To see the other types of publications on this topic, follow the link: Boar games.

Dissertations / Theses on the topic 'Boar games'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 dissertations / theses for your research on the topic 'Boar games.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

Lundmark, Martin. "The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22065.

Full text
Abstract:
The gaming industry is changing, and new games and gaming experiences are being developed. From board games to video games, to the latest AR and VR games. Right now, developers are trying to develop experiences that combine the real and the virtual into one wholesome and believable mix. This gives new opportunities to implement technology in classical artifacts. In the context of board games there are several tangible pieces, and the dice is the chosen main character for this study. Placed in the middle, between board games and digital games, AR games comes now. Previous research of board game
APA, Harvard, Vancouver, ISO, and other styles
2

Rören, Jonas. "Best of Both Worlds: A Platform for Hybrids of Computer Games and Board Games." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22398.

Full text
Abstract:
This report describes my work with developing a game for a gaming platform that enables hybrids between board games and computer games. My ambition has been to develop a game that takes advantage of the novel possibilities that this platform permits. Among those are to operate with a combination of the computer game traits of complexity in the games and ease of playing; as well as the board game / card game traits of combining social dynamics around a game session with ability to keep information hidden from other players. This is accomplished by a combination of mobile phones and a computer c
APA, Harvard, Vancouver, ISO, and other styles
3

Sareh, Narges. "Effects of Gender and Type of Board Game on 4-year-olds Engagement in Board Games." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/3033.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Rudvi, Emil. "Digital Game Mechanics : to create an analog board game prototype." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3282.

Full text
Abstract:
Analog games misses a lot of quick games in terms of game time and play time in the FPS genre. This genre often takes more time to play in an analog game. Could the game play become quicker by examining the different game mechanics in order to give the players a smoother game play by a reduction of downtime. Game mechanics that could be found in a digital FPS game such as Doom III, were converted to a prototype. These digital gameplay mechanics were converted so that an analog game could be played simultaneously. These game mechanics decrease the game time and down time in a way that a game us
APA, Harvard, Vancouver, ISO, and other styles
5

Bränström, Niclas. "Minimalist design for children’s games." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22638.

Full text
Abstract:
The aim of this report is to see whether the graphic design of a game influences children’s will to play games. I am especially looking at minimalist graphic design and how well it works for a game aimed at children age 7-9. Does the style of the game design have any impact at all concerning the children’s wish to play the game or is the game mechanic all that matters. The final results concluded that although the graphic design plays a part in the children’s willingness to play the game the game mechanics are by far the biggest factor in whether children will play the game or not.
APA, Harvard, Vancouver, ISO, and other styles
6

Horta, Miguel Ângelo Dias. "Robot plays board games with human." Master's thesis, Universidade de Aveiro, 2018. http://hdl.handle.net/10773/23800.

Full text
Abstract:
mestrado em Engenharia Eletrónica e Telecomunicações<br>O campo da robótica tem-se desenvolvido a um ritmo impressionante. O dia em que os robôs serão uma constante dentro da sociedade está mais perto do que nunca. No entanto, na cultura popular os robôs ainda são vistos como uma ameaça, desconsiderando os seus benefícios. Este medo irracional precisa de ser desmistificado. Uma das opções para melhorar a perceção da humanidade em relação aos robôs, pode basear-se na disseminação de robôs de entretenimento. Este tipo de robôs, que ´e desenvolvido com o único objetivo de trazer felicidad
APA, Harvard, Vancouver, ISO, and other styles
7

Upadhyay, Indrima. "ANALYSIS OF Q- LEARNING BASED GAME PLAYING AGENTS FOR ABSTRACT BOARD GAMES WITH INCREASING STATE-SPACE COMPLEXITY." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami1627681408588176.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Keuling, Oliver. "Managing wild boar - Considerations for wild boar management based on game biology data." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2010. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-38928.

