Dissertations / Theses on the topic 'Game habit'
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Durante, Raphael Dall´anese. "Considerações sobre o caráter da liberdade no jogo entre homem e aparelho." Universidade Presbiteriana Mackenzie, 2009. http://tede.mackenzie.br/jspui/handle/tede/2029.
Full textFundo Mackenzie de Pesquisa
This research aims to present comments about the nature of freedom in the game between man and apparatus. Starting from a realistic method of investigation considering the movement of the game as part of a real universe, where the relationship of continuity and alterity are conditions of this ludic activity we tried to estabilish theoretical relations between Charles S. Pierce and Vilém Flusser aiming to study principles from this game, for exemple, the principles of freedom, necessity and automation; analysing then, its vital importance to the origin of a habit. At the same moment, in addition to observe a brief history of the concept of the game and include into the research a conception of a game as ludic and free activity, we aims, through a careful conceptual analysis, the metaphysical function of the apparatus. Finally, we reaffirm the relationship of alterity in the game as a possible way to freedom, we highlight our methodological and epistemological considerations and we also raise some questions about the proper research in the direction to have if become some type of method.
Esta pesquisa busca apresentar considerações sobre o caráter da liberdade no jogo entre homem e aparelho. Partindo de um método de investigação realista considerando o movimento do jogo como parte de um universo real, onde as relações de continuidade e alteridade são condições a esta atividade lúdica tentamos estabelecer relações teóricas entre Charles S. Peirce e Vilém Flusser tendo por objetivo estudar os princípios decorrentes deste jogo, a saber, os princípios de liberdade, necessidade e automação; observando, em seguida, a vital importância destes para a origem de um hábito. Ainda neste momento, além de observarmos uma breve história do conceito de jogo e incluirmos à pesquisa uma concepção de jogo como atividade lúdica e livre, buscamos compreender, por meio de uma cuidadosa análise conceitual, a função metafísica do aparelho. Finalmente, reafirmamos a relação de alteridade no jogo como um possível caminho à liberdade, destacamos nossas considerações epistemológicas e metodológicas e também levantamos algumas questões sobre a própria pesquisa, no sentido de ter se tornado algum tipo de método.
FERRARI, AMBRA. "DIGITAL HUMANITY. Do Users' Gaming Habits Affect the Perceived Human-Likeness of Virtual Agents in a Simulated Human Interaction?" Doctoral thesis, Università degli Studi di Milano-Bicocca, 2021. http://hdl.handle.net/10281/315494.
Full textVirtual Agents have been increasingly used as deliverers of notions in Simulated Human Interactions training effective communication strategies. Nevertheless, replicating the level of human-likeness required to "convince users (…) that a virtual human is the real thing" (Ruhland et al., 2015) remains a challenge. In particular, the Uncanny Valley effect refers to the observer's unpleasant impression of a virtual being with an almost, but not entirely, realistic human form (Seyama & Nagayama, 2007). Previous literature has described several intervening factors in the perception of uncanniness, including the Agent's static and dynamic features, but also individual differences in the degree of predisposition to anthropomorphize an Agent (e.g., Epley, Waytz, & Cacioppo, 2007; Kätsyri, Förger, Mäkäräinen, & Takala, 2015). During the last decades, video games have been representing an entertainment source for a growing number of people, and this dissertation's objective has been to confirm whether game habits might be considered among intervening factors. The video game industry has been driving technological innovation allowing for high-fidelity face and voice synthesis of Virtual Agents in Entertainment products. Such technologies are often not available to smaller research laboratories relying on limited resources. Therefore, the present dissertation has also explored the possibility of identifying "easy wins" on the short development run, essential elements that do not require expensive interventions in terms of money and time but can increase the perception of the Virtual Agent's quality. ENACT (Marocco, Pacella, Dell'Aquila, & Di Ferdinando, 2015), an online Simulated Human Interaction for the training of Negotiation strategies, has been used as the main object of this dissertation. In ENACT, trainees take five conversation turns with a Virtual Agent that communicates through a combination of four different facial expressions, 24 gestures, and ten different body postures and gaze directions. The present dissertation includes two experimental studies, exploring the effectiveness of low budget implementations of Virtual Agent’s features, i.e., random eye blinks and spoken gibberish accompanying written communication. Two samples of, respectively, 50 and 60 male participants, all aged between 18 and 35, have been recruited and preliminarily divided into habitual video game players and non-habitual video game players according to their mean weekly gameplay hours. Once randomly assigned to the experimental or control group, participants interacted with the Virtual Agent and completed the questionnaires related to its uncanniness evaluation and ENACT's perceived quality as an educational product. Results indicate that the mere introduction of eye blinks in random moments of the interaction with a Virtual Agent seems to moderately affect the user's perception of the Agents' realism. Moreover, in cases when modern text-to-speech voice engines are not available, it seems advisable to rely on a text-only form of communication for Virtual Agents instead of a gibberish-based communication. Results also suggest that video game habits might have a mediating role in the perception of Virtual Agents' qualities. Nevertheless, game habits might not simply posit higher standards to players but, instead, they might experience the "too real for comfort" zone differently, consequently assigning different expected social standards and normative expectations to Virtual Agents they interact with. Such results confirm that the perception of an Agent's human-likeness is a complex and dimensional matter, therefore including previous gaming literacy into the factors intervening in the perception of uncanniness.
