research questionnaire for online games in Taichung area have come into contact with target consumers will recover the data to do reliability analysis, t-test, one-way ANOVA, descriptive statistics, AMOS structural equation modeling analysis, Studies produce the "product value" for "satisfaction" and "repurchase intentions" have a significant level of influence, and acting as intermediaries between the effect and impact of interference effects. Finally, to offer the specific and practical suggestions for the online game industry.
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50

SON, PHAM VU HONG, und 范武宏山. „MODELING COOPERATION IN TIME BASED ON APPROPRIATE GENERAL CONTRACTOR-SUBCONTRACTOR RELATIONSHIP USING GAME THEORY CONCEPT“. Thesis, 2010. http://ndltd.ncl.edu.tw/handle/98956222134182296906.

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碩士
國立臺灣科技大學
營建工程系
98
Time, as one of most important factors in a successful construction project, can be traded between general contractor and subcontractors, as well as among subcontractors in sequential projects. In optimal case for trading time, they have reasonable incentive to cooperate. Moreover, relationships between general contractors and subcontractors – different level, and among subcontractors – same level as well also influent to their profit. The purpose of this study is to address the challenges in time management and finding the rational profit allocation among contractors. Based on game theory with Stackelberg model and Pareto optimal is applied to imitate complicated relationships in two-level game. Finally, a case study is represented to more comprehensively illustrate the problem. Results from utilization of the proposed model show that while optimizing total profit, all contractors can negotiate to fairly distribute benefits from cooperation in core space. The Shapley value and the nucleolus concepts can be suggested as well.
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