Full text
Abstract:
Objectives To prevent economic problems by high wild boar populations, an effective and biologically based wild boar management has to be established. A lot of wild boar research has been done in the last decades. However, game managers were not able to incorporate this knowledge into the development of effective management strategies. Thus, furthermore studies have to be accomplished to expand wild boar science and management. This thesis, based on a radiotelemetric study in southwestern Mecklenburg–Western Pomerania, presents research results on wild boar space use patterns, dispersal, group
APA, Harvard, Vancouver, ISO, and other styles
9

Pujol, Nicolau Gaspar. "Traditional Cosmological Symbolism in Ancient Board Games." Doctoral thesis, Universitat Internacional de Catalunya, 2009. http://hdl.handle.net/10803/387431.

Full text
Abstract:
Aquest treball d'investigació analitza una selecció dels jocs de tauler més antics coneguts, trobant-hi els elements simbòlics clau del simbolisme cosmològic tradicional. Els jocs són part del patró estructural universal (com la dança o l'art) i apareixen a totes les cultures al llarg del temps. En ells hi podem veure reflexades les creences, valors i cosmovisió dels pobles que hi jugaven. Per això els jocs de tauler antics tenen un valor simbòlic i gnoseològic (que complementa el seu ús més lúdic i pragmàtic). Aquest valor, com hem vist al llarg de la recerca, es basa en la cosmologia tradic
APA, Harvard, Vancouver, ISO, and other styles
10

Mangolas, Athanassios Anastassios. "An Ada library for positional board games." Thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-06082009-171004/.

Full text
APA, Harvard, Vancouver, ISO, and other styles
11

Townshend, Philip. "Games in culture : a contextual analysis of the Swahili board game and its relevance to variation in African Mankala." Thesis, University of Cambridge, 1986. https://www.repository.cam.ac.uk/handle/1810/250894.

Full text
APA, Harvard, Vancouver, ISO, and other styles
12

Lind, Fredrik. "Visual Scripting for AR Board Games in Thrymd." Thesis, Luleå tekniska universitet, Datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86071.

Full text
Abstract:
In recent years, the interest in Augmented Reality (AR) applications for entertainment and productivity has grown. One company exploring this technology is LAZER WOLF STUDIOS, the developers behind Thrymd: an AR-driven board games platform powered by the Unity engine.  This paper details the development of a visual scripting framework, meant to provide end users with a means of developing their own games for the platform, without significant programming or background knowledge required. A graph-based visual language was implemented in a custom Unity editor window, in order to maintain a famili
APA, Harvard, Vancouver, ISO, and other styles
13

Tisdelle, Drew D. "A JavaScript Library for Hybrid Physical/Digital Board Games." Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-theses/1374.

Full text
Abstract:
Throughout the last decade handheld tablet devices have become a common part of the lives of many people. While these tablets have been widely used for games, they have been rarely used as a medium for board games in which the tablet is the game board and players interact with it using physical game tokens. The main topic of this thesis is to research past attempts at creating tablet-based board games and to use the knowledge gained from this research to develop a new, more accessible way to develop games for this medium. The Minotauros JavaScript Library, which was created to allow developers
APA, Harvard, Vancouver, ISO, and other styles
14

Larsson, Andreas, and Jonas Ekblad. "Physical vs Digital Tabletop Games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20793.

Full text
Abstract:
This paper shows the difference in User Experience between Physical and Digital tabletop games. The goal of the project is to get an understanding of how and why playing tabletop games differentiates depending on the platform. Seven tabletop games have been chosen from different genres with an official digital adaptation. We’ve measured four key factors, Usability, Aesthetics, Social Connectivity and Engagement. The key factors have been used to gather User Experience metrics that were used to compare the digital and physical versions of the tabletop games. The result from this thesis is that
APA, Harvard, Vancouver, ISO, and other styles
15

TÅNGNE, AMILIA, and IRINA DOBROSMYSLOVA. "Higg Index Learning Board Game." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17389.

Full text
Abstract:
The background of this project is the need of a better understanding of what sustainable development is and what tools can be used in the fashion supply chain to decrease its ecological footprint. For that purpose the researchers have endeavored to create a new learning board game for fashion industry students that could teach them the basic principles of sustainability and Higg Index. The developed Higg Index Board Game is part of the collaborative work of Swedish School of Textiles and Sustainable Apparel Coalition. The study about the teaching effect of the new game was carried out with a q
APA, Harvard, Vancouver, ISO, and other styles
16

Stewart, Ian J. "The Gloucester Tabulae set : its discovery and interpretation." Thesis, University of Bristol, 1993. http://hdl.handle.net/1983/bbee0205-8012-47c2-a2fe-5b4c942a130c.

