Dissertations / Theses on the topic 'Cooperative multiplayer computer gaming'
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Davidson, Rick, and n/a. "An examination into the ability of cooperative multiplayer computer games as a means to facilitate group cohesion." University of Canberra. Human & Biomedical Sciences, 2000. http://erl.canberra.edu.au./public/adt-AUC20060704.122645.
Full textPrintzell, Dan. "Testing scalability of cloud gaming for multiplayer game." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16760.
Full textGaffney, Bradley R. "Cooperative learning in educational gaming." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85420.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (page 59).
This thesis analyzes Herbo Hunt, an educational game that aims to teach variables to students. By assigning unknown point values to creatures that must be caught in groups, we subtly encourage students to solve mental equations to achieve their goals. In addition to the formal study, the creation of the game itself utilized intelligent and flexible design techniques. Two main focuses were modularity of design and opportunity for procedural generation of content. Two versions of the game were used to explore the difference in learning between them; we created both a single-player experience and a cooperative version. We expected that players of the cooperative game would learn more quickly through discussion and coordination. Students played both versions, and then answered short questions regarding their experience. Contrary to our expectations students did not appear to show a difference in learning between the two versions; understanding seemed to take place at the same point regardless of game type.
by Bradley R. Gaffney.
M. Eng.
Ashton, Martin. "Measuring cooperative behavior in contemporary multiplayer games." Thesis, McGill University, 2012. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=110546.
Full textLes interactions sociales entre les utilisateurs de jeux vidéo multijoueurs contemporains contribuent largement à la propagation et à la longévité de ces derniers. La compréhension des facteurs qui se lient à la promotion d'interactions sociales au sein de ces environnements est donc importante à leur développement. Dans cette thèse, nous recueillons des données à partir d'interfaces de programmation de deux jeux multijoueurs contemporains: World of Warcraft et Halo: Reach. Nous analysons ces données afin d'évaluer l'effet global du comportement coopératif, ainsi que son effet sur le comportement d'individus. De plus, nous démontrons que la mesure quantitative de comportements coopératifs peut aider à l'identification de fautes systémiques d'un jeux.En premier lieu, nous mesurons les points de vie et la position des membres d'un groupe de joueurs pour évaluer le débit d'un scénario coopératif de World of Warcraft. Nous définissons ce débit en fonction de la difficulté du scénario par rapport au temps. L'achèvement d'un scénario à débit intense impose ainsi un niveau de communication plus élevé entre les membres du groupe. Nos résultats appuient d'ailleurs la perception informelle que les jeux conçus avec des environnements et des ennemis non-adaptifs perdent l'intérêt des joueurs lorsque ceux-ci deviennent trop puissants. De plus, cet accroissement en puissance réduit le nombre d'interactions sociales en diminuant l'exigence de la communication entre les joueurs. En deuxième lieu, nous observons les conséquences de la coopération entre les joueurs de Halo: Reach. Les données recueillies dans ce contexte suggèrent que les joueurs qui entrent en groupe d'amis dans le système d'établissement de parties ont de plus fortes chances d'obtenir une victoire que ceux qui s'y introduisent individuellement. Nous découvrons ainsi une faute potentielle de ce système d'établissement de parties qui favorise les joueurs plus sociaux au détriment des joueurs plus solitaires. De plus, nous appliquons une analyse des composantes principales (PCA) sur les résultats moyens de chaque joueur, ce qui révèle un ensemble de descripteurs adaptés au contexte multijoueur, très distinct des descripteurs attribués aux joueurs d'autres types de jeux.D'un point de vue global, quoique les interfaces de programmation de jeux soient relativement inexplorées, notre méthodologie démontre que celles-ci offrent une panoplie d'informations liées aux comportement de joueurs. Nos résultats supportent d'autant plus deux notions informelles enracinées dans le design de jeux multijoueurs -- la première dicte que les environnements statiques agissent contre la rejouabilité d'un jeu, et que ceux-ci réduisent ultimement les besoins de communication et de cohésion entre joueurs. Dans un contexte d'affrontements d'équipes, la deuxième notion soutenue par nos données suggère que les joueurs coordonnés en groupe ont un avantage inné par rapport aux joueurs plutôt indépendants.
Jones, Jason M. "Games for training leveraging commercial off the shelf multiplayer gaming software for infantry squad collective training." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/2047.
Full textVan, Coppenhagen Christian. "Exploring the thoughts and thinking strategies used by gamers during multiplayer gameplay in different genres of popular computer games." Diss., Pretoria : [s.n.], 2006. http://upetd.up.ac.za/thesis/available/etd-11192007-160735.
Full textHulterström, Kristina. "Witches, Warlocks and Traffic Encounters : Designing the interaction for an ad hoc gaming experience." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2059.
Full textThis thesis explores the problems and possibilities concerning the interaction between players physically located in different cars during temporary meetings in a gaming situation. The thesis is part of a study set out to investigate how traffic encounters can be used as a resource in a mobile, multiplayer game intended as entertainment for children travelling in the backseat of cars. The multiplayer capabilities are realised by using wireless networks in ad hoc peer- to-peer mode, GPS positioning and a digital compass.
Designing the interaction for an ad hoc, mobile multiplayer experience introduces several design challenges, such as how to adapt to the temporality of traffic encounters and how to establish a connection between the digital game and the physical context. The nature of traffic encounters inspired us to take a newapproach to the interaction. The interaction is accomplished using a device, which enables direct interaction between players physically located in different cars. A prototype game was constructed within the frames of the project, which this thesis was part of, to test the functionality of the game concept. The prototype has been tested in its real setting, i.e. inside a car. The study and the work on this thesis was initialised and supervised by Liselott Brunnberg and the work was carried out at the Mobility Studio at the Interactive Institute in Stockholm during late spring and summer 2003.
Maguluri, Naga Sai Nikhil. "Multi-Class Classification of Textual Data: Detection and Mitigation of Cheating in Massively Multiplayer Online Role Playing Games." Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1494248022049882.
Full textEibl, Maximilian, and Marc Ritter. "Workshopband der Mensch & Computer 2011." Technische Universität Chemnitz, 2011. https://monarch.qucosa.de/id/qucosa%3A19535.
Full textFirst initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow. From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik
Chaboissier, Jonathan. "Interactions simultanées de plusieurs utilisateurs avec une table interactive." Phd thesis, Université Paris Sud - Paris XI, 2011. http://tel.archives-ouvertes.fr/tel-00672516.
Full text(9188915), Justin D. Heffron. "Optimizing Procedurally Generated Cooperative Multiplayer Game Levels." Thesis, 2020.
Find full textSisson, David Michael. "Supaspace: An exploration of architectural space in cooperative networked hyperreal gaming environments." Thesis, 1999. http://hdl.handle.net/1911/17301.
Full text"Virtual community in online multiplayer board and card game sites." Thesis, 2015. http://hdl.handle.net/10388/ETD-2015-09-2314.
Full text(8695122), Carly D. Fox. "The Development of a Framework for Weapon Balancing in Multiplayer First-Person Shooter Games." Thesis, 2020.
Find full text"Workshopband der Mensch & Computer 2011." Universitätsbibliothek Chemnitz, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-70301.
Full textFirst initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow. From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik