Dissertations / Theses on the topic 'Game art'

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1

Harper, 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.

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2

Gartland, Connor. "Making Mori: Emotional Depth and the Art of Video Games." Ohio University Honors Tutorial College / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1400681933.

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3

Marques, Rodrigo Dorta. "Games e arte : processos em games alternativos /." São Paulo, 2019. http://hdl.handle.net/11449/191080.

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Orientador: Milton Terumitsu Sogabe
Resumo: Nesta pesquisa de caráter teórico-pratica, procuramos discutir os processos do desenvolvimento de games, mais especificamente aqueles que existem em paralelo da grande indústria de games. Para contextualizar sua linguagem construímos um breve panorama da sua história e suas manifestações no campo da Arte. Refletimos sobre processos utilizados na produção de games alternativos através da modificação, subversão e apropriação de ferramentas, valores e tecnologias dos games comerciais, através de exemplos e reflexões sobre a Game Art e games independentes. Nossa prática utiliza esses processos e abordagens para desenvolver uma produção de games experimentais. Foram produzidos 4 jogos, entre 2 projetos individuais e 2 coletivos.
Abstract: In this theoretical-practical research, we seek to discuss the processes of game development, more specifically those that exist in parallel to the game industry. To contextualize its language we build a brief overview of its history and its manifestations in the field of Art. We reflect on processes used in the production of alternative games through modification, subversion, and appropriation of commercial game tools, values and technologies in tandem with examples and reflection on Game Art and independent games. Our practice uses these processes and approaches to develop an experimental game production. Four games were made, between 2 individual and 2 collaborative projects.
Mestre
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4

Strandell, Patrik. "Art of Balance : In context of complexity." Thesis, University of Skövde, School of Humanities and Informatics, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-3364.

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Game balance can be considerd complex - there are many factors that play a role in the perception of balance. This thesis examines complexity, game theory and intution in an effort to disconver more about the perception of balance. The findings are that tactical and strategical choices that are presented for a player need to be interesting, not to complex and not to obvious. The importance lies in the estimation of the result that the player does when making a choice.


Spelbalansering är komplext – det finns många faktorer som påverkar det som uppfattas som balans. I mitt verk undersöks speciellt komplexitet, spelteori och intuition i jakten på att gräva fram mer ut ämnet. Denna reflexiva rapport tar upp metod och arbetsprocessen runt verket och mitt arbete på ability-systemet på Lockpick Entertainment. Om de taktiska och strategiska val som presenteras för en spelare anses som intressanta beror både på spelaren och svårigheten i valet. Är valet komplext är det svårare att avgöra korrekt, och taktiska och strategiska avvägningar måste göras. Detta är grunden i spelbalansering, att spelaren har flera vettiga, men inte uppenbara, val att välja bland.

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5

Eklow, Joshua Ryan. "My second word was "game"." Thesis, University of Iowa, 2011. https://ir.uiowa.edu/etd/958.

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Dispatched from deep within the Orbital Video Archive, Josh Eklow submits a follow-up to "My First Word Was Video". This thesis de caeli, entited, "My Second Word Was Game" focuses on the importance of the play element of art, hummus, stickers, exercise, and other fun things.
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6

Tingley, Edward. "Game of knowledge: The modern interpretation of art." Thesis, University of Ottawa (Canada), 1995. http://hdl.handle.net/10393/9820.

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Summation. A specifically modern approach to the interpretation of art is distinguished, rooted in the insight that cognitivity in interpretation must be oriented by sensitivity to the subject-object paradigm. It is shown that specific modern theory of interpretation has become established in twentieth-century theory and practice. That theory is demonstrated to be a set of interpretative rules. The hidden dependence of those rules on specific conceptions of the nature of a work of art (qua hermeneutic entity) is revealed. Three such conceptions of the work of art that are basic to modern art history are articulated and critically examined by careful attention to actual works. Interpretation is shown to exceed the strictures of each model, with the specific consequence that the meaning of the work of art in modern times is systematically narrowed. Motives for that narrowing are discussed. (Abstract shortened by UMI.)
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7

Aspenfelt, Zebastian. "Game art workflow: Open-source and comercial programs." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-12121.

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For years, game companies have been using different programs for the creation of the newest most inspiring games. A short presentation about different programs used for game art is provided with key aspects in developing art for games in character production. One aim is to showcase the potential of open-source programs. Two projects with two different characters were created for games testing the workflow between open-source, free application and also commercial programs. The results of the projects are discussed and then the document focuses on explaining what the negative side of open-source programs is and why they should not be used. After the discussion, a conclusion is made explaining the similarities and differences between open-source and commercial programs.
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Mittra, Anirudh. "Libero." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/76688.

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Libero is a 2D video game that aims to explore the concepts of dealing with personal issues such as insomnia and anxiety. It is a 2D stealth puzzle game that takes influence from older dungeon-crawlers and rogue-likes from the 1990s as well as inspiration from modern games designed for mobile platforms such as iOS and Android phones. The game experiments with new 2D normal mapping technologies for a unique take on pixel art.
Master of Fine Arts
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9

Jensen, Michelle. "New Media and Interactivity." Thesis, The University of Sydney, 2006. http://hdl.handle.net/2123/1522.

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Digital/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.
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Jensen, Michelle. "New Media and Interactivity." University of Sydney, 2006. http://hdl.handle.net/2123/1522.

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Master of Visual Arts
Digital/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.
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11

Hagström, Anders. "Poetically Man Dwells in Game Space : A Phenomenological Investigation of Video Games as Art." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326132.

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The studies of digital games is a young scientific field notable for its interdisciplinary nature that seeks to unite several epistemological positions in order to properly encompass the wide array of questions raised by the subject matter. During the last two decades strides have been made towards the introduction of a unified game theory, with several of the more recently suggested methods coalescing towards a similar end. This paper posits a phenomenological game theory which circumvents the usual aesthetic arguments for a focus on game as space, and analyses what it means to be in that space. The result of the initial reading of mainly three well-known and critically acclaimed digital games strongly indicates that using Heideggerian phenomenological thought reveals things about games as art that a) reinforces the validity of commonly held beliefs in current game theory, and b) suggests new ways forward for game design to improve games through enhancing the player’s comportment into their spaces by means of phenomenological game theory.
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12

Qvarfordt, Johan, and Johan Ronner. "Agency Centric Design and Engaging Game Art in VR." Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14660.