Full text
APA, Harvard, Vancouver, ISO, and other styles
17

Hsu, Carolyn P. "Interactions between physical and virtual space : the influence of game environments on graphic design problem solving /." Online version of thesis, 2007. http://hdl.handle.net/1850/4843.

Full text
APA, Harvard, Vancouver, ISO, and other styles
18

Öberg, Viktor. "EVOLUTIONARY AI IN BOARD GAMES : An evaluation of the performance of an evolutionary algorithm in two perfect information board games with low branching factor." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11175.

Full text
Abstract:
It is well known that the branching factor of a computer based board game has an effect on how long a searching AI algorithm takes to search through the game tree of the game. Something that is not as known is that the branching factor may have an additional effect for certain types of AI algorithms. The aim of this work is to evaluate if the win rate of an evolutionary AI algorithm is affected by the branching factor of the board game it is applied to. To do that, an experiment is performed where an evolutionary algorithm known as “Genetic Minimax” is evaluated for the two low branching facto
APA, Harvard, Vancouver, ISO, and other styles
19

Gustafsson, Axel. "Supporting Immersion of Board Games utilising Phone-based Augmented Reality." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21918.

Full text
Abstract:
This thesis investigates a possibility of using phone-based Augmented Reality in a board game-setting in order to support immersion for experienced board game players. Using a user-centered design approach with workshops, interviews and play sessions to understand the qualities and applicability of phone-based Augmented Reality in combination with a board game, the research contributes with an advisory conclusion for future designers developing a board game including phone-based Augmented Reality components.
APA, Harvard, Vancouver, ISO, and other styles
20

Gaudl, Swen. "Design and refinement of NPC rules in digital board games." [Ilmenau] [Univ.-Bibliothek], 2009. http://d-nb.info/995970564/34.

Full text
APA, Harvard, Vancouver, ISO, and other styles
21

Patel, Jaitra. "Balance It! : Designing a game-based learning tool for strategic sustainable development." Thesis, Uppsala universitet, Industriell teknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-422718.

Full text
Abstract:
In recent times, companies have been motivated to transition towards sustainable development. This motivation is driven by several external and internal factors such as awareness about limited resources, environmental degradation, economic profitability, changes in regulations, etc. Transitioning towards sustainability is not an easy task. There can be several challenges such as the multi-dimensional aspect of sustainable development, changes in workflow , investing in/inventing new technology , etc. T o tackle these challenges, a strategic transition is required. In order to help organization
APA, Harvard, Vancouver, ISO, and other styles
22

Whitlock, Katherine Lynne. "Theatre and the video game beauty and the beast /." Columbus, Ohio : Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1086119742.

Full text
Abstract:
Thesis (Ph. D.)--Ohio State University, 2004.<br>Title from first page of PDF file. Document formatted into pages; contains ix, 264 p.; also includes grafics (some col.). Includes abstract and vita. Advisor: Lesley K. Ferris, Dept. of Theatre. Includes bibliographical references (p. 246-264).
APA, Harvard, Vancouver, ISO, and other styles
23

Zsiga, Bálint. "Gambiance : EXPLORING NEW ROLES OF LIGHT IN BOARD GAMES BEYOND ILLUMINATION." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-187045.

Full text
Abstract:
In this thesis we will present a study on using lighting to enhance the gameplay of modern board games. Informed by observing board gaming events and getting engaged on forums we learned that besides debating strategies and the game mechanics, another regular discussion is on how to create good environments for games and playing. Based on our findings we frame the design space of light extended board games and propose three types of roles that lighting could play in board games to enhance the gameplay experience: (1) ambiance support for decorative purposes, eg. creating thematic atmosphere, (
APA, Harvard, Vancouver, ISO, and other styles
24

Nivens, Ryan Andrew, and Rosemary Geiken. "Using a Computer Science-based Board Game to Develop Preschoolers' Mathematics." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/3040.

