To see the other types of publications on this topic, follow the link: Games.

Dissertations / Theses on the topic 'Games'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 dissertations / theses for your research on the topic 'Games.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

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 text
Abstract:
The goals of this project was to learn the industry standards of what good and challenging game AI was. The author reviewed literature on the topic and had personal correspondence where the research questions was answered by professionals within the field. The availability of open literature and the openness of the professionals really helped with understanding the industry standards to game AI.Using the information from the research a prototype system adhering to the industry standard was made with the intention of expanding it into an experimental prototype using unorthodox techniques to achieve the appearance of intelligence. By practical application of the methods learned it became apparent certain theoretical ideas was not optimally compatible with the provided framework. And a redesign of the conflicting module was nescecary.The system implemented performed well within the industry standards. But no experimental prototyping of unorthodox methods could be made with the system due to lack of time to implement such features. A couple of optimality tweaks been discovered since the end of the implementation phase of the project and the author will keep theese in mind when continuing work on the system in the future.
APA, Harvard, Vancouver, ISO, and other styles
2

Johnsen, 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 text
Abstract:
Pythia is a programming game that allows the player to change pieces of theirenvironment through use of the programming language Python. The idea is that thegame could be used as a part of teaching simple programming to first year universitystudents. The game should be fun enough for the students to keep playing, teachenough for it to earn a place as a teaching tool, and it should be usable by allstudents. It should also be possible for a teacher to create their own content for thegame.Pythia was implemented by extending the Python-interpreter Jython and building a game around it. The game was rendered using a simple hardware accelerationlibrary. A simple story was invented and there was some research on learning andprogramming in games.A set of levels was made, matching the story and introducing puzzles related tosimple programming. These levels were used in testing to collect data on usability,entertainment, and learning. There were also tests of the performance of the gameon several systems, and an evaluation was made on creating content for the game.The game has potential for being used to teach programming to first yearstudents, as testers found it to be both fun and educational. We do not know if itwould be possible to use it, as it does not currently run on thin clients. If studentscan run it, we feel that it should be possible for teachers to create puzzles thatemulate the teaching goal.
APA, Harvard, Vancouver, ISO, and other styles
3

Ruffino, 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 text
Abstract:
In this dissertation I look at various ways in which the relation between gamers and games has been discussed in video game culture in recent years. Gamers and games are currently being positioned by many scholars and industry experts as experiencing a series of major changes. From one perspective, gamers are said to be getting more and more access to the means of production of video games. Video games, in turn, are frequently analysed in terms of the effects they can have on their users. I argue that the discourses surrounding these phenomena have the effect of reinforcing the separation between gamers and games, considering both terms as separate and distinct entities. Throughout this dissertation I offer a series of readings of the relationship between the two, of how this relationship is currently being discussed by various actors and of how it could be narrated otherwise. I look at the narratives about the historical origins of both gamers and games, the conflicts between consumers and publishers, the production of independent games and the use of games for doing things. Drawing on deconstruction (Derrida 1976, 1980, 1985, 1988) and cultural and media studies scholarship, I interrogate the mechanisms behind many of the stories surrounding the contaminated and parasitical relations (Serres 1982) between gamers and games, whereby both categories are seen as emerging from the process of boxing consumers and products into discrete entities. I offer a reading of contemporary video game culture through a study that aims to encourage all of us who study and play (with) games to raise ethical questions for our own role in shaping the objects of research and for our involvement in the discourses we produce, as both gamers and scholars. What is ultimately at stake in this project is the possibility of outlining an alternative mode of thinking about the medium of the video game, one that blurs the distinction between studying, playing, making and living with video games through the invention of narratives about the unresolved relations (Laclau and Mouffe 1985) between gamers and games.
APA, Harvard, Vancouver, ISO, and other styles
4

Areizaga, 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 text
Abstract:
There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the different programming concepts. This dissertation addresses this problem and analyses which fundamental programming concepts that are represented in commercial games for programming learning. The study also identifies game design patterns used to represent these concepts. The result of this study shows topics that are represented more commonly in commercial games and what game design patterns are used for that. This thesis identifies a set of game design patterns in the 20 commercial games that were analysed. A description as well as some examples of the games where it is found is included for each of these patterns. As a conclusion, this research shows that from the list of the determined fundamental programming topics only a few of them are greatly represented in commercial games where the others have nearly no representation. This shows potential spots for future research in games for programming teaching.
APA, Harvard, Vancouver, ISO, and other styles
5