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This essay is a look into the future of games with new technology at hand, it serves as acloser look at new challenges and ways to overcome those challenges in VR game design.What new untapped way of acting on immersive storytelling can we convey with thisinteractive medium and how can we treat our players sense of agency within a VR world withthe necessary respect it deserves. This paper will dive into the idea of walking a mile insomeone else’s shoes and how to create a believable, narrative driven, non-restrictive gameexperience using aesthetic choices, world interactions and environmental storytelling as ourdesign tools. Aesthetic choices aren’t just a matter of achieving the highest realism thoughgraphical fidelity, instead it requires us to go deeper and look at a more traditional way ofdesigning our games art, to deeper convey immersion through minimalism and environmentaldesign to name a few. The goal is to understand how a world’s environments and the gameart in that environment could affect agency, all to support a more deeply focused, curious andin the end more immersive session of play.A virtual reality game called Norn have been produced alongside this paper to showcasethese features come into play. Norn is a narrative driven experience set in a stylistic old norsesetting where you play as a 18 year old girl named Thora and her sister Eira in a coming ofage story told in a different way.We have concluded that methods like the “Weenie”-method help to produce ways to guideplayers subconsciously but need carefully iterative improvements to work. We have also useddesign methods such as Bartle’s (1996) taxonomy of player types and Schell’s´(2008)“Pleasures” to build an inviting game environment and gameplay around to achieve personalagency. All while streamlining the games art both to overcome technical challenges but alsoto show how stylized environments can help accentuate the intended experiences compared toa realistic one.
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13

Davis, Anna. "Civitas: A Game-Based Approach to AP Art History." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3846.

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To increase student engagement as well as cover the content of Ancient Rome, the author developed a game named Civitas for an AP Art History course. The question driving this research project was, "Will incorporating a game into this Ancient Rome unit increase engagement without sacrificing the academic integrity of the class?" Research about engagement as well as others' success incorporating games into the classroom was examined to determine the benefits and difficulties. Much of the work for this unit came before any teaching occurred: designing all aspects of the game as well as carefully determining how it would contribute to measurable learning objectives. The researcher video recorded three AP History courses, with a total of 8 students, over a period of one week. Data collection measures used to determine engagement included a video-recording of the class, keeping a log of engaged behaviors, personal observations, and student free-response questions. Data collection measures to determine evidence of learning content about Ancient Rome included analysis of students' homework, discussions in the class, a multiple-choice test, and an essay test. Upon analysis, it was concluded that playing Civitas greatly increased engagement as well as contributed to the academic integrity of the unit. However, it also took twice as long to engage with the same subject matter, was expensive to produce, and many hours of preparation, which limits the ability to share this learning strategy with others.
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Freeman, Lucas Jerome. "Alchemically, an Educational Role-Playing Game." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/89252.

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Alchemically is an educational role-playing game that functions as a classroom aid for boosting middle school and high school students' memorization of molecular formulas and molecule's attributes. The game implements several diverse teaching methodologies, including trial and error, practice and feedback, and the presentation of information from audio and visual cues. It also motivates students to continue learning through both intrinsic and extrinsic motivators. Student players craft molecules by choosing and placing atoms into a crafting table, then bonding them together. To help players build molecules, players can reference a journal that includes images, diagrams, and factual information on the molecules included in the game.
Master of Fine Arts
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15

Bexander, Cecilia. "The making of a strategy game art guide : A case study." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-217299.

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Literature and teaching books about how to make art for games have been accessible but thearea lacked covering of genre-specific game art. Game genres require different solutions forthe art in order to aid playability of the final product. My game project, called DOMAINS was made with an outside team. The project together withmy first art guide about the cinematic platformer genre provided materials for the writing ofthe next game art guide. The old art guide was used as a template for the new guide, whichfocused on the strategy game genre. This report contains the description of the process of making my second art guide, and thewhole The Strategy Game Art Guide itself. It reviews both the successful and less successful implements in the game and will walk thereader through how the prior decisions were made and the consequences. It targets beginnersin the game development world.
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16

Williams, Klew. "Occlusion: Creating Disorientation, Fugue, and Apophenia in an Art Game." Digital WPI, 2017. https://digitalcommons.wpi.edu/etd-theses/409.

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Occlusion is a procedurally randomized interactive art experience which uses the motifs of repetition, isolation, incongruity and mutability to develop an experience of a Folie àDeux: a madness shared by two. It draws from traditional video game forms, development methods, and tools to situate itself in context with games as well as other forms of interactive digital media. In this way, Occlusion approaches the making of game-like media from the art criticism perspective of Materiality, and the written work accompanying the prototype discusses critical aesthetic concerns for Occlusion both as an art experience borrowing from games and as a text that can be academically understood in relation to other practices of media making. In addition to the produced software artifact and written analysis, this thesis includes primary research in the form of four interviews with artists, authors, game makers and game critics concerning Materiality and dissociative themes in game-like media. The written work first introduces Occlusion in context with other approaches to procedural remixing, Glitch Art, net.art, and analogue and digital collage and décollage, with special attention to recontextualization and apophenia. The experience, visual, and audio design approach of Occlusion is reviewed through a discussion of explicit design choices which define generative space. Development process, release process, post-release distribution, testing, and maintenance are reviewed, and the paper concludes with a description of future work and a post- mortem discussion. Included as appendices are a full specification document, script, and transcripts of all interviews.
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Gaspar, Débora da Rocha. "Cómo los nin@s se relacionan con el game art?" reponame:Repositório Institucional da UFSC, 2014. https://repositorio.ufsc.br/xmlui/handle/123456789/132386.

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Tese (doutorado) - Universitat de Barcelona, Facultat de Belles Arts, Departament de Dibuix. Programa de Doctorat: Arts i Educació, Barcelona, 2014.
Made available in DSpace on 2015-04-29T20:58:41Z (GMT). No. of bitstreams: 0 Previous issue date: 2014
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18

Knaack, Brooke E. "Can We Play A Game? Art Therapy with a Child Who is Reluctant to Make Art." Digital Commons at Loyola Marymount University and Loyola Law School, 2011. https://digitalcommons.lmu.edu/etd/92.