Full text
APA, Harvard, Vancouver, ISO, and other styles
25

Martin, Eleanor. "It's a team game : exploring factors that influence team experience." Thesis, University of Sussex, 2015. http://sro.sussex.ac.uk/id/eprint/57322/.

Full text
Abstract:
Many multiplayer games feature teams, and whether they are pitted against each other or against the game itself it seems likely that the way these teams bond will affect the players' experience. What are the factors that influence the experience of being a team member in a game? To what extent can the game designer manipulate the cohesion of the teams by changing the game design? How does the satisfaction of the player with their team relate to their feeling of cohesion? How does cohesion differ between tabletop and online games? These issues become particularly important where the group dynam
APA, Harvard, Vancouver, ISO, and other styles
26

Murphy, Patrick. "Using board games as neuropsychological tests with children with acquired brain injury." Thesis, University of East London, 2017. http://roar.uel.ac.uk/6790/.

Full text
Abstract:
This research project investigated the use of two board games, Guess Who and Connect 4, as initial neuropsychological assessment measures with children and young people. The validity of novel measures derived from game-play was investigated in a group of typically developing participants (N=14). The level of engagement offered by the games and the potential ecological validity of this assessment method was also investigated. This was to identify potential additional benefits to this method of assessment compared with traditional testing procedures. The performance of a small group of participa
APA, Harvard, Vancouver, ISO, and other styles
27

Evensen, Erik A. "Making it Fun: Uncovering a Design Research Model for Educational Board Game Design." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1247862315.

Full text
APA, Harvard, Vancouver, ISO, and other styles
28

Byles, Hestie Sophia. "The impact of a board game as parent guidance strategy to reinforce Cognitive Control Therapy in the home environment." Diss., Pretoria : [s.n.], 2007. http://upetd.up.ac.za/thesis/available/etd-11132007-113100/.

Full text
APA, Harvard, Vancouver, ISO, and other styles
29

Hannan, Joseph. "Formative Evaluation of a Family Cooperation Board Game." UKnowledge, 2017. http://uknowledge.uky.edu/hes_etds/50.

Full text
Abstract:
A lack of credible evidence demonstrating the effectiveness of play therapy and the use of therapeutic board game in play therapy exists (Phillips, 2010; Matorin, 1996). Parent involvement is a key variable in the effectiveness of play therapy (Kottman, Stother, and Deniger, 2001). Formative research was used in this study to evaluate of The Super Family Board Game™ (SFBG) in order to develop an effective therapeutic board game aimed at enhancing family cooperation and cohesion. As the first formative evaluation of a therapeutic board game, this study provides future research implications for
APA, Harvard, Vancouver, ISO, and other styles
30

Parlak, Ömer Fatih. "The image of the turk in early modern board games and playing cards." Doctoral thesis, Universitat Autònoma de Barcelona, 2019. http://hdl.handle.net/10803/667968.

Full text
Abstract:
La imagen y representación del turco en la literatura, el arte europeos y, en general, en las producciones culturales del período altomoderno han sido objeto de una atención sostenida por parte de la historia literaria e intelectual. En efecto, la que se denominó la ‘amenaza turca’ y las complejas relaciones políticas entre los imperios del Mediterráneo fue posiblemente la causa de la proliferación de representaciones. Los estudios más recientes han superado la aproximación a la representación del turco bajo un signo negativo, y ofrecen una visión más matizada y polifacética. La singularidad d
APA, Harvard, Vancouver, ISO, and other styles
31

Thålin, Felix. "A Random Bored : How randomization in cooperative board games create replayability and tension." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-258207.

Full text
Abstract:
This paper examines five cooperative board games from the perspective of how randomization is used and how it affects the replayability and player strategy, with the intent to properly identify and categorize elements that contribute to replayability and tension and uses randomization to do so. Each element directly affected by or causes randomization is identified, explained (both what it does and how and what it affects), and categorized based on where in the game the randomization originates in the effort to create a base for game designers to get a better understanding of randomization, if
APA, Harvard, Vancouver, ISO, and other styles
32

Wu, Zihui. "The Transmediation of Journey to the West into a board Game." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/457.

