Dissertations / Theses on the topic 'Digital games'
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Falk, Anders. "Sacred Games - Becoming Gods : Priming digital game ethics." Licentiate thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18570.
Full textLarsson, 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 textJin, Chengyue. "Game narrative conveyed through visual elements in digital games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20104.
Full textTahmassebi, Shadi. "Digital Game Design for Elderly People." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20133.
Full textWenz, Karin. "Narrative logics of digital games." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4275/.
Full textHolmqvist, Erik, and Cecilia Marklund. "Combining Digital Games and Rehabilitation." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-30188.
Full textKluge, Jacob, and Jonas Bjärnmark. "Digital Games and Language Learning." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-31841.
Full textJonsson, Sandra. "Are games more than fun? : Motivational aspects on digital games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-63288.
Full textBarwick, Joanna. "Where have all the games gone? : an exploratory study of digital game preservation." Thesis, Loughborough University, 2012. https://dspace.lboro.ac.uk/2134/10222.
Full textHeintz, Stephanie Alexandra. "Digital educational games : methodologies for evaluating the impact of game type." Thesis, University of Leicester, 2016. http://hdl.handle.net/2381/37613.
Full textShakeri, Moozhan. "The use of digital games in participatory planning practices." Thesis, University of Manchester, 2017. https://www.research.manchester.ac.uk/portal/en/theses/the-use-of-digital-games-in-participatory-planning-practices(125107e9-761d-45ea-978d-7fe81369db8f).html.
Full textHaji, Mohammad Ali Sabbagh Shabnam. "Digital Interactive Games for Assessment: A Study of the Effectiveness of a Digital Game as a Measure of Students' Understanding of Boolean Logic." Master's thesis, University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/6284.
Full textM.F.A.
Masters
Visual Arts and Design
Arts and Humanities
Emerging Media; Digital Media
Wang, Pengyu. "Labor or Play? Understanding Productive Activities in Digital Games." Thesis, Uppsala universitet, Medier och kommunikation, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-254800.
Full textJönsson, Joakim, and David Simonsson. "Digitala spel och pojkars språkutveckling." Thesis, Linnéuniversitetet, Institutionen för utbildningsvetenskap (UV), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-37871.
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 textKARLSSON, BORJE FELIPE FERNANDES. "AN ARTIFICIAL INTELLIGENCE MIDDLEWARE FOR DIGITAL GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=7861@1.
Full textA aplicação de inteligência artificial (IA) em jogos digitais atualmente se encontra sob uma constante necessidade de melhorias, na tentaiva de atender as crescentes demandas dos jogadores por realismo e credibilidade no comportamento dos personagens do universo do jogo. De modo a facilitar o atendimento destas demandas, técnicas e metodologias de engenharia de software vêm sendo utilizadas no desenvolvimento de jogos. No entanto, o uso destas técnicas e a construção de middlewares na área de IA ainda está longe de gerar ferramentas genéricas e flexíveis o suficiente para o uso nesse tipo de aplicação. Outro fator importante é a falta de literatura disponível tratando de propostas relacionadas a esse campo de estudo. Esta dissertação discute o esforço de pesquisa no desenvolvimento de uma arquitetura flexível aplicável a diferentes estilos de jogos, que dê suporte a várias funcionalidades de IA em jogos e sirva com base a introdução de novas técnicas que possam melhorar a jogabilidade. Neste trabalho são apresentadas: questões de projeto de tal sistema e de sua integração com jogos; um estudo sobre a arquitetura de middlewares de IA; uma análise dos poucos exemplos desse tipo de software disponíveis; e um levantamento da literatura disponível. Com base nessa pesquisa, foi realizado o projeto e a implementação da arquitetura de um middleware de IA; também descritos nesse trabalho. Além da implementação propriamente dita, é apresentado um estudo sobre a aplicação de padrões de projeto no contexto do desenvolvimento e evolução de um framework de IA para jogos.
The usage of artificial intelligence (AI) techniques in digital games is currently facing a steady need of improvements, so it can cater to players higher and higher expectations that require realism and believability in the game environment and in its characters' behaviours. In order to ease the fulfillment of these goals, software engineering techniques and methodologies have started to be used during game development. However, the use of such techniques and the creation of AI middleware are still far from being a generic and flexible enough tool for developing this kind of application. Another important factor to be mentioned in this discussion is the lack of available literature related to studies in this field. This dissertation discusses the research effort in developing a flexible architecture that can be applied to diferent game styles, provides support for several game AI functionalities and serves as basis for the introduction of more powerful techniques that can improve gameplay and user experience. This work presents: design issues of such system and its integration with games; a study on AI middleware architecture for games; an analysis of the state-of-the-art in the field; and a survey of the available relevant literature. Taking this research as starting point, the design and implementation of the proposed AI middleware architecture was conducted and is also described here. Besides the implementation itself, a study on the use of design patterns in the context of the development and evolution of an AI framework for digital games is also presented.