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This case study explores the benefits as well as the challenges of using art therapy with an emotionally disturbed child who was seen in three different settings. The literature reviewed for this case study covers the wide variety of factors affecting the client, including prenatal exposure to drugs, drug abusing parents, neglect in the postnatal environment, difficulty attaching to others, classification as emotionally disturbed (ED), requiring a special education classroom setting, and a diagnoses of Attention-Deficit/Hyperactivity Disorder (ADHD). The findings indicate that the art proved to be a particularly useful tool with which to assess and treat the client. Initially, the client’s reluctance to create art in the session was interpreted by the author as being a reflection of her abilities as an art therapist. By examining her countertransference, the author was able to understand the client’s reluctance as a reflection of his difficulty attaching to the therapist and collaborating with his family. The findings highlight the importance for emerging art therapists to address their countertransference in supervision when working with clients who appear unwilling to make art.
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Harper, Stephen Bryce. "Investigations into Social Game Theory." VCU Scholars Compass, 2006. http://scholarscompass.vcu.edu/etd/812.

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Investigations into Social Game Theory is a document that describes my two-year exploration of the ritual encapsulated in our societal framework. It discusses the thoughts and processes that accompanied the three bodies of work that led to the creation of my final thesis exhibition.
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20

Thomaz, Andrei Rubina. "O tabuleiro dos jogos que se bifurcam: as manifestações do labirinto nos jogos eletrônicos." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/27/27159/tde-01102009-152656/.

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Esta pesquisa tem como objeto de estudo principal as manifestações do labirinto nos jogos eletrônicos, dando continuidade às nossas pesquisas sobre o labirinto e à nossa produção artística em novas mídias. As investigações realizadas se deram em duas frentes, sendo uma teórica, onde fizemos uma revisão da bibliografia sobre o labirinto, com a finalidade de termos os subsídios necessários para analisar a presença do labirinto nos jogos eletrônicos. Esta análise se deu em termos espaciais e temporais, tomando a forma de dois capítulos da dissertação, tendo o apoio de estudos na área dos jogos eletrônicos e de referências da literatura e do cinema. Já na frente artística, realizamos nove trabalhos, empregando mídias digitais, que se relacionam, de alguma forma, com a temática desta pesquisa. Apresentamos estes trabalhos ao longo da dissertação, dedicando um breve texto a cada um deles, onde apontamos o diálogo entre eles e os jogos eletrônicos, assim como com referências artísticas, literárias, cinematográficas e teóricas.
This research is concerned with the ocurrences of labyrinths in electronic games, continuing our studies related to labyrinths and our artistic work in new media. The work done comprises two parts; the first one theoretical, where we revised selected references about the labyrinth, aiming to collect elements to analyse the ocurrences of labyrinths in electronic games. This analysis was performed in spacial and temporal terms, comprising two chapters of this dissertation, with the support of studies related to electronic games and literary and cinematographical references. In the artistic part, we developed nine works, using digital media, that are related, somehow, with the subject of this reasearch. These works are introduced along the dissertation, with a short text about each one, where we evidence the dialog between them and electronic games, as well as with artistic, literary, cinematographical and theoretical references.
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Asad, Mariam. "Making it difficult: modernist poetry as applied to game design analysis." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39617.

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The process of reading a modernist poem is just as much a process of deconstructing it: the language is designed to make meaning through inefficient means, like the aforementioned fragmentation and assemblage. The reader must decode the text. This is what I want to extract as a point of entry to my videogame analysis. The process of reading is not unlike the process of playing. Instead of linguistic structures, a player must navigate a game‟s internal rule system. The pleasure for both the reader and player comes from decoding the poem and game, respectively. I am not making claims that relationships between modernist poetry and videogames are inherent or innate. Similarly, I am not providing a framework to apply one medium to the other. Instead I want to investigate how each medium uses its affordances to take advantage of its potential for creative expression. I do not consider poetry or literature to be superior to videogames, nor am I invoking the argument that videogames should imitate earlier media. My goal is to compare specific modernist poems and videogames to see how each medium makes meaning through its respective processes.
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Nelson, Christopher University of Ballarat. "Spiritual Art: evoking the numinous using a 3D computer game engine." University of Ballarat, 2007. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/12793.

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The Seven Valleys is an interactive 3D installation based artwork inspired by mystical writings of the Bahá'í Faith. Created as a modification of the firstperson shooter Unreal Tournament 2003 (Epic, 2003) it subverts the original paradigm of the game to create an experience of the numinous, which in spirit, is diametrically opposed to the original intent of the gameplay design. This artwork presents an exploration of, and allusion to, the often subtle and illusive concepts found in the sacred treatise The Seven Valleys (Bahá'u'lláh, 1991) in which the user engages in an experiential journey through the work. The user is faced with conditions and situations that provide motivation to question, explore and attempt to fathom the abstract sense of the numinous. Each of The Seven Valleys contains its own individual mysteries while at the same time contributing its part to the telling of a collective story.
Master of Arts
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Nelson, Christopher. "Spiritual Art : evoking the numinous using a 3D computer game engine." Thesis, University of Ballarat, 2007. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/43390.

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The Seven Valleys is an interactive 3D installation based artwork inspired by mystical writings of the Bahá'í Faith. Created as a modification of the firstperson shooter Unreal Tournament 2003 (Epic, 2003) it subverts the original paradigm of the game to create an experience of the numinous, which in spirit, is diametrically opposed to the original intent of the gameplay design. This artwork presents an exploration of, and allusion to, the often subtle and illusive concepts found in the sacred treatise The Seven Valleys (Bahá'u'lláh, 1991) in which the user engages in an experiential journey through the work. The user is faced with conditions and situations that provide motivation to question, explore and attempt to fathom the abstract sense of the numinous. Each of The Seven Valleys contains its own individual mysteries while at the same time contributing its part to the telling of a collective story.
Master of Arts
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Nelson, Christopher. "Spiritual Art: evoking the numinous using a 3D computer game engine." University of Ballarat, 2007. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/14628.