Full text
Abstract:
China is a cultural and economic giant in today’s world, but has been somehow misunderstood in the past decades . With more and more educational and economic communication between China and the western world, more non-Chinese people find a need to know China. This project has created a board game based on Journey to the West, a 2000-page novel which is one of the four great classical novels in China. The project seeks to transmit some of the cultural aspects of China, stimulate people’s interest in China through simple gameplay. The ultimate goal of this project was to develop a game whic
APA, Harvard, Vancouver, ISO, and other styles
33

Nilsson, Filip, and Aron Polner. "An object tracking system for a tabletop board game." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20815.

Full text
Abstract:
Att spela brädspel är ett sätt för människor att interagera med varandra. Nyligen så påbörjade Egocentric Interaction Research Group (egocentrisk interaktions forskningsgrupp)på Malmö Universitet ett tvärvetenskapligt projekt kring den här typen av interaktion.Forskningen fokuserar på att analysera mellanmänsklig interaktion i en brädspelskontext.För att kunna dra slutsatser om interaktionen behövs empirisk data. I detta arbete presenteras processen kring utvecklingen av en prototyp för datainsamling i brädspelskontext.En kombination av 3D kamerateknik och 2D markörspårning används för att sam
APA, Harvard, Vancouver, ISO, and other styles
34

(9193679), Anthony J. Bushner. "Hobbyist Board Game Design Practices: How Do Board Game Designers Craft Their Rules Manuals and Solicit User Feedback on Prototype Games?" Thesis, 2020.

Find full text
Abstract:
This study explores the processes, considerations, and pitfalls of manual drafting and playtesting for board game designers. The board game manual is perhaps one of the most important items in a board game box, yet it is often neglected in game design books and other media. Through interviews with twelve board game designers and editors, this study compiles the best practices and classic pitfalls that designers encounter while writing these high-stakes documents. Observations in this study are geared toward the technical writing community, who can stand to benefit from learning more about the
APA, Harvard, Vancouver, ISO, and other styles
35

Mikoláš, Jiří. "Od společenských her k teambuildingu." Master's thesis, 2012. http://www.nusl.cz/ntk/nusl-307525.

Full text
Abstract:
The Outline of the development and history of a board game. The Mapping of the contemporary situation in the field of board games. Cultural, social and psychological aspects of playing board games. Defence of the stand that board games are not marginal subject beside modern sorts of amusement e.g. computer games. The Classification of modern board games with regard to their dominant cultural background and origin. The sociological survey on board games and motivation to their playing in the subculture of players 10-15years old. The Analysis of the survey and a search of basic categories of ass
APA, Harvard, Vancouver, ISO, and other styles
36

Cheng, Yi-Mi, and 鄭宜蜜. "Applying Games Teaching on the Financial Education for the 5th Graders-A Study on Board Game." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/2swguf.

Full text
Abstract:
碩士<br>臺北市立大學<br>數學系數學教育碩士在職專班<br>106<br>Abstract The research subject of this study is for fifth grade students. The research is to design suitable board games by integrating into the financial education curriculum for the fifth grade students. Through the response and feedback of the students to the course and the researcher’s teaching observation and reflection, researcher assess the effectiveness of this course for fifth grade students. The purpose of this study is to research the influence of integrating board games in financial education curriculum on students' financial literacy. Accordi
APA, Harvard, Vancouver, ISO, and other styles
37

Creoulo, Joana Oliveira. "Robot plays board games with human." Master's thesis, 2021. http://hdl.handle.net/10773/31515.

Full text
Abstract:
Human-robot collaboration is a field with multiple applications, and this varies in complexity from the medical field to entertainment. In the entertainment field we can achieve human-robot collaboration by playing games, which presents enough complexity for a first contact with the subject for someone who is starting to dive into the subject. Example of that is the project developed by IRIS: a robotic arm in collaboration with a human solves a pentomino puzzle. That project inspired this thesis by trying to achieve a wider application than just one collaborative game and apply it to d
APA, Harvard, Vancouver, ISO, and other styles
38

"Games of Thrones: Board Games and Social Complexity in Bronze Age Cyprus." Doctoral diss., 2016. http://hdl.handle.net/2286/R.I.40805.