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

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
6

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 text
Abstract:
Due to the huge amount of smart-phone applications available nowadays,there is a need to check them in order to know if they are trustworthy, efficientand reliable. Furthermore, research on smart-phones is really intensive,so it is important to be able to easily profile applications and collect datathat researchers can use. In this thesis we have focused on Android gamesas they represent a big portion of Android applications and Android is themost used mobile operative system nowadays. The thesis work can be divided in two main tasks. The first task consistsof research on Android games in order to know how they are developed,which game design engines are used nowadays and how can we automatisethe execution of Android applications and, in particular, games. The secondstep consists of development of a program called Monkey Gamer that canplay Android games automatically and collect execution traces of the game. The Monkey Gamer analyses the screen shown on a device, recognises theplaces where the user should touch, and interacts with them. Then, consideringeach screen as a state of a state machine, the program tries to coverthe whole game, generating the highest possible number of execution traces. In order to test our solution we have compared the traces generated bythe Monkey Gamer with the ones obtained by some real players, achievinga significant similarity. The tests were executed on three games, coveringdifferent categories and implementation solutions.
APA, Harvard, Vancouver, ISO, and other styles
7

Malczyk, Anna. "Games, copyright, piracy : South African gamers' perspectives." Master's thesis, University of Cape Town, 2010. http://hdl.handle.net/11427/14315.

Full text
Abstract:
Includes bibliographical references (leaves 111-126).
This 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.
APA, Harvard, Vancouver, ISO, and other styles
8

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 text
Abstract:
The following study investigates how recent games (2014 - 2018) visualize health and health changes, with a focus on the player character’s health, the player character taking damage and the graphical user interface (GUI). 50 games were coded via gameplay videos on YouTube and then analysed. The codes were then grouped together based on patterns and theoretical grounding. These groups were then examined with other studies and game design practices.
Följande 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.
APA, Harvard, Vancouver, ISO, and other styles
9

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 text
Abstract:
CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
Game 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.
APA, Harvard, Vancouver, ISO, and other styles
10

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 text
Abstract:
In social theory, games are frequently presented as archetypal examples of activities governed by formal rules. Drawing upon ethnomethodology and figurational sociology, this project provides an analysis of the constituting of games and identifies the inadequacies of this conventional formalist wisdom. Applying and elaborating upon Garfinkel's work, two case-studies are presented which are designed to display the other dimensions of rule-following through which players accomplish a viable game. Analysis also reveals that this collaborative work does not preclude differing interpretations of the rules of the game. Changes to the rules are invoked in an attempt to remove their fringe of incompleteness in governing game-conduct and in the interests of creating and sustaining a viable game. These case-studies and a typification of game-rules provides the basis for analysis of the constituting of institutionalised 'invasion' games such as basketball, rugby union, soccer, rugby league, and netball. Interview material and documentary evidence is provided to argue that rule-changes are principally the outcome of a dynamic between legislators and players. Players explore the insufficiency of rules in precisely determining conduct in the game, and legislators respond by modifying the rules, to consolidate the game and thereby preserve characteristic features of game-identity and game-viability. This is elaborated by applying Elias's figurational analysis: changes to game rules are conceived as an unintended and unanticipated consequence of powerbalances and the different interests of the functionally interdependent groups who produce game-processes. By virtue of their separate functions in this process, each group seeks to mobilise their power and resources in pursuit of their interests in the game-process. Confirmation for the perspective upon game-constitution developed in this project is sought in an analysis of one contemporary initiative to establish an invasion game as constituted by a set of hybrid rules from Australian Rules and Gaelic Football. This analysis of game-processes and game-rules is designed to both exemplify and inform social theory, and also to make a significant contribution to sociological analysis of the development of contemporary sport.
APA, Harvard, Vancouver, ISO, and other styles
11