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The Seven Valleys is an interactive 3D installation based artwork inspired by mystical writings of the Bahá'í Faith. Created as a modification of the firstperson shooter Unreal Tournament 2003 (Epic, 2003) it subverts the original paradigm of the game to create an experience of the numinous, which in spirit, is diametrically opposed to the original intent of the gameplay design. This artwork presents an exploration of, and allusion to, the often subtle and illusive concepts found in the sacred treatise The Seven Valleys (Bahá'u'lláh, 1991) in which the user engages in an experiential journey through the work. The user is faced with conditions and situations that provide motivation to question, explore and attempt to fathom the abstract sense of the numinous. Each of The Seven Valleys contains its own individual mysteries while at the same time contributing its part to the telling of a collective story.
Master of Arts
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Lucena, Jesiel Lyncoln. "In a Haystack: A Video Game About Discrimination and Privilege in American Culture." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/387.

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This Post Mortem discusses the choices made during the design and development process of In a Haystack, a narrative based adventure video game that discusses Privilege and Discrimination in American Society. As a solo project, I created a polished interactive experience that I intend to turn into a published episodic video game series. This document goes over the methodology choices, technical and artistic difficulties, and challenges faced by in pursuit of this goal.
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Healey, Luke Alexander Peter. "The art of football : visual culture and the beautiful game, 1992-2016." Thesis, University of Manchester, 2017. https://www.research.manchester.ac.uk/portal/en/theses/the-art-of-football-visual-culture-and-the-beautiful-game-19922016(b892732e-b218-4943-8f71-e12513446f1e).html.

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This thesis addresses relationships between art, aesthetics and men’s association football, and seeks to frame the latter as a source and locus of aesthetic variation and dissensus, in opposition to its typical presentation as a source of fleeting and purely physical pleasures. Its focus is the contemporary scene of global elite football, whose roots I argue can most effectively be traced back to the creation of the English Premier League and the UEFA Champions League in 1992. Through four chapters encompassing multiple case studies, I examine some of the aesthetic conceptions that are embedded within contemporary discourses around football, before analysing artworks and aesthetic practices that reproduce the game in various forms. Throughout the study, I am interested in bringing into focus the border-line between the cultural fields of art and football. I frame all of the objects, practices and artefacts that I analyse as sites of inter-section between these two rival sets of discursive formations, as well as offering theoretical and methodological reflections on the cultural dynamics that lead to these formations being considered as distinct fields in the first place. My principal research questions can be expressed as follows: what intellectual processes come into play when objects in the field of contemporary football approach the field of contemporary art and vice-versa, and what forces are active in each field that prevent this rapprochement from achieving total fulfilment?In order to approach these questions, my thesis is effectively divided into two halves. In the first half I use concepts derived from the study of art and visual cultures to bring to light some of the aesthetic debates that occur within football’s interpretative community. In chapter one I consider the manner in which aesthetics and sporting ethics become intertwined around the controversial issue of “diving”, while in chapter two I demonstrate the ways in which the animated highlight GIF holds in suspension notions of novelty, boredom and individual genius. In the second half of the thesis I analyse a number of artistic projects which address football – Douglas Gordon and Philippe Parreno’s film Zidane: a 21st Century Portrait, Maider López’s participatory performance Polder Cup and Craig Coulthard’s landscape intervention Forest Pitch, among others – by reading their aesthetic propositions against some of those that are rooted in the game itself. Addressing the functions that these works apply to the popular expressive content that already adheres to football can, I argue, be instructive in considering the cultural politics of contemporary art more generally. Finally, I conclude that contemporary football is a prominent site of complex aesthetic negotiations that warrants greater attention from the inter-discipline of visual studies.
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Glasser, Susan. "Playing with Aesthetics in Art Museums." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/196.

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"Playing with Aesthetics in Art Museums" presents a strategy for using design thinking to mediate engrossing art experiences for adult museum visitors. Built upon a substantiated family resemblance between art and play experiences, the study synthesizes a typology of aesthetic theories, ten germane tenets of game design, and a psychographic portrait of the "archetypal" museum visitor to create a practical framework for delivering engrossing art experiences to adult visitors who typically enter museums with limited art historical knowledge. The interdisciplinary approach used is intended to replace the singular methodologies (whether art historical, pedagogical or aesthetic) that have informed museum practice in the United States since the late nineteenth century.
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Schiffler, Andreas. "New game physics : added value for transdisciplinary teams." Thesis, University of Plymouth, 2012. http://hdl.handle.net/10026.1/923.

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This study focused on game physics, an area of computer game design where physics is applied in interactive computer software. The purpose of the research was a fresh analysis of game physics in order to prove that its current usage is limited and requires advancement. The investigations presented in this dissertation establish constructive principles to advance game physics design. The main premise was that transdisciplinary approaches provide significant value. The resulting designs reflected combined goals of game developers, artists and physicists and provide novel ways to incorporate physics into games. The applicability and user impact of such new game physics across several target audiences was thoroughly examined. In order to explore the transdisciplinary nature of the premise, valid evidence was gathered using a broad range of theoretical and practical methodologies. The research established a clear definition of game physics within the context of historical, technological, practical, scientific, and artistic considerations. Game analysis, literature reviews and seminal surveys of game players, game developers and scientists were conducted. A heuristic categorization of game types was defined to create an extensive database of computer games and carry out a statistical analysis of game physics usage. Results were then combined to define core principles for the design of unconventional new game physics elements. Software implementations of several elements were developed to examine the practical feasibility of the proposed principles. This research prototype was exposed to practitioners (artists, game developers and scientists) in field studies, documented on video and subsequently analyzed to evaluate the effectiveness of the elements on the audiences. The findings from this research demonstrated that standard game physics is a common but limited design element in computer games. It was discovered that the entertainment driven design goals of game developers interfere with the needs of educators and scientists. Game reviews exemplified the exaggerated and incorrect physics present in many commercial computer games. This “pseudo physics” was shown to have potentially undesired effects on game players. Art reviews also indicated that game physics technology remains largely inaccessible to artists. The principal conclusion drawn from this study was that the proposed new game physics advances game design and creates value by expanding the choices available to game developers and designers, enabling artists to create more scientifically robust artworks, and encouraging scientists to consider games as a viable tool for education and research. The practical portion generated tangible evidence that the isolated “silos” of engineering, art and science can be bridged when game physics is designed in a transdisciplinary way. This dissertation recommends that scientific and artistic perspectives should always be considered when game physics is used in computer-based media, because significant value for a broad range of practitioners in succinctly different fields can be achieved. The study has thereby established a state of the art research into game physics, which not only offers other researchers constructive principles for future investigations, but also provides much-needed new material to address the observed discrepancies in game theory and digital media design.
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Lindahl, Felix. "Varelsedesign : en metod." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1886.

