Dissertations / Theses on the topic 'Games'
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Jensen, Remy. "Video Games: Game AI." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11994.
Full textJohnsen, Andreas Lyngstad, and Georgy Ushakov. "[Lecture Games] Python programming game." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13582.
Full textRuffino, Paolo. "Gamers' games : narratives of conflict, independence and engagement in video game culture." Thesis, Goldsmiths College (University of London), 2015. http://research.gold.ac.uk/16594/.
Full textAreizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.
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
Marián, Santos Javier. "Monkey Gamer : Automatic Profiling of Android Games." Thesis, Linköpings universitet, Programvara och system, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-96923.
Full textMalczyk, Anna. "Games, copyright, piracy : South African gamers' perspectives." Master's thesis, University of Cape Town, 2010. http://hdl.handle.net/11427/14315.
Full textThis thesis examines video games, copyright law and gamers' attitudes to copyright infringement, with particular reference to South Africa. The work provides an overview of the debates about copyright law and digital media, and offers an analysis of attitudes expressed by South African gamers about copyright infringement, popularly termed 'piracy'. The thesis reveals that, while about 70% of the gamers in this study share content illegally, they express complex and varying motivations for doing so, and have various and conflicting means of understanding the supposed illegality of the act. Some of the issues raised by participants in this study relate to contested perspectives on Digital Rights Management (DRM). In this work, I argue that DRM erodes civil liberties and does not necessarily extend the interests of gaming corporations. In this regard, the thesis explores alternative strategies to the restrictive approaches adopted by advocates of DRM as well as prohibitive copyright laws and multilateral agreements on intellectual property. In essence, this work intends to establish middle ground between gamers, who place a high premium on usability and affordability of gaming products, and the gaming corporations, who are interested in extending market share as well as protecting what they deem to be their intellectual property.
Karlén, Jonathan, and Oscar Sandell. "Visualization in games: How is health and health-changes visualized in games? : An analysis of game graphics in current games." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40599.
Full textFöljande studie ämnar att undersöka hur spel från senaste tiden (2014 - 2018) visualiserar hälsa och hälsoförändringar, med ett fokus på spelarkaraktärens hälsa, när spelarkaraktären tar skada och GUI. 50 spel kodades via s.k. “gameplay” videor på YouTube och har sedan blivit analyserade. Koderna var sedan grupperade baserad på mönster och teori. Dessa grupper var sedan undersökta med andra studier och speldesign sedvänjor.
LEITE, LEONARDO CARDARELLI. "MULTI-PLATFORM ELECTRONIC GAMES: UNDERSTANDING THE GAME PLATFORMS AND THEIR GAMES THROUGH A DESIGN ANALYSIS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2006. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=8600@1.
Full textGame Design é o processo de criação de um jogo, que engloba a definição de seu funcionamento, a descrição dos elementos que o compõe, bem como a transmissão destas informações à equipe que irá desenvolve- lo. O presente trabalho aborda o estudo do Game Design de jogos eletrônicos multi-plataforma, analisando criticamente como esta classe de jogos está sendo projetada. Por ser uma mídia em estágio de amadurecimento, a formação acadêmica necessária aos profissionais que atuam na área de jogos eletrônicos ainda não está claramente definida, e sua linguagem e potencialidades estão longe de serem enxergadas em sua totalidade. O exorbitante retorno financeiro da indústria a tornou conservadora e esta tendência está ofuscando a criação de um conteúdo significativo e exploratório. Com o objetivo de identificar e justificar as decisões de Game Design recorrentes em jogos eletrônicos multi-plataforma, questiona-se quais são as características presentes nestes jogos que influenciam a maneira em que são percebidos e jogados quando em diferentes plataformas e situações de uso, e quais as qualidades destas situações que devem ser relevadas durante o processo de sua criação e desenvolvimento. A pesquisa analisa o Game Design de quatro títulos, comparando suas diferentes versões de acordo com seus usos em contextos público, privado e móvel, adotando uma abordagem que compreende as percepções de um jogador e também as de um designer.