Rören, 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 text
Abstract:
This report describes my work with developing a game for a gaming platform that enables hybrids between board games and computer games. My ambition has been to develop a game that takes advantage of the novel possibilities that this platform permits. Among those are to operate with a combination of the computer game traits of complexity in the games and ease of playing; as well as the board game / card game traits of combining social dynamics around a game session with ability to keep information hidden from other players. This is accomplished by a combination of mobile phones and a computer connected to the Internet. The screen of the computer will serve as board and the phones will display cards and other private information to the players, as well as functioning as the players' means for interaction with the game. The game developed, Wind Bugs, takes advantage of the complexity of game states that a computer easily can handle. Effort has been put into finding mechanics with a level of complexity while still implementing them in way that makes them both playable and enjoyable. Rather than focusing on immersion, which has become common in the design of computer games, hopes are that games for this platform, including the game developed in this project, will give room to social dynamics among the players. Though operating with the use of mobile phones, the platform will not support "mobile gaming"; the proposed setting is a group of players surrounding a big screen.
APA, Harvard, Vancouver, ISO, and other styles
12

Barras, 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 text
APA, Harvard, Vancouver, ISO, and other styles
13

Crone, 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 text
Abstract:
Schmidt's game, and other similar intersection games have played an important role in recent years in applications to number theory, dynamics, and Diophantine approximation theory. These games are real games, that is, games in which the players make moves from a complete separable metric space. The determinacy of these games trivially follows from the axiom of determinacy for real games,ADR, which is a much stronger axiom than that asserting all integer games are determined, AD. One of our main results is a general theorem which under the hypothesis AD implies the determinacy of intersection games which have a property allowing strategies to be simplified. In particular, we show that Schmidt's (α,β,ρ) game on R is determined from AD alone, but on Rn for n≥3 we show that AD does not imply the determinacy of this game. We then give an application of simple strategies and prove that the winning player in Schmidt's (α,β,ρ) game on R has a winning positional strategy, without appealing to the axiom of choice. We also prove several other results specifically related to the determinacy of Schmidt's game. These results highlight the obstacles in obtaining the determinacy of Schmidt's game from AD
APA, Harvard, Vancouver, ISO, and other styles
14

Hu, 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 text
Abstract:
Design patterns are widely used in game design, especially in action games. Design patterns can be seen as a group of concluded gameplay. A stealth game is a video game genre that rewards the player for using stealth (conceal avatar of player in order to avoid enemies) to overcome antagonists. In some cases there is a conflict between difficulty and game experience in stealth game. In order to solve this problem, we researched design patterns in stealth games. We observed a set of stealth game design patterns from three different stealth games. The collection used a different template of game design pattern.Then we created a questionnaire to collect opinions from designers that have experience in stealth game area. Based on such data, we designed and created a prototype of application. Unlike other websites or books, the application shown game design pattern for a single type of game(stealth game). From the application designers can check stealth game design patterns based on design document. The application can introduce stealth game design patterns to designers, and show how to use them in stealth game design.
APA, Harvard, Vancouver, ISO, and other styles
15

Falk, Anders. "Sacred Games - Becoming Gods : Priming digital game ethics." Licentiate thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18570.

Full text
Abstract:
The point of departure for my research is a perceived breach and resulting dissonance between how digital games and other parts of society that are similar in form, enact certain aspects of life. This shift was made especially clear in massive multiplayer games in 2004 with the release of World of Warcraft, the design of which panders to cultural weak points, rather than attempting to mimic them. Digital games are far-reaching. In February 2019, ‘Apex Legends’ reached over 10 million players in less than 72 hours. Nonetheless, the idea of games as separate from the ‘real’ is persisting. Digital games have become a cyclopean gathering of liminality, and there are still no form-based ethics emerging, from either industry or society. Even though society is now undergoing the same abstracting digitisation, that has been a base for game design for a long time, there is a continuing separation in the knowledge applying to games or ‘reality’. The purpose of this thesis is to explore different ontological, epistemological, and ethical understandings of digital games as media, technology, modes of experience, and form. This is undertaken by using the situated and reality producing grating1 of technoscience, together with an eclectic range of concepts such as media as a message, agential reality, liminal phases, anticipation, and ergon. The research delineates a primer for applied studies within the rhizomatic structure of digital games, digitisation, technoscience, and media-technology. In accordance with this aim, the thesis has a fragmented, non-linear, and mosaic approach. This licentiate thesis is a compilation of three papers with a complementary introduction and an epilogue.
APA, Harvard, Vancouver, ISO, and other styles
16