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My aim in this case study has been to create a method for creature design to test this method in a production and evaluate the results. To achieve this I studied and analyzed the methods of three concept artists and illustrators named James Gurney, Neville Page and Iain McCaig. From the analysis of these artist´s methods, combined with my own personal experience, a new method was formed. To test this method a creature was designed based on directives given by a game design group in the process of creating a table top role playing game in a fictitious world. These directives where given for the creature´s role and its living conditions. When the production was completed I received feedback from the game design group and conducted an analysis of the method, based on their feedback and my own conclusions, to further improve upon this method.
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Aubrecht, Michelle Adrienne. "Using Gamestar Mechanic with Elementary Art students: An exploration of one teacher’s experiences." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1313592553.

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31

Drazdauskas, Laurynas. "Virtual Reality as a Phenomenon of Art." Thesis, Linköping University, Department of Philosophy, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7645.

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In this essay results are developed on two different levels. First, it is shown in demonstration that a phenomenological analysis on the lines of Roman’s Ingarden’s study of works in literature can be applied to Virtual Reality works, such as professional-simulators and video-games. In particular it can then be pointed out that: i) sound is separable from the scene, but using sound VR becomes enriched; ii) the main role in literature is left for the imagination, while in VR we find richness in concretization.

Second, it is argued in discussion that works in VR can be qualified as works of art. These electronic works may have all the aesthetical qualities (based on the phenomenology of Roman Ingarden) of the works of art in the traditional sense. So, that paper has two objectives: an analysis of VR and the search for the status of VR in art.

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Buhler, Doyle Leo. "Capturing the game: the artist-sportsman and early animal conservation in American hunting imagery, 1830s-1890s." Diss., University of Iowa, 2011. https://ir.uiowa.edu/etd/2447.

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During the last half of the nineteenth century, American sportsmen-artists painted hunting-related images that were designed to promote the ideals of sporting behavior, conservationist thought, and the interests of elite sportsmen against non-elite hunters. Upper-class American attitudes regarding common hunters and trappers, the politics of land use, and the role of conservation in recreational hunting played a significant part in the construction of visual art forms during this period, art which, in turn, helped shape national dialogue on the protection and acceptable uses of wildlife. This dissertation takes issues critical to mid-century American conservation thought and agendas, and investigates how they were embodied in American hunting art of the time. Beginning with depictions of recreational sportsmen during the era of conservationist club formation (mid-1840s), the discussion moves to representations of the lone trapper at mid-century. These figures were initially represented as a beneficial force in the conquest of the American frontier, but trappers and backwoodsmen became increasingly problematic due to an apparent disregard for game law and order. I explore the ways in which market hunting was depicted, and how it was contrasted with acceptable "sportsmanlike" hunting methods. Subsequent chapters consider the portrayal of the boy hunter, an essential feature to the sportsman's culture and its continuance, and the tumultuous relationship between elite sportsmen and their guides, who were known to illegally hunt off-season. The last chapters address the subject of the wild animal as heroic protagonist and dead game still life paintings, a pictorial type that represented the lifestyle of sportsmen and their concern for conservative catches and adherence to game law. Developments in conservation during the period were significantly tied to class and elitist aspirations, and artist-sportsmen merged these social prejudices with their agenda for game conservation. Their representations of hunting art both responded to and promoted the conservationist cause.
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Buhler, Doyle Leo. "Capturing the game| The artist-sportsman and early animal conservation in American hunting imagery, 1830s-1890s." Thesis, The University of Iowa, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3567993.

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During the last half of the nineteenth century, American sportsmen-artists painted hunting-related images that were designed to promote the ideals of sporting behavior, conservationist thought, and the interests of elite sportsmen against non-elite hunters. Upper-class American attitudes regarding common hunters and trappers, the politics of land use, and the role of conservation in recreational hunting played a significant part in the construction of visual art forms during this period, art which, in turn, helped shape national dialogue on the protection and acceptable uses of wildlife.

This dissertation takes issues critical to mid-century American conservation thought and agendas, and investigates how they were embodied in American hunting art of the time. Beginning with depictions of recreational sportsmen during the era of conservationist club formation (mid-1840s), the discussion moves to representations of the lone trapper at mid-century. These figures were initially represented as a beneficial force in the conquest of the American frontier, but trappers and backwoodsmen became increasingly problematic due to an apparent disregard for game law and order. I explore the ways in which market hunting was depicted, and how it was contrasted with acceptable "sportsmanlike" hunting methods. Subsequent chapters consider the portrayal of the boy hunter, an essential feature to the sportsman's culture and its continuance, and the tumultuous relationship between elite sportsmen and their guides, who were known to illegally hunt off-season. The last chapters address the subject of the wild animal as heroic protagonist and dead game still life paintings, a pictorial type that represented the lifestyle of sportsmen and their concern for conservative catches and adherence to game law. Developments in conservation during the period were significantly tied to class and elitist aspirations, and artist-sportsmen merged these social prejudices with their agenda for game conservation. Their representations of hunting art both responded to and promoted the conservationist cause.

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Blake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.

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This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of these concepts are contextualized within the exponential growth of new technologies. That is to say, all of these semiotic developments must be framed within the post-Internet sphere.
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35

Martínez, Ana Laura, and Natali Arvidsson. "Balance Between Performance and Visual Quality in 3D Game Assets : Appropriateness of Assets for Games and Real-Time Rendering." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413871.

