Dissertations / Theses on the topic 'Computer games'
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Nordvall, Mathias. "SIGHTLENCE : Haptics for Computer Games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-73873.
Full textHu, Mengchen. "Game Design Patterns for Designing Stealth Computer Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20294.
Full textVedrashko, Ilya. "Advertising in computer games." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/39144.
Full textIncludes bibliographical references (leaves [67]-[74]).
This paper suggests advertisers should experiment with in-game advertising to gain skills that could become vital in the near future. It compiles, arranges and analyzes the existing body of academic and industry knowledge on advertising and product placement in computer game environments. The medium's characteristics are compared to other channels' in terms of their attractiveness to marketers, and the business environment is analyzed to offer recommendations on the relative advantages of in-game advertising. The paper also contains a brief historical review of in-game advertising, and descriptions of currently available and emerging advertising formats. Keywords: Advertising, marketing, branding, product placement, branded entertainment, networks, computer games, video games, virtual worlds.
by Ilya Vedrashko.
S.M.
Плохута, Тетяна Миколаївна, Татьяна Николаевна Плохута, Tetiana Mykolaivna Plokhuta, and B. S. Ilchyshyn. "Computer games and reality." Thesis, Вид-во СумДУ, 2007. http://essuir.sumdu.edu.ua/handle/123456789/17551.
Full textRihan, Jonathan. "Computer vision based interfaces for computer games." Thesis, Oxford Brookes University, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.579554.
Full textDjordjevic, Jelena. "YOUNG MEN'S ATTITUDE TOWARDS COMPUTER- AND VIDEO GAMES. AN INTERVIEW STUDY ABOUT YOUNG MEN’S EXPERIENCES OF COMPUTER- AND VIDEO GAMES." Thesis, Malmö högskola, Fakulteten för hälsa och samhälle (HS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-26768.
Full textThe knowledge of computer- and video game abuse and addiction among young people is very limited today. The sedentary lifestyle and physical inactivity that computer- and video games often involve can have negative consequences, and are becoming more common. A semi-structured interview was conducted on seven men between the ages of 17-29 in order to examine the driving forces behind men’s gaming behavior in their adolescence. In addition, information about game abuse among young people was gathered from professionals in the area of computer- and video games. This and links between computer- and video games and gambling have been made due to the lack of research on video and computer games. The former video game addicts have been categorized as recreational players, game problematics (who by themselves managed to stop abusing games) and game addicts, who have completely abstained from gaming to put an end to their addiction, while the others still play moderately and very little today. Actual and perceived control over themselves and their environment has been important determinants for the player’s former addiction. The reason why they stopped/decreased the gaming is essentially because they lost interest in games (not completely though), got other priorities and/or did not want to relapse and return to old problematic behavior. Gaming as an escape from a problematic life situation was a common feature among the addicts. The situation for the game addicts only worsened with time along with their game abuse. Although the experience of direct, incidental satisfaction has been a major driving force, it simultaneously led to game abuse. The time-consuming leisure activity had consequences on the mental and physical health, behavior and social development, as well as on the relationships to relatives, family situation, school attendance, social establishment and socioeconomic situation. To sum up, the informants developed an unhealthy and often destructive lifestyle because of the game habits.
Yan, Jingjing. "Gender and computer games / video games : girls’ perspective orientation." Thesis, Gotland University, Institutionen för humaniora och samhällsvetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-575.
Full textThe topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies which have enormous contributions to gender issue in computer games area. A simple model is established by summarizing factors mentioned and discussed in those two books. The main purpose consists of two comparisons under Gender Differences: one comparison is between the current data with the previous one, in order to check whether there are any changes during the past 10 years. The other one compares the young people in two regions, Sweden and China, in computer games perspective.Model designing, test, questionnaire and interview methods are used in this paper aiming to collect and categorize the data, which facilitates to analyze the results of the comparisons. The results reflect that although computer becomes a familiar “friend” in modern daily life, there are not obvious changes of girls‟ perspectives in computer game industry. Certainly, there are some differences between the young people coming from two regions which will be expounded in the thesis.
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 textAreizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.
Full textLøland, Karl Syvert. "Intelligent agents in computer games." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9759.