Game Design is the process of creating a game, which includes defining its functionality, describing its composing elements, as well as transmiting these informations to the development team. The current work approaches the study of the Game Design present on multi-platform electronic games, analysing how they´re being designed. Being a maturing medium, the academic profile needed for its professionals still isn´t clearly defined, and its language and potencials haven´t been fully explored. The industry´s exorbitant financial return has made it conservative, blinding the creation of meaningful content. With the objective of identifying and justifying the Game Design decisions recurrent on multi-platform electronic games, it is questioned what characteristics affect the way theses games are percepted and played when in different platforms and situations, and which qualities of these situations must be considered during the creative and development processes. The study analyses the Game Design of four titles, comparing their different versions according to their uses on public, private and mobile contexts, through a point-of-view that corresponds to both player and designer.
Kew, Francis Christopher. "Constituting games : an analysis of game rules and game-processes." Thesis, University of Leeds, 1990. http://etheses.whiterose.ac.uk/474/.
Full textRören, Jonas. "Best of Both Worlds: A Platform for Hybrids of Computer Games and Board Games." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22398.
Full textBarras, Anne Helen Susan. "The great game : games-playing and imperial romance." Thesis, Royal Holloway, University of London, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.368875.
Full textCrone, Logan. "Determinacy of Schmidt's Game and Other Intersection Games." Thesis, University of North Texas, 2020. https://digital.library.unt.edu/ark:/67531/metadc1703306/.
Full textHu, Mengchen. "Game Design Patterns for Designing Stealth Computer Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20294.
Full textFalk, Anders. "Sacred Games - Becoming Gods : Priming digital game ethics." Licentiate thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18570.
Full textGong, Haojue. "RESEARCH ON THE GAME MECHANISM OF EDUCATIONAL GAMES – THINK ABOUT HOW TO CHOOSE THE SUITABLE GAME MECHANISMS WHEN DESIGNING EDUCATIONAL GAMES." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20957.
Full textKubik, Erica. "From girlfriend to gamer negotiating place in the hardcore/casual divide of online video game communities /." Bowling Green, Ohio : Bowling Green State University, 2010. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1260391480.
Full textNordvall, Mathias. "SIGHTLENCE : Haptics for Computer Games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-73873.
Full textZagal, José Pablo. "Supporting learning about games." Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24814.
Full textCommittee Chair: Bruckman, Amy; Committee Member: Guzdial, Mark; Committee Member: Juul, Jesper; Committee Member: Kolodner, Janet; Committee Member: Mateas, Michael.
Suetsugu, Koki. "Multiplayer Games as Extension of Misère Games." Kyoto University, 2019. http://hdl.handle.net/2433/242740.
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新制・課程博士
博士(人間・環境学)
甲第21863号
人博第892号
新制||人||213(附属図書館)
2018||人博||892(吉田南総合図書館)
京都大学大学院人間・環境学研究科共生人間学専攻
(主査)教授 立木 秀樹, 教授 日置 尋久, 准教授 櫻川 貴司, 特定講師 DE BRECHT Matthew
学位規則第4条第1項該当
Medler, Ben. "Play with data - an exploration of play analytics and its effect on player expereinces." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44888.
Full textBruin, Boudewijn Paul de. "Explaining games on the logic of game theoretic explanations /." Amsterdam : Amsterdam : Institute for logic, language and computation ; Universiteit van Amsterdam [Host], 2004. http://dare.uva.nl/document/73758.
Full textLi, Xiaopeng. "Playful Advertising: In-Game Advertising for Virtual Reality Games." Thesis, KTH, High Performance Computing and Visualization (HPCViz), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-175593.
Full textVi presenterar en tidig utforskning av reklam i spelet för virtuell verklighet-spel. Studien undersöker hur interaktivitet och inlevelse påverkar konsumentlärande och - spelupplevelse. Först etableras en teoretisk grund för att förstå interaktivitet och inlevelse i virtuella spelmiljöer. Sedan skapas ett ramverk för forskning samt hypoteser kring frågeställningen. Sedan rapporterar vi resultaten från fältforskning, prototyp och användarstudie. Prototyperna körs i mobila webbläsare och testas på virtuell verklighet- glasögon med smartphones inuti. Baserat på resultaten, diskuteras utformning av interaktivitet och inlevelse, dess effekter på konsumentlärande och -spelupplevelse, samt sambandet mellan spelupplevelse och konsumentlärande. De viktigaste bidragen från arbetet är ett ramverk för forskning och en uppsättning av designöverväganden som kan användas för att utvärdera och förbättra effektiviteten hos reklam i virtuell verklighet-spel.