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This thesis explores the balance between visual quality and the performance of a 3D object for computer games. Additionally, it aims to help new 3D artists to create assets that are both visually adequate and optimized for real-time rendering. It further investigates the differences in the judgement of the visual quality of thosethat know computer graphics, and thosenot familiar with it. Many explanations of 3D art optimization are often highly technical and challenging for graphic artists to grasp. Additionally, they regularly neglect the effects of optimization to the visual quality of the assets. By testing several 3D assets to measure their render time while using a survey to gather their visual assessments, it was discovered that 3D game art is very contextual. No definite or straightforward way was identified to find the balance between art quality and performance universally. Neither when it comes to performance nor visuals. However, some interesting findings regarding the judgment of visual quality were observed and presented.
Den här uppsatsen utforskar balansen mellan visuell kvalitéoch prestanda i 3D modeller för spel. Vidare eftersträvar den att utgöra ett stöd för nya 3D-modelleingskonstnärer för att skapa modeller som är både visuellt adekvata och optimerade för att renderas i realtid. Dessutom undersöks skillnaden mellan omdömet av den visuella kvalitén mellan de som är bekanta med 3D datorgrafik och de som inte är det. Många förklaringar gällande optimering av 3D grafik är högst tekniska och utgör en utmaning för grafiker att förståsig på och försummar dessutom ofta effekten av hur optimering påverkar resultatet rent visuallet. Genom att testa ett flertal 3D modeller, mäta tiden det tar för dem att renderas, samt omdömen gällande visuella intryck, drogs slutsatsen att bedömning av 3D modellering för spel är väldigt kontextuell. Inget definitivt och enkelt sätt att hitta balansen mellan visuella kvalitén upptäcktes. Varken gällande prestanda eller visuell kvalité. Däremot gjordes några intressanta upptäckter angående bedömningen av den visuella kvalitén som observerades och presenterades.
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36

Mendonça, Bruno de Abreu. "Do game à arte: processo criativo em gamearte." Universidade Federal de Goiás, 2014. http://repositorio.bc.ufg.br/tede/handle/tede/3833.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
The research presented here seeks, through the investigation of the characteristics and ways of the electronic games, analyze their possibilities as an art object – the form of artistic expression called gameart. Through exploratory research that permeates the origins of video games, their relationships, motivations and evolution, its intended to develop a deeper understanding of the structure and definition of the electronic game in order to develop an gameart object that can reflect, deconstruct and /or criticize characteristics from the universe of eletronic games . After presenting the definition, genres and formats of games, the research turns to the definition and analysis of the concept of gameart, revisiting the origins of this new creative possibility and reflecting on the possibilities to treat a video game as an art object. The theoretical analysis developed here became the basis for experimentation and construction of aesthetic and conceptual scheme, aiming at the creative process of two gameart objects , the first more generalist and created as an exercise of introduction to the universe of gameart and the second, deeper, seeking a detailing of the elements that define it. Both gameart objects served as basis for the construction of a third – and last – gameart object, presenting concepts acquired by experience with previous works : Labyrinth of the Mind.
A pesquisa aqui apresentada busca, através da investigação acerca dos moldes e características dos chamados games – jogos eletrônicos – analisar suas possibilidades como objeto de arte, sendo que essa forma de expressão artística é denominada gamearte. Através da pesquisa exploratória que perpassa as origens dos jogos eletrônicos, suas relações, motivações e evolução, pretende-se desenvolver uma compreensão mais profunda sobre a estruturação e definição do termo game afim de desenvolver um objeto de gamearte que consiga refletir, desconstruir e/ou criticar características do universo dos games. Após a apresentação da definição, os gêneros e formatações de games, a pesquisa se volta para a definição e análise do conceito de gamearte, revisitando as origens dessa recente possibilidade criativa e refletindo acerca das possibilidades de se tratar um jogo eletrônico como objeto de arte. As análises teóricas aqui desenvolvidas serviram de base para a experimentação e construção do raciocínio estético e conceitual visando o processo criativo de dois trabalhos de gamearte, o primeiro deles mais generalista e criado como exercício de introdução ao universo da gamearte e o segundo mais detalhista, visando um aprofundamento nos elementos que o definem. Ambos os trabalhos serviram, então, de base para a construção de um terceiro – e último – objeto de gamearte, que apresenta conceitos adquiridos pela experiência com as obras anteriores: Labirinto da Mente.
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37

Fusco, Chelsea Sloan. "A Game Theoretic Explanation of Art Auction Experts’ Pre-Sale Estimates: How Estimates Alter Auction Success." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/scripps_theses/791.

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This paper examines the relationship between auction outcomes and pre-sale estimates. Using data from Blouin Arts Sales Index this paper examines 700 realized prices for Picasso works over the last five months of 2015. After considering many estimation inadequacies, it is determined that experts are publishing accurate and unbiased pre-sale valuations. For works unsold, the revenue lost to “buy ins” is offset by the excess revenue earned from current estimate publishing strategies.
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38

Carrigan, Ting-Pi Joyce. "A zero sum game? Eliminating course repetition and its effects on arts education." Thesis, California State University, Long Beach, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3584960.

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In 2011, with ongoing concerns over state budget shortfalls and the increasing educational cost structure, California state legislators focused their attention on measures that could lead to access, added productivity, and value in order to sustain the current educational system. One ofthe recommendations provided by the Legislative Analyst's Office (LAO) was to eliminate state support for course repetition in activity classes. In 2012, the Board of Governors (BOG) adopted the changes to Title 5 ofthe California Code of Regulations to limit the apportionment a community college district could collect for student attendance in credit courses that are related in content. This limitation on apportionment was intended to specifically limit student enrollment in active participatory courses such as those in the visual and performing arts.

This qualitative interview study used the Discipline-Based Art Education framework to bring forth the experiences of 13 community college visual and performing arts (VAPA) instructors. The purpose of the study was to understand how VAPA instructors experienced the elimination of course repetition, how they reconciled the requirements of their discipline with the state educational policy, and how these changes influence the teaching and promotion of access to arts learning.

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39

Binkhorst, Caitlin E. "A Game of Love and Chess: A Study of Chess Players on Gothic Ivory Mirror Cases." Kent State University Honors College / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1367695601.