Full textIn this project we examine whether or not a intelligent agent can learn how to play a computer game using the same inputs and outputs as a human. An agent architecture is chosen, implemented, and tested on a standard first person shooter game to see if it can learn how to play that game and find a goal in that game. We conclude the report by discussing potential improvements to the current implementation.
Kubik, Erica. "From girlfriend to gamer negotiating place in the hardcore/casual divide of online video game communities /." Bowling Green, Ohio : Bowling Green State University, 2010. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1260391480.
Full textThomson, Matthew Ian Malcolm. "Military computer games and the new American militarism : what computer games teach us about war." Thesis, University of Nottingham, 2009. http://eprints.nottingham.ac.uk/10672/.
Full textDeRouin-Jessen, Renee. "GAME ON: THE IMPACT OF GAME FEATURES IN COMPUTER-BASED TRAINING." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3142.
Full textPh.D.
Department of Psychology
Sciences
Psychology PhD
Mubireek, Khalid Al. "Gender-oriented vs. gender-neutral computer games in education." Connect to this title online, 2003. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1056139090.
Full textTitle from first page of PDF file. Document formatted into pages; contains xi, 120 p.; also includes graphics Includes bibliographical references (p. 101-106). Available online via OhioLINK's ETD Center
Molin, Jonas. "GAID : a practical model of game approachability testing of computer games." Thesis, Umeå University, Department of Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-35023.
Full textIn this thesis an attempt is made to improve on the heuristic model presented by Desurvire and Wiberg from their paper published at the CHI 2008 conference (Desurvire & Wiberg, 2008). The goal is to create a tool to help identify the types of problems that are found in the article on GAP (Desurvire & Wiberg, 2010). The improvement that is presented in this work is a flowchart that uses material from GAP. This will simplify the identification of limitations in game designs, using the material collected by Desurvire and Wiberg (2010). The benefit that the implementation of a flowchart hopes to bring to the research and design society is to make the GAP tool more accessible to less informed users. The approach taken in this work, to strengthen the GAP tool was inspired by the solution presented by Barendregt, Bekker and Speerstra in Empirical evaluation of usability and fun in computer games for children (Barendregt, Bekker, & Speerstra, 2003), who made a flowchart to help identify the type of problem that could be found in connection to children playing computer games. The function of such a chart in comparison to a list is to make it more available to personal less experienced in game design and the rules of good game design (Malone, 1982). The flowchart was tested on an expert to verify the issues being used in it and on a usability test material. It was found that the Game Approachability Issue Definition (GAID) flowchart is able to identify, approachability issues, and thereby did improve on GAP as intended.
Buckthal, Eric D. ebucktha. "JUICINESS IN CITIZEN SCIENCE COMPUTER GAMES: ANALYSIS OF A PROTOTYPICAL GAME." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1278.
Full textTowle, Bradford Allen. "Combining role playing game constructs toward real time strategy games." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1447598.
Full textMalmhake, Daniel, and Henrik Karlsson. "Natural Language Interface technology in computer games : AN EVALUATION OF NATURAL LANGUAGE PARSERS IN COMPUTER GAMES." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166411.
Full textEtt Natural Language Interface är ett gränssnitt som tar indata i form av språk istället för detvanliga sättet med tangentbord och mus. Ett Natural Language Interface fungerar genom attdet först tar ut satsdelarna i indatan, och sedan omvandlar dessa satsdelar till logiska uttrycksom kan bearbetas. Effektiviteten och användbarheten hos Natural Language Interfacesjämfördes med det normala sättet att få indata i form av tangentbord och mus. Dettagenomfördes genom att testanvändare spelade ett spel med Natural Language Interface ochsedan köra deras använda indata genom en semantic parser. Resultaten indikerar att NaturalLanguage Interface i sitt nuvarande tillstånd är ett mindre effektivt sätt att få indata än detvanliga sättet med tangentbord och mus.
Gibson, Benjamin Ian. "Educational Games for Teaching Computer Science." Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/9239.
Full textGünzel, Stephan, Michael Liebe, and Dieter Mersch. "The medial form of computer games." Universität Potsdam, 2009. http://opus.kobv.de/ubp/volltexte/2009/3324/.
Full textLiboriussen, Bjarke. "The landscape aesthetics of computer games." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2458/.
Full textHobro, Mark, and Marcus Heine. "Natural Language Interfaces in Computer Games." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166592.