Gong, 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 text
Abstract:
With the development of media technology and game evolution, games are endowed with multiple purposes and functions. Some scholars believe that the game is the supplement of the real world, which can affect the players' psychology and behaviour. Numerous studies show that games can make players accept challenges, overcome obstacles, arouse positive emotions and solve problems. Therefore, academia's research on games and related topics in learning has become increasingly popular. In response, different models have emerged to evaluate the design of active educational games.This research discusses how different game mechanisms affect players. Also, this study used a prototype game as output media to examine the impact of various game mechanisms on learning. The purpose of this study is to explore how to choose a more suitable game mechanism in the design of educational games. The research results include that some game mechanisms promote learning motivation and improve learning outcomes. At the same time, some game mechanisms have the risk of reducing learning motivation. Through these findings, the researcher of this study believes that educational games can bring positive influence and help to players' learning. However, how to choose a suitable game mechanism in the design of educational games is worthy of serious consideration for making design decisions.
APA, Harvard, Vancouver, ISO, and other styles
17

Kubik, 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 text
APA, Harvard, Vancouver, ISO, and other styles
18

Nordvall, 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 text
Abstract:
Games in general and computer games in particular have now become a mainstream activity for young people in the industrialized nations. Sadly, people’s interaction with computer artifacts and games are mainly still limited to the visual and auditive modalities. This constrains the richness of our interaction with those artifacts, it constrains the possibilities of using those artifacts to communicate and build relations with others, and it excludes some people from using them at all. This thesis answers the questions of whether it’s possible to use haptics as a single modality for conveying information in computer games, if it’s possible to translate the standard interfaces of existing computer games into haptic interfaces, and if it can be accomplished with the technology used in the gamepads of current generation game consoles. It also contains a theoretical foundation for using haptics in game design and a new design method for analyzing the requirements of computer game interface modalities. A computer game prototype called Sightlence was developed in order to answer these questions. The prototype was developed in four iterative cycles of design, development, and evaluative play sessions. Four groups of people participated in the play sessions: graduate students, and teachers, specializing in games; people who are deafblind; people from the general population; and pupils from a national special needs school in Sweden for children with deafness or impaired hearing combined with severe learning disabilities, or congenital deafblindness. The prototypes were tested with usability techniques for measuring performance and learnability. The usability tests showed that Sightlence can be successfully learned by people from the general population while the pupils with cognitive development disorders from the special needs school would need additional support in the game in order to learn to handle the increased abstraction caused by the haptic interface. The thesis ends with discussion of the designed and developed artifact Sightlence. The discussion touches on the design process, the usability testing, and possible future research and development relevant for making haptics a fruitful tool and medium for designers and people.
APA, Harvard, Vancouver, ISO, and other styles
19

Zagal, José Pablo. "Supporting learning about games." Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24814.

Full text
Abstract:
Thesis (Ph.D.)--Computing, Georgia Institute of Technology, 2008.
Committee Chair: Bruckman, Amy; Committee Member: Guzdial, Mark; Committee Member: Juul, Jesper; Committee Member: Kolodner, Janet; Committee Member: Mateas, Michael.
APA, Harvard, Vancouver, ISO, and other styles
20

Suetsugu, Koki. "Multiplayer Games as Extension of Misère Games." Kyoto University, 2019. http://hdl.handle.net/2433/242740.

Full text
Abstract:
Kyoto University (京都大学)
0048
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
APA, Harvard, Vancouver, ISO, and other styles
21