Iacovides, Ioanna. "Digital games : motivation, engagement and informal learning." Thesis, Open University, 2012. http://oro.open.ac.uk/35603/.
Full textPersson, Jens Alexander. "Puzzles combined with horror in digital games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20948.
Full textJackson, David. "Digital games as collaborative story-writing platforms." Thesis, Manchester Metropolitan University, 2015. http://e-space.mmu.ac.uk/593707/.
Full textHudson, Matthew. "Social presence in team-based digital games." Thesis, University of York, 2014. http://etheses.whiterose.ac.uk/9109/.
Full textAghababyan, Ani. "E3: Emotions, Engagement, and Educational Digital Games." DigitalCommons@USU, 2014. https://digitalcommons.usu.edu/etd/4031.
Full textHarper, Todd L. "The Art of War: Fighting Games, Performativity, and Social Game Play." Ohio University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1283180978.
Full textBerg, Marklund Björn. "Unpacking Digital Game-Based Learning : The complexities of developing and using educational games." Doctoral thesis, Högskolan i Skövde, Forskningscentrum för Informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11805.
Full textI denna avhandling presenteras en djupgående undersökning av digitala lärospel och hur de utvecklas för, och används inom, skolutbildning. Lärospelsforskning har traditionellt sett främst fokuserat på att undersöka spels utbildningspotential ur ett produktcentrerat perspektiv där spel och spelare sätts i centrum. Detta perspektiv har bidragit till en högre förståelse av sambandet mellan olika typer av spelmekanik och pedagogiska principer, samt vad spelare lär sig av sina interaktioner med spelinnehåll. Allteftersom denna typ av forskning påvisat olika typer av positiva sammanhang mellan spelande och lärande har således även argumenten och trycket för att använda spel i skolan ökat. Men trots att vår förståelse för vad som händer i förhållandet mellan spel och spelare stärkts, så är förståelsen av de krav och förutsättningar som spel ställer som utbildningsverktyg fortfarande väldigt begränsad; prioriteringen av att förstå spelens inneboende potential har lett till ett synsätt som inte tar utbildningsmiljöers realiteter i beaktande. Resultatet av detta är att det i dagsläget finns en stor mängd argument för varför digitala spel har stor potential för lärande och därmed bör användas mer i skolutbildning. Men det finns få studier som påvisar hur denna potential faktiskt kan uppnås, eller om den ens uttrycker sig som förväntat när spel används i verkliga utbildningssammanhang. Med denna kunskapsbrist i åtanke undersöker och beskriver denna avhandling hur formella utbildningssammanhang och digitala spel förhåller sig till varandra både konceptuellt och praktiskt. Genom fältstudier som inkluderat både utvecklare, utbildare och elever har utmaningar som uppstår i det unika mötet mellan utbildning och spelande identifierats. Observationer från fältstudier stöds även av intervjuer där lärare och utvecklares arbetsprocesser och synpunkter kring utbildning och lärospel undersökts. De huvudsakliga utmaningarna som uppdagats i dessa studier är att den ”traditionella” synen på spelutveckling, spelande och spelare är svårförenlig med skolutbildnings realiteter, pedagogiska principer och skolan som marknad för spelkonsumtion. Kort sagt så delar spel skapade för informellt och formellt spelande (till exempel för hemmabruk respektive klassrumsanvändning) många ytliga likheter, men användningskontexterna introducerar så pass olika krav och förutsättningar att informella och formella spel och spelsituationer inte är jämförbara. I avhandlingen konstateras slutligen att lärospel utgör en unik blandning av användbarhet, spelupplevelser och kontextberoende aktiviteter för meningsskapande. Lärospel kan inte förstås till fullo om de endast ses som läroverktyg, eller endast som spelupplevelser. För att lärospel ska mogna och bli användbara och effektiva inom skolutbildning i större utsträckning behöver både utvecklare och utbildare förändra arbetsprocesser i sina organisationer, och metoderna genom vilka de skapar och använder spel som läromedel. Lärospel kan inte förstås som ett förhållande mellan spel och spelare då de i själva verket utgör ett stort system av aktörer, processer och användningskontexter, som var och en påverkas av individuella och lokala krav och förutsättningar. Med detta i åtanke yrkar denna avhandling för en mer systemorienterad förståelse av lärospel där spelobjektet inte separeras från kontexter och arbetsprocesser. Avhandlingen bidrar till detta systemperspektiv genom att presentera modeller som beskriver systemet som lärospel utgör, samt en serie rekommendationer som kan hjälpa utbildare och utvecklare att navigera de komplicerade processerna involverade i användandet och utvecklingen av lärospel.