Full textCoggan, Melanie. "Reinforcement learning in commercial computer games." Thesis, McGill University, 2008. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=112391.
Full textWe have created three experimental bots: ChaserBot, ItemBot and HybridBot. The two first bots each focus on a different aspect of the first-person shooter genre, and learn using basic RL. ChaserBot learns to chase down and shoot an enemy player. ItemBot, on the other hand, learns how to pick up the items---weapons, ammunition, armor---that are available, scattered on the ground, for the players to improve their arsenal. Both of these bots become reasonably proficient at their assigned task. Our goal for the third bot, HybridBot, was to create a bot that both chases and shoots an enemy player and goes after the items in the environment. Unlike the two previous bots which only have primitive actions available (strafing right or left, moving forward or backward, etc.), HybridBot uses options. At any state, it may choose either the player chasing option or the item gathering option. These options' internal policies are determined by the data learned by ChaserBot and ItemBot. HybridBot uses reinforcement learning to learn which option to pick at a given state.
Each bot learns to perform its given tasks. We compare the three bots' ability to gather items, and ChaserBot's and HybridBot's ability to chase their opponent. HybridBot's results are of particular interest as it outperforms ItemBot at picking up items by a large amount. However, none of our experiments yielded bots that are competitive with human players. We discuss the reasons for this and suggest improvements for future work that could lead to competitive reinforcement learning bots.
Chaperot, Benoit. "Computational intelligence applied to computer games." Thesis, University of the West of Scotland, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.739387.
Full textWacher, Elin Gunnarsdottir. "COMPUTER GAMES AND THE OLDER GENERATION." Thesis, Malmö högskola, Fakulteten för hälsa och samhälle (HS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-25230.
Full textShi, Yinxuan. "Procedural Content Generation for Computer Games." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1469147321.
Full textPrechtl, Anthony. "Adaptive music generation for computer games." Thesis, Open University, 2016. http://oro.open.ac.uk/45340/.
Full textKoffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.
Full textMuaweyah, Amer. "Game skeletons in Game Maker for the course Design and Programming of Computer Games." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50777.
Full textThis report is written as a summary of the solution to the problem that the staff for the course TDDD23 at the Swedish university Linköpings universitet wanted two computer game skeletons. One for a scrolling shooter game and one for a strategy game. The games the staff wanted were to be like two existing games. The scrolling shooter was to be like the scrolling shooter from the tutorial GM Tutorial Scrolling Shooter[1]. The strategy game was to be like an existing game called Ancient War[2]. There were some additional requirements that the games had to fulfill. The games were created using Game Maker. It is an easy to use program for creating small computer games. The result of the project was two game skeletons. One for a scrolling shooter game and one for a strategy game. The skeletons were according to the requirements stated.
Patel, Ushma Kesha. "IMPROVING BEHAVIOR OF COMPUTER GAME BOTS USING FICITITOUS PLAY." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/562.
Full textYuen, Jeanne Y. Y. "Computer Go-Muku." Thesis, McGill University, 1988. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=64063.
Full textCaldwell, Nicholas Peter. "How civilized! : discourses in modernity and postmodernity in the computer strategy game /." St. Lucia, Qld, 2001. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe16691.pdf.
Full textWalls, Richard. "Using Computer Games to Teach Social Studies." Thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-183039.
Full textMessing, Andreas, and Henrik Rönnholm. "Scalability of dynamic locomotion for computer games." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166424.
Full textDynamisk förflyttning i datorspel blir allt vanligare, menär fortfarande i sin vagga. I denna rapport genomför vi enutredning om ifall oscillatorer i form av ett CPG-systemkan användas som en spelteknik för att generera dynamiskrörelse i realtid. Vi testade detta genom att använda enfysiksimulator av industrikvalitet för att simulera en tvåfotingoch en fyrfoting (humanoid och salamander) och mätakvalitet, tidsåtgång och minnesanvändning . Försöken visaratt en tvåfoting behöver något sorts balanssystem för attgå längre sträckor, medan salamandern lyckades gå med endastmindre defekter. Minnet tillåter flera tusen instansermedan tidsåtgången tillåter upp till ett par hundra instanser.Detta leder till slutsatsen att det är ett billigt system lämpligtdär antalet instanser är viktigare än kvaliteten.