Full text
Abstract:
abstract: This study frames research on board games within a body of anthropological theory and method to examine the long-term social changes that effect play and mechanisms through which play may influence societal change. Drawing from ethnographic literature focusing on the performative nature of games and their effectiveness at providing a method for strengthening social bonds through grounding, I examine changes in the places in which people engaged in play over the course of the Bronze Age on Cyprus (circa 2500¬–1050 BCE), a period of increasing social complexity. The purpose of this res
APA, Harvard, Vancouver, ISO, and other styles
39

Tseng, Shih-Hsuan, and 曾氏炫. "Design and Implementation of Online Board Games." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/gdha8g.

Full text
Abstract:
碩士<br>國立東華大學<br>資訊工程學系<br>96<br>Recently, on the market, Online Game Systems ( FunTown, GameTown, Cyc ... ) need to install the application to implement the game system, and users can't be easy for the installation and compatibility and cross-platform support for limited, and other related issues. And online Game Systems can not provide AI Game program player, due to calculation that makes easy burden caused by the server, such as improper handling easy to be a server downtime or disruption in service. This paper uses the cross-platform of browser to create online game platform, and this pape
APA, Harvard, Vancouver, ISO, and other styles
40

Chang, Ya-Chien, and 張亞倩. "Promotion strategies of board games in Taiwan." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/87897822048022766864.

Full text
Abstract:
碩士<br>國立臺灣師範大學<br>運動休閒與餐旅管理研究所<br>105<br>This research aims to analyze Taiwan’s boardgame industry in terms of its current development and promotion strategies. This research makes use of the 4Ps of marketing and experiential marketing to achieve this goal.The research states the development of board game history in Taiwan by textual analysis, participant observation, and semi-structured interviews with Taiwanese Board Game Association, and sixteen board game players, distributors, and board game business men in Taipei, Taichung and Kaohsiung. The developmental stages of the boardgame industry
APA, Harvard, Vancouver, ISO, and other styles
41

YOU-CHENG-YAHG and 楊右丞. "Seniors Transportation Safety Board Games Design Education." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/82420128799175212995.

Full text
Abstract:
碩士<br>南開科技大學<br>福祉科技與服務管理所<br>103<br>Recent studies have found that play therapy was suitable for people at any age. Most players were in a relaxed state, and it could add some challenge in the board game procedure to benefits seniors, not only to pass the time, active brain and muscles, but also to improve their emotional sustenance and peers interaction expected to meet the desire for companionship. This study employed a design criterion based on the older persons’ physiological and psychological characteristics to improve their ability to think creatively. Using concepts in traffic safety f
APA, Harvard, Vancouver, ISO, and other styles
42

KAO, SHIH-CHIEH, and 高士傑. "A study of important factors of board games." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/45727189262072807465.

Full text
Abstract:
碩士<br>中華大學<br>應用統計學系碩士班<br>102<br>Abstract The purpose of this study is to investigate the board game participants’ preferences for the types of board game and the conditions of board games stores that attracting customers, and to understand the impact of board games on game participants. The study conducted questionnaire method to survey the board game stores’ customers in Greater Taipei area as the subjects, used simple random sampling method to investigate from March 2014 to May 2014, and collected 284 valid questionnaires. By combining the study with factor analysis and reliability analys
APA, Harvard, Vancouver, ISO, and other styles
43

Sousa, André Emanuel Afonso Gustavo de. "Inducing flow in board games through augmented audio." Master's thesis, 2020. https://hdl.handle.net/10216/130223.

Full text
APA, Harvard, Vancouver, ISO, and other styles
44

Sousa, André Emanuel Afonso Gustavo de. "Inducing flow in board games through augmented audio." Dissertação, 2020. https://hdl.handle.net/10216/130223.

Full text
APA, Harvard, Vancouver, ISO, and other styles
45

CHEN, KUEI-YU, and 陳桂玉. "Trends in the Board Game Industry and Business Models of Board Game Stores." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/92049010051142075969.

Full text
Abstract:
碩士<br>國立屏東大學<br>文教事業經營碩士在職學位學程<br>105<br>In recent years, due to the pervasiveness of cellphone games and video games, people have become noticeably distant from one another, and so, in 2001, board games began to gradually gain popularity in Taiwan. The board game industry has experienced rapid growth and innovation over the past 5 years. Uses for board games are no longer limited to just entertainment, and are widely used as tools for education, medicine, senior care and business. Therefore, the trends of the board game industry have garnered a fairly large amount of interest. In Taiwan’s cur
APA, Harvard, Vancouver, ISO, and other styles
46

Tseng, Hua-Jui, and 曾華銳. "The Era of Games Unplugged: The Joy and Pain of the People behind Taiwan''s Board Game Industry." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/8c3bam.

Full text
Abstract:
碩士<br>國立臺灣大學<br>新聞研究所<br>107<br>In recently five decades, video game industry becomes a giant with global market revenue over hundreds of billion. Comparing with video game industry, board game industry, whose product lacks fancy computer graphics and background music, does not become outdated. Instead, it is getting popular in the last few years. The scale of Taiwan board game industry develops into over 30 game publishers and 300 board game shops in only 17 years. Also, Taiwan is the second biggest board game market in Asia. However, although most Taiwanese are aware of the development of bo
APA, Harvard, Vancouver, ISO, and other styles
47

Chen, Mei-Lin, and 陳美琳. "Board game design for seniors." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/6cp6md.

Full text
Abstract:
碩士<br>國立臺中科技大學<br>商業設計系碩士班<br>101<br>Great medical technology achievements were made in the last century, hence seniors have reached to 11% of total population in Taiwan, nearly 14% as “aging society”defined by World Health Organization, WHO. In aging, with multiple physiological degeneration, seniors become reluctant or fear to go out, affects their social activities directly. By literature review and observation, designer can hardly find recreations suitable for seniors. TV programs and sleep fill up their daily life. Physical degeneration and diseases interfere with mental status, and lacki
APA, Harvard, Vancouver, ISO, and other styles
48

Huang, Sheng-Fei, and 黃聖斐. "Application of Board Games in Literacy Teaching for Children." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/442ag2.

Full text
Abstract:
碩士<br>國立東華大學<br>幼兒教育學系<br>106<br>Learning attitudes are among the major factors influencing learning effectiveness. The primary purpose of this study was to explore the application of board games in literacy teaching for lower-grade elementary students and to observe students’ learning attitudes, emotions, and interpersonal relationships in the classroom. Observations and in-depth interviews were employed as the research methods to examine individual cases of households with elementary school children. In a practical application of board games in literacy teaching for children, the board games
APA, Harvard, Vancouver, ISO, and other styles
49

Ling, Chen Chiou, and 陳秋伶. "Playing with Imagination:Current Development of Board Games in Taiwan." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/586959.

Full text
Abstract:
碩士<br>國立高雄應用科技大學<br>觀光與餐旅管理研究所<br>102<br>This research aims to explore the development of board games stores in Kaohsiung and the serious leisure theory of these participants in board games. Through understanding the motivations, the reasons of keeping participating, the benefits, recreational specialization and the serious leisure of participants, the theory of Stebbins’ serious leisure is verified. Based on Stebbins’ theory, semi-structured in-depth interview to collect data from 5 stores and 13 participatnts are conducted. Their motivation and process for board games are emphasized. The res
APA, Harvard, Vancouver, ISO, and other styles
50

Lin, Ching-Nung, and 林璟農. "Optimize Program Strength on Board Games using Machine Learning." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/q2y8r5.

Full text
Abstract:
博士<br>國立東華大學<br>資訊工程學系<br>107<br>Deep learning has become a hot research topic after AlphaGo beat a professional human go player. Many interesting challenges remain in deep learning with board games. Since deep learning is a new domain, how to design a framework and how to tune its parameters are unknown, and they are usually based on trial and error. Because deep learning inference is usually slower than traditional methods, this might limit its usage in real-world applications. Accelerating it has huge compact on the strength of a program, and one possible solution is to reduce the size of a
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!