Jin, Chengyue. "Game narrative conveyed through visual elements in digital games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20104.
Full textHo, Xavier. "Idea Network Visualisations in Game Jams & Roguelike Games." Thesis, The University of Sydney, 2018. http://hdl.handle.net/2123/20405.
Full textAsad, 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 textÅsén, Rickard. "Game Audio in Audio Games : Towards a Theory on the Roles and Functions of Sound in Audio Games." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:du-13588.
Full textZagal, José Pablo. "Supporting learning about games." Diss., Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24814.
Full textEl, Obadi Saadia. "Generalizations of assignment games and information market games." Doctoral thesis, Universitat de Lleida, 2019. http://hdl.handle.net/10803/667893.
Full textEsta tesis consta de cuatro capítulos principales. El primer capítulo analiza el comportamiento cooperativo de las empresas cuando se desea introducir cierta tecnología que es esencial para la fabricación de un nuevo producto. En el modelo consideramos más de un jugador con parte de la tecnología necesaria para producir el bien. Estudiamos la existencia de PMAS y mostramos que el valor τ de este juego tiene propiedades de monotonicidad. También proporcionamos condiciones sobre el mercado, bajo las cuales el valor de Shapley pertenece al núcleo. En el segundo capítulo, consideramos incertidumbre sobre el beneficio que se puede obtener en cada submercado. Éste no se conoce con certeza aunque si se conoce entre qué valores puede estar. De esta forma consideramos un modelo de juegos definidos por intervalos. El objetivo del capítulo consiste en proporcionar soluciones de intervalo para el modelo bajo incertidumbre. En el tercer capítulo, estudiamos una clase de juegos de asignación donde hay un jugador central, necesario para cualquier intercambio que tenga lugar. Estudiamos el núcleo de este juego y analizamos si es un conjunto estable. Proporcionamos algunas soluciones puntuales en términos de los datos de mercado. También generalizamos el modelo permitiendo al jugador especial vender y comprar más de un artículo. Finalmente, consideramos el caso donde hay más de un intermediario que no produce bienes, ni tampoco consume. Compra los productos de los vendedores y los vende a los compradores de forma que, sin esos intermediarios, el comercio no es posible. Además, cada intermediario puede intercambiar más de una unidad. Proporcionamos condiciones suficientes para que el núcleo del juego cooperativo correspondiente no sea vacío y estudiamos los equilibrios competitivos.
This thesis consists of four main chapters. The first chapter, entitled Clan information market games, analyzes the cooperative behavior of firms, faced with the introduction of some technology with its ownership divided among several patent holders. All of them are necessary for manufacturing a new product. We study the existence of PMAS of the corresponding cooperative game and show that the τ-value of this game has some monotonicity properties. We also provide conditions on the market, under which the Shapley value belongs to the core. In the second chapter, we consider uncertainty on the profit obtainable in each submarket into which the information market is divided. We only know the lower and upper bounds of that profits. The aim of the chapter consists in providing interval solutions for the associated interval game. In the third chapter, we study a class of assignment games where there is a central player, with a double role as a buyer and as a seller, such that the trade is not possible without him. We provide some point solutions in terms of the market data. Further, we generalize the model allowing the special player to sell and buy more than one item. Finally, we consider the case where there is more than one player with a double role as a seller and as a buyer. They buy the goods from the sellers and sell them to the buyers. So, without any middleman, the trade is not possible. However, they don't add value to the trade. We provide sufficient conditions for the non-emptiness of the core of the corresponding cooperative game and we study the competitive equilibrium.
Hansson, Aneer Sebastian, and Douglas Gidlöf. "Social Insecurity & Games : Games for self-reflection." Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14650.
Full textLIVET.exe
Nguyen, Thi Van Anh. "Constraint Games : Modeling and Solving Games with Constraint." Caen, 2014. http://www.theses.fr/2014CAEN2054.