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 text
Abstract:
In a time of 'Big Data,' 'Personal Informatics' and 'Infographics' the definitions of data visualization and data analytics are splintering rapidly. When one compares how Fortune 500 companies are using analytics to optimize their supply chains and lone individuals are visualizing their Twitter messages, we can see how multipurpose these areas are becoming. Visualization and analytics are frequently exhibited as tools for increasing efficiency and informing future decisions. At the same time, they are used to produce artworks that alter our perspectives of how data is represented and analyzed. During this time of turbulent reflection within the fields of data visualization and analytics, digital games have been going through a similar period of data metamorphosis as players are increasingly being connected and tracked through various platform systems and social networks. The amount of game-related data collected and shared today greatly exceeds that of previous gaming eras and, by utilizing the domains of data visualization and analytics, this increased access to data is poised to reshape, and continue to reshape, how players experience games. This dissertation examines how visualization, analytics and games intersect into a domain with a fluctuating identity but has the overall goal to analyze game-related data. At this intersection exists play analytics, a blend of digital systems and data analysis methods connecting players, games and their data. Play analytic systems surround the experience of playing a game, visualizing data collected from players and act as external online hubs where players congregate. As part of this dissertation's examination of play analytics, over eighty systems are analyzed and discussed. Additionally, a user study was conducted to test the effects play analytic systems have on a player's gameplay behavior. Both studies are used to highlight how play analytic systems function and are experienced by players. With millions of players already using play analytics systems, this dissertation provides a chronicle of the current state of play analytics, how the design of play analytics systems may shift in the future and what it means to play with data.
APA, Harvard, Vancouver, ISO, and other styles
22

Bruin, 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 text
APA, Harvard, Vancouver, ISO, and other styles
23

Li, 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 text
Abstract:
We present an early exploration of in-game advertising for virtual reality games. The study investigates what the impacts of interactivity and immersion on consumer learning and game experience are. First, we establish a theoretical grounding for understanding interactivity and immersion in virtual gaming environments. Then, we form a research framework and propose hypotheses around the research question. Next, we report the results of the field research, prototype design, and user study. The prototypes run in mobile browsers and are tested on virtual reality goggles with smartphones attached. Based on the results, we discuss the design of interactivity and immersion, the design’s impacts on consumer learning and game experience as well as the correlation between game experience and consumer learning. The main contributions of the work are an original research framework and a set of design considerations that can be utilized to evaluate and improve the effectiveness of in- game advertisements for virtual reality games.
Vi 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.
APA, Harvard, Vancouver, ISO, and other styles
24

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 text
Abstract:
This thesis compares the different concepts of game narrative and traditional narrative, and aims to explore and analyze the relationship between visual elements and game narrative in video games. Game narrative is an emerging narrative based on digital media. It can not only include stories from traditional narratives, but also convey narratives through the virtual environment and mechanisms of games. This thesis discusses the concepts of traditional narrative and game narrative from the basic concepts of narrative, and lists different visual narrative elements and video games of different narrative types on this basis. In addition, this thesis designs a study that includes different dimensions of immersion to investigate the impact of narratives conveyed through visual elements on player immersion.
APA, Harvard, Vancouver, ISO, and other styles
25

Ho, Xavier. "Idea Network Visualisations in Game Jams & Roguelike Games." Thesis, The University of Sydney, 2018. http://hdl.handle.net/2123/20405.

Full text
Abstract:
This thesis aims to conceptualise ideas as a network via a curiosity-driven, reflective, research-through-design process as an approach to address how ideas are connected. It is inspired by John Guare’s Six Degrees of Separation phenomena in social distances, Mark Lombardi’s aesthetically handcrafted financial connection network art, and Eugene Garfield’s scientific citation index. It channels Ted Nelson’s notion of intertwingularity to describe the complex interrelations of ideas as a network, which it calls an idea network. An idea network is systemic epistemology network. It is constructed by strategically observing, documenting, and validating sources of inspiration and influence from a chosen point of view, which sometimes contains multiple, conflicting perspectives. Specifically, the aim is achieved by using two domains within the field of game design, which frequently sees wild and improbable combinations of influences. First, it uses game jams, a type of game creation event where participants form teams to make games in a short timeframe, serving as a research environment for observing brainstorming and idea refinement. Second, it uses roguelike games, a subgenre of videogames that challenge the player with ‘permadeath’, serving as a knowledge domain for constructing real-world idea networks that span over four decades. The contributions are four. 1) Structure of idea networks, 2) Significant properties of idea networks, 3) Visualisations of idea networks, and 4) Design insights extracted from idea networks. Idea networks serve the needs of many disciplines: that of the researcher searching for a starting point, that of the designer seeking new inspiration, that of the consumer exploring related creative works of interest, and that of the archivist documenting and presenting information in a structured way. Future directions hint at open research fields in their applications, translational research, and archival use.
APA, Harvard, Vancouver, ISO, and other styles
26