Janssen, Anna Beatrice. "Healthy Competition: Multiplayer Digital Games in Health Education." Thesis, The University of Sydney, 2017. http://hdl.handle.net/2123/18966.
Full textCuzziol, Marcos Fernandez. "Games 3D: aspectos de desenvolvimento." Universidade de São Paulo, 2007. http://www.teses.usp.br/teses/disponiveis/27/27131/tde-23072009-160753/.
Full textThis dissertation documents the 3D game development exploration based on my personal experience in this activity, between 1994 and 2006, establishing a dialog with works of authors from correlated areas. It comprises systemized descriptions on techniques and concepts mainly overlooked in current publications devoted to the theme, and built on experimentation and discoveries achieved during the process of creation and development of games in the digital medium.
Raptopoulou, Anastasia Thomai. "Mind the Gap : A qualitative study on preschool teachers’ perception on digital game-based learning." Thesis, Stockholms universitet, Institutionen för pedagogik och didaktik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-118785.
Full textHinchen, Naomi A. "Generating narrative through intelligent agents in digital games." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/85394.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (page 25).
An ongoing problem in game design is how to create story-based games that allow the player to have a variety of experiences if the game is played more than once, preferably without burdening the designer with a prohibitive workload. In this project, I approach the problem of creating a game with a mutable narrative from an AI perspective, designing a system called CharacterSimulator that generates a population of non-player characters (NPCs) with which the player will interact and assigns the NPCs a set of goals to carry out. Varying the set of NPCs and their objectives will create a different narrative experience for the player when the game is replayed. Although the NPC behaviors were originally modeled on Braitenberg vehicles, I have largely moved away from that model in the final version, focusing more on assigning NPCs goals that result in narratively interesting interactions.
by Naomi A. Hinchen.
M. Eng.
Al-Amide, Mustafa. "Digital Games and the Development of Communicative Competence." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30840.
Full textEmmelhainz, Nicole. "Writing Games: Collaborative Writing in Digital-Ludic Spaces." Case Western Reserve University School of Graduate Studies / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=case1402918660.
Full textWestecott, Emma. "Performing play in digital games : mapping feminist futures." Thesis, University of South Wales, 2015. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.702320.
Full textHo, Ping-I. "Value in play: Games Items in Digital Environments." Thesis, The University of Sydney, 2014. http://hdl.handle.net/2123/13429.
Full textNordin, Aliimran. "Immersion and players' time perception in digital games." Thesis, University of York, 2014. http://etheses.whiterose.ac.uk/7553/.
Full textMoon, Kyung Seob. "Consistency Maintenance Algorithms for Multiplayer Online Digital Games." Thesis, Griffith University, 2007. http://hdl.handle.net/10072/367081.
Full textThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
Faculty of Engineering and Information Technology
Full Text
Smårs, Jonathan. "Implementing Digital Fun : Locating success factors in PC games." Thesis, Karlstads universitet, Handelshögskolan, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-39160.
Full textMáthé, Melinda. "Mapping the Landscape of Digital Game-Based Learning in Swedish Compulsory and Upper Secondary Schools : Opportunities and Challenges for Teachers." Licentiate thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-181004.
Full textGough, Richard D. "Player attitudes to avatar development in digital games : an exploratory study of single-player role-playing games and other genres." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/13540.
Full textMedler, Ben. "Play with data - an exploration of play analytics and its effect on player expereinces." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44888.
Full textJensen, Michelle. "New Media and Interactivity." Thesis, The University of Sydney, 2006. http://hdl.handle.net/2123/1522.
Full textJensen, Michelle. "New Media and Interactivity." University of Sydney, 2006. http://hdl.handle.net/2123/1522.