Marston, Hannah. "Wii like to play too : computer gaming habits of older adults." Thesis, Teesside University, 2010. http://hdl.handle.net/10149/112681.
Full textFrandsen, Filip. "The Impact of Visual Properties on Player Habits and Game Sessions." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326119.
Full textUppsatsen är ämnad att skapa en grund för information och korrelationer mellan speltider och bibehållande spelsessioner baserat på visuella egenskaper (ex färgvalörer). En undersökning av spelsessioner och spelarvanor är utförd med sikte på att hjälpa art directors att göra medvetna och avsiktliga beslut om spelutseende för produkter där det visuella kan påverka spelsessioner. Genom att veta hur visuella element, så som färgvalörer, former och kontrast påverkar spelintensitet och spelarengagemang och slutgiltigt tiden spenderad under spelsessioner, så kan art directors göra informerade beslut för att påverka beteende och vanor.Uppsatsen inkluderar områden såsom färgeffekter på människor (mentala och fysiska), ögonfunktioner och hur dessa borde påverka design, effektivt användande av grafik, ögontrötthet och visuell kommunikation.Denna studie av visuella egenskaper och speltider drar slutsatsen att visuella effekter har en definitiv inverkan på hur spelet uppfattas och bearbetas av spelaren, vilket leder till situationer där samma spelmekaniker kan vara intensivare om dessa presenteras på specifika visuella sätt.
Gidlöf, Lisa, and Belay Hermela Retta. "Habits related to television, computer games and eating among school children in a rural and an urban area of Thailand." Thesis, Uppsala universitet, Institutionen för folkhälso- och vårdvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-144464.
Full textTodd, C. Stan (Charles Stan). "Food Habits, Dietary Overlap and Electivity of Non-Game Insectivorous Fishes in an Ozark Foothills Stream." Thesis, North Texas State University, 1985. https://digital.library.unt.edu/ark:/67531/metadc503873/.
Full textKollock, Roger Olen. "The relationship between video game playing habits and reaction time in both males and females of different age groups." [Johnson City, Tenn. : East Tennessee State University], 2004. https://dc.etsu.edu/etd/890.
Full textTitle from electronic submission form. ETSU ETD database URN: etd-0331104-085211 Includes bibliographical references. Also available via Internet at the UMI web site.
Vintetjärn, Björn. "Video Games – a Source of Knowledge? - an investigation amongst youths about their thoughts on their video gaming habits." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36462.
Full textAmarius, Sebastian, and Oliver Fredriksson. "Digital games and collocations : A study of the relationship between L2 learners' gaming habits and knowledge of collocations." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44779.
Full textTuğsal, Fatma Kübra. "Examination of primary school children's playing habits through digital puzzle games, and the impact of non-educational commercial puzzle games on the development of logical thinking in primary school children : An ethnographic case study with Supaplex." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16176.
Full textBogdanova, Anastasia. "Digital gaming as an extramural English activity. A study regarding gaming habits and the impact of playing digital games in English on Swedish third graders’ English vocabulary." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-28779.
Full textVikström, Emma, and Rebecka Karlström. "Hur Habitica stödjer de psykologiska behoven autonomy, competence och connectedness för bibehållen motivation : En kvalitativ studie av den digitala uppgiftshanteraren Habitica, gamification och inre motivation." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-44952.
Full textUppgiftshanteraren Habitica studerades för att svara på: 1) Hur tjänsten motiverar genom att tillfredsställa psykologiska behov från SDT och 2) Varför användare fortsätter att använda Habitica. Studien utgick från teorier om gamification, motivation och ramverket METUX. En intervjustudie utfördes med tio användare varpå en tematisk analys utfördes. Personlig anpassning, avatarer, socialt ansvar och olika belöningar identifierades som motiverande faktorer. Däremot hade vissa av dessa faktorer motsatt effekt i vissa fall. Motiverande faktorer som identifierats genom studien kunde kopplas till ett eller flera psykologiska behov. Dessa kopplingar gjordes utifrån studiens teoretiska ramverk. Mer forskning behövs för att avgöra om den här studiens fynd gör sig gällande i andra kontexter och i ett större sammanhang.