Full textThis thesis presents a topic at the interface of game theory and constraint programming. More precisely, we focus on modeling games in a succinct way and then computing their solutions on these compactly encoded games thanks to constraint programming. For a long period of time, game theory has suffered a modeling difficulty due to the lack of compact representations for encoding arbitrary games. The basic game representation is still an n-dimensional matrix called normal form which stores utilities of all players with all joint strategy profiles. The matrix however exponentially grows with the number of players. This also causes a solving difficulty for computing solutions in games. In the thesis, we introduce a novel framework of Constraint Games to model strategic interaction between players. A constraint game is composed of a set of variables shared by all the players. Among these variables, each player owns a set of decision variables he can control and constraints expressing his utility function. Constraint games is a generic tool to model general games and can be exponentially more succinct than their normal form. We also show the usefulness of the framework by modeling a few classical games as well as realistic problems. The main solution concept defined for constraint games is Pure Nash Equilibrium. It is a situation in which no player has an incentive to deviate unilaterally. It has been well-known that finding pure Nash equilibrium is computationally complex. Nevertheless, we have achieved to build an efficient solver called ConGa which includes various ways for solving constraint games
Tang, Stephen. "A model-driven framework to support games development : an application to serious games." Thesis, Liverpool John Moores University, 2013. http://researchonline.ljmu.ac.uk/4493/.
Full textHagvall, Martin. "RULES AND BEYOND: THE RESURGENCE OF PROCEDURAL RHETORIC : A Literature Review in Game Studies." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11615.
Full textBränström, Niclas. "Minimalist design for children’s games." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22638.
Full textKoffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.
Full textSinha, Arunesh. "Audit Games." Research Showcase @ CMU, 2014. http://repository.cmu.edu/dissertations/487.
Full textKelly, Christopher Patrick. "Incubation games." Thesis, University of Cambridge, 1989. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.315906.
Full textMehta, Nishali. "Graph Games." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1275073614.
Full textDamián, Ortega Eiderd Axcel, Osorio Ruth Stephany Gallardo, Amaya Mara Alejandra García, Diaz Lucia Jimena Lucar, and Aguilar Müller Iván Yamunaqué. "History Games." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656925.
Full textThis research project consists of the development of the History Games application, which consists of the creation of the game with the theme of Peruvian history as a new learning methodology. This work allows us to see the viability of the project in the short, medium and long term, through the different studies carried out in metropolitan Lima, to children and young people from 8 to 17 years of age from the socioeconomic sector A and B. Therefore, it was possible to show that The target audience wants to learn a little more about our Peru through the experience of this application. When developing this project, online interviews, surveys and digital marketing were carried out on social networks. So it was an in-depth investigation of the educational games market in order to carry out this project, where interest has been seen on the part of educational institutions that want to adopt History Games as a teaching methodology. We analyze the project in depth as we seek to make it sustainable in all aspects in the long term and that it can meet the objectives set from the beginning. All the knowledge acquired during our university stage was applied in each part of the work such as the marketing, financial, and administrative part, among others. Being a diverse racing team, it gave us a broader picture of the points that we must continue to improve and implement as the project continues to grow. History Games is an idea that will undoubtedly help many people in their learning and in the new way of seeing history in each of their classes.
Trabajo de investigación
Pühler, Simon. "Funny games." Doctoral thesis, Humboldt-Universität zu Berlin, Philosophische Fakultät III, 2014. http://dx.doi.org/10.18452/17063.
Full text"FUNNY GAMES. Spielräume des Sadomasochismus in Film und Medien" aims to reconstruct a history of pleasure and gratification through pain in the media since the end of the eighteenth century. In addition to classical sado-masochistic literature, the thesis focuses on movies in which modern forms of experiencing and desiring pain such as VIDEODROME (1983), I AM GUILTY (2005), THE HURT LOCKER (2008) and SHORTBUS (2006) manifest themselves. Central to the study are concepts of techno-imaginary wish machines and infernal devices, dynamised ego-apparatuses, that are experienced and expressed through the media of their time by writers, philosophers, psychoanalysts and film directors such as Donatien-Alphonse-François de Sade, Leopold and Wanda von Sacher-Masoch, Ernst Kapp, Sigmund Freud, Daniel Paul Schreber, Jacques Lacan, Gilles Deleuze and Félix Guattari, David Cronenberg, Michael Haneke and Kathryn Bigelow. The present study, an attempt to secure the medial evidence and try it out at the same time, is meant most of all as an invitation to participate: to experience positive desire and lust while obsessively progressing through virtual worlds of dreams and nightmares and the real world of the human body, to open oneself to new experiences in order to gain both new knowledge and new desires. Anti-Oedipus as a textual videogame. The analytical tools employed in this study include findings from (structural) psychoanalysis, media sciences, (movie) philosophy, gender theory, the theory of violence, fetish theory and game theory as applied in cultural studies. They have proven to be very helpful in illuminating at least some aspects of the mystery that is the sado-masochist desire for pain.