Full textDigital/video games1 have entertained for 40 years and are a medium with the ability to reach a vast audience. In an article published in the Sydney Morning Herald, Charles Purcell reports that; “Globally, Halo 2 has sold more than 7 million copies. Both in the US and Australia it broke the film box-office record for the most earnings in the first 24 hours of release. The worldwide Halo 2 community on X-box Live has about 400,000 players… at the World Cyber Games in Seoul. Last year, gold medallist Matthew Leto won $US20,000 ($AUS27,0000) after his second consecutive Halo title.” 2. Game consoles have become a part of many lounge rooms just as the television did before them. Games are even commonplace in many coat pockets and carrying bags. This dissertation is concerned with the medium of digital/video games in relation to its effect on Game Art. It is also concerned with the concept of my studio work that deals with “evil” and the “uncanny” which are discussed in chapter four. My research looks at games and how they have developed and the relationship to contemporary art. A history of this development is explored in chapter two. My research will help me in developing an interactive piece. Throughout my current research the thoughts of author of The Second Self: Computers and the Human Spirit Sherry Turkle resonate: “…not what will the computer be like in the future, but instead, what will we be like? What kind of people are we becoming?” 3 It is interesting to consider the video/digital games as experiments of who we are or who we would like to be, little fantasies of empowerment. In a game we are able to live out our frustrations or fantasies in a closed and predictable experience.
Beale, Matthew Carson. "Playing the Writing Game: Gaming the Writing Play." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/32006.
Full textMaster of Arts
Cameron, David John. "Giving games a day job developing a digital game-based resource for journalism training /." Access electronically, 2004. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20041220.144608/index.html.
Full textTisdelle, Drew D. "A JavaScript Library for Hybrid Physical/Digital Board Games." Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-theses/1374.
Full textJonna, Grönlund, and Kalami Kasra. "Symbolism in Games." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4815.
Full textRudvi, 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 textGränsvägen 29 372 37 Ronneby Phone +46(0)708 35 04 45
Habgood, Matthew Peter Jacob. "The effective integration of digital games and learning content." Thesis, University of Nottingham, 2007. http://eprints.nottingham.ac.uk/10385/.
Full textAslan, Serdar. "Digital Educational Games: Methodologies for Development and Software Quality." Diss., Virginia Tech, 2016. http://hdl.handle.net/10919/73368.
Full textPh. D.
García, Hernández Mònica, and Madeleine Volter. "Incremental digital product innovation in social mobile games : A case study of King Digital Entertainment." Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90205.
Full textGuevara, Villalobos Orlando. "Cultural production and politics of the digital games industry : the case of independent game production." Thesis, University of Edinburgh, 2013. http://hdl.handle.net/1842/8874.
Full textBarnier, Maxime. "Smell, memory and games. Exploring the potential of the sense of smell in memory games." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22402.
Full textMizutani, Wilson Kazuo. "VORPAL: a middleware for real-time soundtracks in digital games." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/45/45134/tde-18052017-112539/.
Full textMuito embora trilhas sonoras desempenhem um papel essencial na experiência criada por jogos digitais, elas sofrem de diversas restrições de projeto causadas por limitações tecnológicas. Isso afeta principalmente efeitos em tempo real, que são uma demanda natural na mídia interativa dos jogos. Desenvolvedores precisam optar entre implementar uma solução própria caso a caso, investir em software proprietário, ou simplesmente negligenciar a trilha sonora por falta de opção melhor. Além disso, mesmo as melhores ferramentas comerciais trabalham apenas com áudio baseado em amostras, o que é uma das principais causas das ditas restrições de projeto. Portanto, esta dissertação propõe VORPAL, um middleware livre para áudio em jogos que foca em áudio procedural mas mantém compatibilidade com áudio baseado em amostras como uma ferramenta mais acessível e adequada para a composição de trilhas sonoras em tempo real para jogos digitais. O middleware, inspirado em seus antecessores comerciais, é dividido em duas principais componentes de software: um motor de áudio e um kit de criação de trilhas sonoras. O primeiro é constituído por uma biblioteca de programação nativa em C++, com a qual jogos e motores de jogos podem se ligar para reproduzir e controlar, em tempo real, peças da trilha sonora criadas usando a outro componente, que é um kit de blocos de construção providos como abstrações de Pure Data. Projetistas de som profissionais foram entrevistados e depois trabalharam em parceria com os autores para validar a tecnologia proposta, o que levou ao desenvolvimento de um jogo de prova conceitual chamado Sound Wanderer, que demonstra as possibilidades e limitações do middleware VORPAL.