""You're Getting to be a Habit with Me": Diegetic Music, Narrative, and Discourse in "Bioshock"." Thesis, 2015. http://hdl.handle.net/10388/ETD-2015-09-2233.
Full textLu, Yen-Chiu, and 盧燕秋. "Building Children’s Exercise Habits through Exercise Game Program." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/81781863141043953441.
Full text國立嘉義大學
幼兒教育學系研究所
99
The purpose of this study was attempted to investigate the situations of exercise and game curriculum in the kindergarten, corresponding problems and coping strategies discovered accordingly. Main purposes were to explore the possible problems and coping strategies finding from the teaching portfolio and the growth conditions for instructors and children in the exercise and game curriculum. There are six findings based on this action research. 1. Connecting of learning activity and life experience will make better effect. 2. It is helpful to develop the children’s concept of exercise and interest in exercise through various teaching activities. 3. The children could show their achievement at a relaxing environment during playing the game and the teacher understood children’s learning situations at the same time. 4. The children could strengthen the abilities of recognizing words and exercise through the word recognizing games. 5. Parent-child relationship and learning achievement can be enhanced by the learning-sheet. 6. Good relationship between parents and instructors made teaching activities fluently. Several suggestions are revealed for kindergarten instructors, parents, kindergarten institutions and future research.. Keywords: kindergarten, Exercise Game Program, Exercise Habits
Piotrowski, Debra Ann. "Factors associated with young children's home video game habits." 2007. http://proquest.umi.com/pqdweb?did=1331412441&sid=11&Fmt=2&clientId=39334&RQT=309&VName=PQD.
Full textTitle from PDF title page (viewed on Nov. 16, 2007) Available through UMI ProQuest Digital Dissertations. Thesis adviser: Hoot, James L. Includes bibliographical references.
"The Relationship Between Video Game Playing Habits and Reaction Time in Both Males and Females of Different Age Groups." East Tennessee State University, 2004. http://etd-submit.etsu.edu/etd/theses/available/etd-0331104-085211/.
Full textCHANG, CHING-JU, and 張靜茹. "The influence of leisure habits after school and physical fitness on remote district fifth-graders via the somatosensory game." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/11817077609888773139.
Full textTe-Lin-Chen and 陳德璘. "The Effects of the 2009 Kaohsiung World Games on Junior High School Students’ Exercise Behavior & Habit – A Study with the Application of the Trans-Theoretical Model (TTM)." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/rwhw3r.
Full text長榮大學
運動休閒管理學系碩士班
98
The Effects of the 2009 Kaohsiung World Games on Junior High School Students’ Exercise Behavior & Habit – A Study with the Application of the Trans-Theoretical Model (TTM) Abstract It was sincerely hoped that the 2009 Kaohsiung World Games has carried enough of zeal and enthusiasm to the exercise behavior & habit in youth. With this hope the researchers in this study proposed a policy change which could help correcting the problems of insufficient exercise time, youth obesity, sedentary life style and dropping the chronic disease. Hoping that would in turn to bring in better physical fitness and health in youth in the future.The research tools used in this study including: 1.Exercise Habit Survey chart, Exercise Behavior Participation Level chart and Trans-Theoretical Model (TTM); 2.Subjects in this study including junior HS students and PE teachers. 540 surveys were handed out to the student subjects in the study and 531 had been submitted, returning rate was 98% in which 88% of the surveys were effective. To the 5 PE teachers, an interview method was carried out. 3. SPSS 12.0 computer was used to do the data process & analysis in this study and significant level was set on α=.05. (1) Participants of exercise behavior stage distribution, to prepare a maximum of 232 people (49%), followed by the maintenance of 118 (24%), action of 74 (15%), with only 25 (5.3%) The intent of is 24 (5.1%) were the least. (2) Basically, the study of sports participation behavior significantly different (p <.05). (3) Participants different stages of exercise behavior and exercise socio-psychological relationships between variables, including changes in methods (cognitive change and behavior change), motion perceived benefits, perceived exercise barriers, exercise self-efficacy, from the total score of view and exercise behavior stage of the scale were significantly different (p <.05). (4) Subjects of athletes previously participated in the 2009 Kaohsiung World Games continued to do the same training include: Billiards 17(28.5%), Frisbee 9 (15.3%), Pétanque 6 (10.2%), gymnastic 5(8.5%) and tag-war 4 (6.8%).In sum, all subjects participating in our 2009 Kaohsiung sports Trans- Theoretical Model have gained significant improvement in all exercise behavior modification charts. With that finding we conclude that good government sports policies lead to good sports habit and the Trans-Theoretical Model is good for studying exercise behavior & habit. Keywords:2009 Kaohsiung World Games, adolescents, Trans-Theoretical Model, Exercises Behavior