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40

Martis, Nicholas Samuel. "Learning to Be Human by Pretending to Be Elves, Dwarves, and Mages: A Phenomenological Aesthetic of Video Games." Thesis, Boston College, 2014. http://hdl.handle.net/2345/3886.

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Thesis advisor: Eileen Sweeney
This paper combines principles from aesthetic cognitivism with phenomenological embodiment as explained by Maurice Merleau-Ponty in order to construct both an argument for video games as a form of art as well as a method for appreciating them. I argue that the unique status of video games as interactive fictions warrants an adjusted set of aesthetic criteria. My proposed method of examination involves the concept of "fictional embodiment" in which an appreciator imaginatively undergoes the experiences of the video game character. After establishing this framework the paper applies it to narrative and emotion in video games before moving on to extended examples
Thesis (BA) — Boston College, 2014
Submitted to: Boston College. College of Arts and Sciences
Discipline: College Honors Program
Discipline: Philosophy
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Kry, Tobias. "How to develop graphic design for games with low-pixel density." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-203236.

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This thesis is written for the Bachelor of Arts degree in Game Design and Graphics at Gotland University in Sweden. A method used in graphic design for games with low-pixel density was initially studied in the course Advanced Game Project and has in this work been further developed. In general, since regular size-reduction of pictures often results in visually incomplete bitmaps, the goal of this thesis is to provide a better overview on the process of reduction where the important features of the original picture are maintained throughout the reduction phase.
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SILVEIRA, Rowan Henrique Sarmento. "Potencial empático visual em personagens Pixel Art: um referencial de design para jogos digitais." Universidade Federal de Pernambuco, 2017. https://repositorio.ufpe.br/handle/123456789/26617.

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CNPq
O Pixel Art é um estilo de representação visual nostálgico e simplificado, que remete aos primeiros jogos de videogame e que ainda hoje possui expressividade no mercado de jogos digitais, principalmente através do cenário indie. Caracterizado por baixas resoluções gráficas, seus jogos podem encontrar limitações em representar de forma plena a aparência de personagens, não fazendo uso de todo o seu potencial empático, que por sua vez, ajuda a expressar a personalidade da personagem e direcionar o olhar do jogador em relação à mesma, agindo como um importante elemento imersivo. Este trabalho visa, através de exploração bibliográfica e de casos representativos, resultar em um referencial de design que facilite a configuração de personagens nesse contexto. Para tanto, divide-se em três etapas: Na etapa introdutória (que envolve os três primeiros capítulos), são lançados os conceitos-base para a investigação proposta, partindo principalmente da definição do pixel art e a ação da empatia na relação entre personagem e jogador; a etapa investigativa envolve os três capítulos seguintes e revela-se como a mais determinante deste trabalho, onde são investigados elementos diversos para a construção empática da personagem pixel art, como (respectivamente) elementos expressivos do corpo humano, representação gráfica de personagens e artifícios configurativos passíveis de serem utilizados para alavancar seu potencial empático dentro do jogo. A terceira etapa engloba o último capítulo e a conclusão deste trabalho: trata-se da verificação de uso dos principais elementos investigados nos capítulos anteriores, partindo de um checklist de enunciados relevantes nos vinte jogos pixel art voltados a personagens mais baixados na plataforma on-line Steam (Março de 2017), no intuito de perceber a extensão de suas aplicações. Tal verificação traz um retorno positivo, de forma que foi possível observar a utilização de grande parcela dos elementos e artifícios explorados na configuração dos jogos analisados.
The Pixel Art is a simplified and nostalgic visual representation style dating back to the beginning of the gaming industry, with considerably expressiveness to the present day. Known for its low graphic resolutions, pixel art games may find some constraints in fully representing a character’s appearance,resulting in its low use of empathic potential. The emphatic potential improves the expressiveness of a character traits, therefore it directs the player’s gaze through their looks and behavior as a important immersion feature. This work aims to result in a design reference to facilitate configurative processes through a bibliographic and representative cases exploration. For that, it is split in three main steps: for the introductory one (involving the three first chapters), the necessary base-concepts are exploited for the proposed investigation, encompassing subjects such as pixel art definitions and the empathic relation between player and character; the second step is a investigative one: it embraces the three next chapters and reveals itself as the most important for this work, since it holds elements such as human expressive features, character graphic representation and representational tips for boosting character design by empathic perspective (respectively), resulting in configurative tactics for a design reference. The third step relates to both last chapter and conclusion of this work: it’s about a use verification of the main elements found throughout the research done on the previous chapters, by a checklist of relevant statements applied to twenty most-downloaded character-based pixel art indie games found on Steam on-line platform (on March, 2017). Such verification is taken in order to perceive the usage extension of the configurative tactics previously found, turning out as a positive feedback, since it was possible to verify the presence of a expressive amount of those tactics in the analyzed games.
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Wilson, Jason Anthony. "Gameplay and the Aesthetics of Intimacy." Thesis, Griffith University, 2007. http://hdl.handle.net/10072/365610.

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This thesis examines early videogames in relation to a number of current and emerging topics in videogame aesthetics.
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Arts Media and Culture
Arts, Education and Law
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44

Motėjūnaitė, Rasa. "Stalo žaidimas šeimai „Liftas"." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2013~D_20130819_110046-04440.