Manzaneda, Martin. "Natural Language Interface Technology in Computer Games." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166647.
Full textGunder, Anna. "Hyperworks : on digital literature and computer games /." Uppsala : Avd. för litteratursociologi vid Litteraturvetenskapliga institutionen i Uppsala, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-4517.
Full textChe, Pee Naim. "Computer games use in an educational system." Thesis, University of Nottingham, 2011. http://eprints.nottingham.ac.uk/12297/.
Full textFrazer, Alex. "Towards better gameplay in educational computer games." Thesis, University of Southampton, 2010. https://eprints.soton.ac.uk/172421/.
Full textSundin, Olle. "Natural Language Content Generation for Computer Games." Thesis, Umeå universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-165091.
Full textAziz, Haris. "Algorithmic and complexity aspects of simple coalitional games." Thesis, University of Warwick, 2009. http://wrap.warwick.ac.uk/3113/.
Full textCan, Gulfidan. "Perceptions Of Prospective Computer Teachers Toward The Use Of Computer Games With Educational Features In Education." Master's thesis, METU, 2003. http://etd.lib.metu.edu.tr/upload/1117845/index.pdf.
Full textcomputer game playing characteristics as well. The subjects of this study were 116 students from the Computer Education and Instructional Technology departments of four universities: Ankara, Gazi, Hacettepe and the Middle East Technical University. The data were collected through a questionnaire and interviews. The data were analyzed by using descriptive statistics and qualitative analysis methods. This study reveals that the prospective computer teachers who participated in this study have positive perceptions toward the use of computer games with educational features in education. Moreover, most of the participants plan to use such games in their future professions according to their responses. However, it is revealed that participants also have doubts about some issues regarding the use of such games in education, although this is a rare case.
Sisarica, Anja. "Creativity support in games for motivated learning." Thesis, City University London, 2015. http://openaccess.city.ac.uk/14543/.
Full textAbdulazeez, S. "Dynamic load balancing for massively multiplayer online games." Thesis, Liverpool John Moores University, 2018. http://researchonline.ljmu.ac.uk/7864/.
Full textMoser, Robert B. Computer Science & Engineering Faculty of Engineering UNSW. "A methodology for the design of educational computer adventure games." Awarded by:University of New South Wales. Computer Science and Engineering, 2000. http://handle.unsw.edu.au/1959.4/18613.
Full textChan, Siu Man. "Pebble Games and Complexity." Thesis, University of California, Berkeley, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3593787.
Full textWe study the connection between pebble games and complexity.
First, we derive complexity results using pebble games. It is shown that three pebble games used for studying computational complexity are equivalent: namely, the two-person pebble game of Dymond-Tompa, the two-person pebble game of Raz-McKenzie, and the one-person reversible pebble game of Bennett have the same pebble costs over any directed acyclic graph. The three pebble games have been used for studying parallel complexity and for proving lower bounds under restricted settings, and we show one more such lower bound on circuit-depth.
Second, the pebble costs are applied to proof complexity. Concerning a family of unsatisfiable CNFs called pebbling contradictions, the pebble cost in any of the pebble games controls the scaling of some parameters of resolution refutations. Namely, the pebble cost controls the minimum depth of resolution refutations and the minimum size of tree-like resolution refutations.
Finally, we study the space complexity of computing the pebble costs and of computing the minimum depth of resolution refutations. It is PSPACE-complete to compute the pebble cost in any of the three pebble games, and to compute the minimum depth of resolution refutations.
Patel, Purvag. "Improving Computer Game Bots' behavior using Q-Learning." Available to subscribers only, 2009. http://proquest.umi.com/pqdweb?did=1966544161&sid=3&Fmt=2&clientId=1509&RQT=309&VName=PQD.
Full textKimmel, Jason. "Simple Games on Networks." Oberlin College Honors Theses / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=oberlin1307994412.
Full textMiles, Jonathan David. "Machine Learning for Adaptive Computer Game Opponents." The University of Waikato, 2009. http://hdl.handle.net/10289/2779.
Full textLiebe, Michael. "There is no magic circle : on the difference between computer games and traditional games." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2459/.
Full textPohl, Kirsten. "Ethical reflection and emotional involvement in computer games." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2465/.
Full text