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 text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
27

Åsén, 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 text
Abstract:
For the past few decades, researchers have increased our understanding of how sound functions within various audio–visual media formats. With a different focus in mind, this study aims to identify the roles and functions of sound in relation to the game form Audio Games, in order to explore the potential of sound when acting as an autonomous narrative form. Because this is still a relatively unexplored research field, the main purpose of this study is to help establish a theoretical ground and stimulate further research within the field of audio games. By adopting an interdisciplinary approach to the topic, this research relies on theoretical studies, examinations of audio games and contact with the audio game community. In order to reveal the roles of sound, the gathered data is analyzed according to both a contextual and a functional perspective. The research shows that a distinction between the terms ‘function’ and ‘role’ is important when analyzing sound in digital games. The analysis therefore results in the identification of two analytical levels that help define the functions and roles of an entity within a social context, named the Functional and the Interfunctional levels. In addition to successfully identifying three main roles of sound within audio games—each describing the relationship between sound and the entities game system, player and virtual environment—many other issues are also addressed. Consequently, and in accordance with its purpose, this study provides a broad foundation for further research of sound in both audio games and video games.
APA, Harvard, Vancouver, ISO, and other styles
28

Zagal, José Pablo. "Supporting learning about games." Diss., Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24814.

Full text
Abstract:
It seems like teaching about games should be easy. After all, students enjoy engaging with course content and have extensive experience with videogames. However, games education can be surprisingly complex. I explore the question of what it means to understand games by looking at the challenges and problems faced by students taking games-related classes. My findings include realizing that extensive prior videogame experience often interferes with students abilities to reason critically and analytically about games, and that students have difficulties articulating their experiences and observations about games. In response to these challenges, my research explores how we can use online learning environments to support learning about games by (1) helping students get more from their experiences with games, and (2) helping students use what they know to establish deeper understanding. I explore these strategies through the design and use of two online learning environments: GameLog and the Game Ontology Wiki. GameLog is an online blogging environment designed to help students reflect on their game playing experiences. The Game Ontology wiki provides a context for students to contribute and participate legitimately and authentically in the Game Ontology Project. The Game Ontology Project is a games studies research project that is creating a framework for describing, analyzing and studying games. GameLog and the Game Ontology Wiki were used in university level games-related classes. Results show that students found that participating in these online learning environments was a positive learning experience that helped them broaden and deepen their understanding of videogames. Students found that by reflecting on their experiences playing games they began to understand how game design elements helped shape that experience. Most importantly, they stepped back from their traditional role of gamers or fans and engaged in reasoning critically and analytically about the games they were studying. With GameLog, I show how blogging about experiences of gameplay can be a useful activity for supporting learning and understanding about games. For the Game Ontology Wiki, I show how it is possible to design learning environments that are approachable to learners and allow them to contribute legitimately to external communities of practice.
APA, Harvard, Vancouver, ISO, and other styles
29

El, Obadi Saadia. "Generalizations of assignment games and information market games." Doctoral thesis, Universitat de Lleida, 2019. http://hdl.handle.net/10803/667893.

Full text
Abstract:
Aquesta tesi consta de quatre capítols principals. El primer capítol analitza el comportament cooperatiu de les empreses i considera la introducció d'una tecnologia que és essencial per fabricar un nou producte. Considerem que es necessita més d'un jugador informat (o titular de patent) per produir un bé. Proporcionem algunes solucions puntuals en termes de les dades del mercat per al joc cooperatiu que es deriva d'aquell mercat d'informació. En el segon capítol, considerem que el benefici que es pot obtenir en cada submercat en que es divideix el marcat d'informació és incert. Només en coneixem les fites superior i inferior. L'objectiu del capítol consisteix a proporcionar solucions d'interval per al joc definit per intervals que es deriva d'aquell mercat. En el tercer capítol, estudiem una classe de jocs d'assignació on hi ha un jugador central amb doble paper com a comprador i venedor, necessari per a qualsevol intercanvi comercial. Estudiem el nucli d'aquest joc i analitzem si és un conjunt estable. Proporcionem algunes solucions puntuals en termes de les dades del mercat. Finalment, generalitzem el model permetent al jugador especial vendre i comprar més d'un article. En el darrer capítol, considerem el cas on hi ha més d'un jugador amb un doble paper com a venedor i com a comprador. De fet, aquests són intermediaris que compren els productes dels venedors i els venen als compradors. De forma que, sense intermediaris, el comerç no és possible. A més, cada intermediari pot intercanviar més d'una unitat. Proporcionem condicions suficients perquè el nucli del joc cooperatiu corresponent no sigui buit i estudiem els equilibris competitius.
Esta 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.
APA, Harvard, Vancouver, ISO, and other styles
30