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Stalo žaidimas „LIFTAS“ skirtas žaisti visai šeimai, jis neturi griežto amžiaus cenzo, grafika reikalavo spalvų ir žaismingumo, kurie sudomintų vaikus. Kita vertus, žaidėjai bus ne tik vaikai, bet ir suaugusieji, todėl rasti kompromisą tarp grafikos kriterijų buvo gana sudėtinga. Projektuojant šį gaminį pagrindinis tikslas buvo suburti visą šeimą praleisti laiką kartu. Žaidimo taisyklės nėra itin sudėtingos, tačiau yra smulkių momentų, kurie turi ir mokamąją vertę, reikalauja nesudėtingų skaičiavimo įgūdžių. Sportinio stiliaus stalo žaidimas yra suskirstytas į skirtingus lygius, kurie pažymėti nuo pirmojo iki dvyliktojo aukšto. Kiekvienas lygis turi savo papildomų laukelių ir užduočių, kurie gali žaidėjui padėti arba sutrukdyti pasiekti finišą. Sukurtas stalo žaidimas gali būti pritaikytas ne tik, praleisti laisvalaikį, bet ir suartinti šeimos narius, skatinti bendravimą tarp vaikų ir suaugusiųjų. Žaidimo taisyklės moko vaikus skaičiuoti, skirti spalvas, taip pat supratimo, kantrybės laukiant savo eilės „kilti liftu“. Žaidimas gali būti viena iš priemonių kaip būtų galima įveikti baimę naudotis liftu. Stalo žaidimas įrodys vaikams, kad maža lifto kabina, nėra tokia baisi ir kilti liftu gali būti net smagu.
The family board game “Liftas” does not have a strict age limit, graphics demand colors and playfulness in order to interest children. However, players are not only children but adults as well, therefore, to find a compromise between graphics criteria was quite complicated. While designing this product the main objective was to gather a whole family to spend some time together. Game rules are not very complicated but there are some educational moments, which require computational skills. This sport style board game is divided into different levels, marked from the first to the twelfth floor. Each level has additional fields and tasks, which can either help or hinder the player to reach the finish. This board game can not only be used to spend free time but also to encourage family communication. Game rules teach children to count and to distinguish colors, as well as patience while they are “queuing up for the elevator”. The game can also be one of the means to overcome the fear of elevators. It proves children that a small elevator cabin is not that scary and it can even be fun to use an elevator.
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Du, Toit Timon Dawid. "Interactive Media in Archaeology : Video Games for Archaeological Heritage Conservation." Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/78749.

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The use of video games as a sustainable tool for preserving existing archaeological data in an entertaining and interactive manner was investigated. The main aim of such investigation was to explore the potential benefits in terms of archaeological/heritage education, broadcasting, and representing data in a manner that is interactive and encourages critical thinking through play. Game Pass Shelter, located at Kamberg in the uKhahlamba Drakensberg Park was used to create a virtual environment in a video game that accurately represents traditional Bushmen rock art and folklore. Two phases were featured in the development of the video game: (i) getting feedback from gamers through a questionnaire I had designed, and (ii) using the identified recommendations to design the 2D video game using Unity Game Engine (a free video game development piece of software). This 2D video game, defined by authenticity to the represented folklore, features rock art motifs from Game Pass Shelter used against the backdrop of the Spoiling of the Eland traditional story. The video game begins with the ‘Rosetta Stone’ of southern African rock art and contextualises it using selected traditional folklore. Through this process, the video game aims to show why hunting was so important to the traditional Bushmen way of life. It further shows why eland were so valued and some unique beliefs that the Bushmen had concerning them.
Dissertation (MA (Archaeology))--university of Pretoria, 2020.
Anthropology and Archaeology
MA (Archaeology)
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46

Stoner, Zachary. "Hell is a Game Show: An Artistic Interpretation of the Afterlife." Ohio University Honors Tutorial College / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1524835391884507.

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47

Moulana, Sultana Jesmine. "SYNERGY: GAME DESIGN + QUR'AN MEMORIZATION." VCU Scholars Compass, 2017. https://scholarscompass.vcu.edu/etd/5199.

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The rise of digital technology has transformed nearly every part of our daily lives, including the way we learn and memorize. Such transformations raise interesting questions for one of the most long-standing and demanding memorization tasks in the world: the memorization of the Islamic holy book, The Qur’an. For Muslims, The Qur’an is a timeless, sacred text, cradling within its covers many profound images, stories, and parables. Despite rigorous research in the fields of game design and memorization techniques, very little work has been done in combining these two areas of research to create a game-based memorization experience of The Quran. This thesis synthesizes game design elements with existing memorization techniques to foster a more engaging, enriching, and inspiring Qur’an memorization experience.
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Schrank, Brian. "Play beyond flow: a theory of avant-garde videogames." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42865.

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Videogame tinkerers, players, and activists of the 21st century are continuing, yet redefining, the avant-garde art and literary movements of the 20th century. Videogames are diverging as a social, cultural, and digital medium. They are used as political instruments, artistic experiments, social catalysts, and personal means of expression. A diverse field of games and technocultural play, such as alternate reality games, griefer attacks, arcade sculptures, and so on, can be compared and contrasted to the avant-garde, such as contemporary tactical media, net art, video art, Fluxus, the Situationists, the work of Pollock or Brecht, Dada, or the Russian Formalists. For example, historical avant-garde painters played with perspectival space (and its traditions), rather than only within those grid-like spaces. This is similar in some ways to how game artists play with flow (and player expectations of it), rather than advancing flow as the popular and academic ideal. Videogames are not only an advanced product of technoculture, but are the space in which technoculture conventionalizes play. This makes them a fascinating site to unwork and rethink the protocols and rituals that rule technoculture. It is the audacity of imagining certain videogames as avant-garde (from the perspective of mainstream consumers and art academics alike) that makes them a good candidate for this critical experiment.
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Perry, Allison. "Women and Video Games: Pigeonholing the Past." Scholarship @ Claremont, 2012. http://scholarship.claremont.edu/scripps_theses/135.

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Academic work dealing with the overlap between video games and female representation is limited in both volume and proper research. Most texts agree on three supposed flaws with video games: they alienate female participants, there are no games for female players, and female players cannot relate to female characters. This thesis sheds light on these points, not only citing specific counter-examples, but also showing how many of these issues reflect on a larger societal problems.
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Zalka, Csenge Virág. "Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum." Digital Commons @ East Tennessee State University, 2012. https://dc.etsu.edu/etd/1469.

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The goal of this thesis is to develop a template for turning traditional stories into role-playing games for the high school curriculum. By developing 3 sample games based on Greek mythology, Arthurian legends, and a widespread folktale type, I explored the process of creating games that fit the limits of secondary classrooms and can be used to address specific educational standards. The sample games were tested with groups of high school and college students, and the results of the testing sessions evaluated in a narrative case study format. Feedback from the testing sessions was incorporated in the template, the final product of the thesis project. By exploring tabletop role-playing as a form of emergent interactive storytelling, a connection has been created between traditional storytelling and popular culture with the hope of reaching out to new audiences and introducing a stronger interactive element into storytelling in secondary education.
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