Dissertations / Theses on the topic 'Game art'
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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.
Full textGartland, 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.
Full textMarques, Rodrigo Dorta. "Games e arte : processos em games alternativos /." São Paulo, 2019. http://hdl.handle.net/11449/191080.
Full textResumo: 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
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.
Full textGame 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.
Eklow, Joshua Ryan. "My second word was "game"." Thesis, University of Iowa, 2011. https://ir.uiowa.edu/etd/958.
Full textTingley, Edward. "Game of knowledge: The modern interpretation of art." Thesis, University of Ottawa (Canada), 1995. http://hdl.handle.net/10393/9820.
Full textAspenfelt, 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.
Full textMittra, Anirudh. "Libero." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/76688.
Full textMaster of Fine Arts
Jensen, 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.
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.
Full textQvarfordt, 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.
Full textDavis, Anna. "Civitas: A Game-Based Approach to AP Art History." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3846.
Full textFreeman, Lucas Jerome. "Alchemically, an Educational Role-Playing Game." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/89252.
Full textMaster of Fine Arts
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.
Full textWilliams, Klew. "Occlusion: Creating Disorientation, Fugue, and Apophenia in an Art Game." Digital WPI, 2017. https://digitalcommons.wpi.edu/etd-theses/409.
Full textGaspar, 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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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.
Full textHarper, Stephen Bryce. "Investigations into Social Game Theory." VCU Scholars Compass, 2006. http://scholarscompass.vcu.edu/etd/812.
Full textThomaz, 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/.
Full textThis 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.
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.
Full textNelson, 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.
Full textMaster of Arts
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.
Full textMaster of Arts
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.
Full textMaster of Arts
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.
Full textHealey, 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.
Full textGlasser, Susan. "Playing with Aesthetics in Art Museums." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/196.
Full textSchiffler, Andreas. "New game physics : added value for transdisciplinary teams." Thesis, University of Plymouth, 2012. http://hdl.handle.net/10026.1/923.
Full textLindahl, 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.
Full textAubrecht, 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.
Full textDrazdauskas, 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.
Full textIn 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.
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.
Full textBuhler, 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.
Full textDuring 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.
Blake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.
Full textMartínez, 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.
Full textDen 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.
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.
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.
Full textCarrigan, 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.
Full textIn 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.
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.
Full textMartis, 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.
Full textThis 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
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.
Full textSILVEIRA, 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.
Wilson, Jason Anthony. "Gameplay and the Aesthetics of Intimacy." Thesis, Griffith University, 2007. http://hdl.handle.net/10072/365610.
Full textThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Arts Media and Culture
Arts, Education and Law
Full Text
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.
Full textThe 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.
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.
Full textDissertation (MA (Archaeology))--university of Pretoria, 2020.
Anthropology and Archaeology
MA (Archaeology)
Unrestricted
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.
Full textMoulana, Sultana Jesmine. "SYNERGY: GAME DESIGN + QUR'AN MEMORIZATION." VCU Scholars Compass, 2017. https://scholarscompass.vcu.edu/etd/5199.
Full textSchrank, Brian. "Play beyond flow: a theory of avant-garde videogames." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42865.
Full textPerry, Allison. "Women and Video Games: Pigeonholing the Past." Scholarship @ Claremont, 2012. http://scholarship.claremont.edu/scripps_theses/135.
Full textZalka, 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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