Horn, Florian. "Random Games." Paris 7, 2008. http://www.theses.fr/2008PA077235.
Full textIn this thesis, we study games as a tool for the synthesis of controllers for reactive Systems. In this setting, a game is defined by an arena, representing the System and its evolution as a graph; and a winning condition, which models the specification that the controller must ensure In each state, the choice of the outgoing transition is done by either Eve (the controller), Adam (an hostile environment), or Random (uncontrollable evolution obeying a stochastic law). This process is repeated for an infinite number of times, leading to an infinite play whose winner depends on the winning condition. Our first object of study is the simplest case of Computing the optimal values of reachability games. We present a new effective approach, based on permutations of random states, to solve this classical problem. In terms of complexity, the resulting "permutation algorithm" is orthogonal to the classical, strategy-based algorithms: it is exponential in the number of random states, rather than in the number of controlled states. We also present an improvement heuristic for this algorithm, inspired by the "strategy improvement" algorithm. We turn next to a much more general class of problems, covering ail fie cases where the winning condition is prefix-independent. We prove the existence of optimal strategies for these games, and show that our permutation algorithm can be extended into a "meta-algorithm", changing any qualitative algorithm into a quantitative algorithm. Lastly, we study the complexity of optimal strategies for regular winning conditions represented as Muller games, and especially the amount of memory that can be saved by using randomised strategies. Using the Zielonka tree, we show tight bounds on the necessary and sufficient memory needed to define randomised optimal strategies for any single Muller condition
Blankenship, Jessica. "Machine Learning and Achievement Games." University of Akron / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=akron1590713726030926.
Full textIshii, Yuhta. "Essays in Dynamic Games." Thesis, Harvard University, 2014. http://dissertations.umi.com/gsas.harvard:11474.
Full textEconomics
Ozsoy, Aysu Sultan. "Game Theoretic Approach To Newsboy Problem: Nash, Stackelberg, Cooperative Games." Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/12606490/index.pdf.
Full textTrigo, Algar Antonio Rafael. "Serious Games For Overcoming Phobias : The Benefits of Game Elements." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9513.
Full textKofali, Ozgur. "Development of a Game Portal for Web-based Motion Games." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138094.
Full textTowle, Bradford Allen. "Combining role playing game constructs toward real time strategy games." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1447598.
Full textAndersson, Anders. "Multiplayer Game Server for Turn-Based Mobile Games in Erlang." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-205361.
Full textBegy, Jason Scott. "Interpreting abstract games : the metaphorical potential of formal game elements." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/59570.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student submitted PDF version of thesis.
Includes bibliographical references (p. 91-92).
As cultural artifacts, abstract games offer unique challenges to critical interpretation. This is largely due to the fact that such games lack a fictional element: there are no characters, no settings, and no narratives to speak of. In this thesis I propose that understanding the various formal elements of games as metaphors can both serve as an effective critical method and offer insights into designing more expressive games. I begin by addressing the ambiguity surrounding the phrase "abstract game" and offer a definition rooted in Peircean semiotics and Juul's model of games as consisting of both rules and fiction. I next offer a model of games as consisting of three levels: the system, audio-visual, and affective. This is followed by an overview of Lakoff and Johnson's concept of "metaphor" as "understanding one thing in terms of another." I then argue that different types of metaphors have a natural affinity for the system and affective levels of games. From this I develop methods for a critical method wherein games are considered to be metaphors. I conclude with a discussion of this method's implications for game design and future game research.
by Jason Scott Begy.
S.M.
Shook, Steffi A. "Personal Narrative Video Games: Failure, Empathy, and Marginalized Game Developers." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1556017903138173.
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