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 text
Abstract:
This is a study of how games can be used to encourage self-reflection. The study uses Everyday-Social Anxiety to establish a base point from which to make a game. During the study a game was developed using the research found. The game uses mechanics in order to link the player to the games protagonist. This link is then used in an attempt to encourage the player to self-reflect. Known design methods are used as guidelines of how the study and game is made. These methods originate from both game design and design of informative systems (such as servers). Some psychology sources are used in order to gather an understanding of what Social Anxiety is and how it affects people, the focus however, lies on the subject of Media technology and game development. The study concludes with results and a discussion. In the discussion the entirety of the study is motivate and reflected over by the authors. The results are specifically presented in a conclusion, presenting what was done, and what the study led to.
LIVET.exe
APA, Harvard, Vancouver, ISO, and other styles
31

Nguyen, Thi Van Anh. "Constraint Games : Modeling and Solving Games with Constraint." Caen, 2014. http://www.theses.fr/2014CAEN2054.

Full text
Abstract:
Cette thèse présente un sujet dans le cadre de la théorie des jeux et de la programmation par contraintes. Plus précisément, nous nous concentrons sur modéliser les jeux de manière succincte et puis calculer leurs solutions sur ces représentations compactes grâce à la programmation par contraintes. Depuis longtemps, la théorie des jeux a subi une difficulté de la modélisation en raison de l'absence des représentations compactes pour modéliser les jeux. La représentation basique est encore une matrice appelée forme normale qui stocke les utilités des joueurs avec tous profils de stratégie. Pourtant, cette matrice agrandit exponentiellement avec le nombre de joueurs. Cela cause également une difficulté de la résolution des jeux. Dans cette thèse, nous introduisons un nouveau framework de Constraint Games afin de modéliser l'interaction stratégique entre les joueurs. Un constraint game est composé d'un ensemble de variables partagées par tous les joueurs. Parmi ces variables, chaque joueur possède un ensemble de variables décisionnelles qu'il peut contrôler et les contraintes représentant sa fonction d'utilité. Constraint games est un outil générique pour modéliser les jeux généraux et peut être exponentiellement plus succinct que leur forme normale. Nous montrons également l'utilité du framework par modéliser quelques jeux classiques et problèmes réels. Le concept de solution principal défini pour constraint games est l'Equilibre Nash en Stratégies Pure. C'est une situation dans laquelle aucun joueur n'a un intérêt de dévier unilatéralement. Il est bien connu que c'est complexe de calculer les équilibres Nash en stratégies pures dans les jeux. Pourtant, nous réussissons à construire un solver appelé ConGa qui se compose de plusieurs façons pour résoudre constraint games efficacement
This 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
APA, Harvard, Vancouver, ISO, and other styles
32

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 text
Abstract:
Model Driven Engineering (MDE) is a software development approach which focuses on the creation of models to represent a domain with the aim of automatically generating software artefact using a set of software tools. This approach enables practitioners to produce a variation of software in by reusing the concepts in the domain model without worrying about the technical intricacies of software development. Therefore, this approach can help to increases productivity and it makes software design easier for the practitioners. The application of this approach into games development domain presents an interesting proposition and could help to simplify production of computer games. Computer games are interactive entertainment software designed and developed to engage users to participate in goal-directed play. Many find computer gaming to be persuasive and engaging, and they believe that through the application of game design and game technology in non-entertainment domains can create a positive impact. Computer games designed primarily for non-entertainment purpose are generally known as serious games. The development of games software, in no relation to the intended purpose of it, is technically complex and it requires specialist skills and knowledge. This is the major barrier that hinders domain experts who intend to apply computer gaming into their respective domains. Much research is already underway to address this challenge, whereby many of which have chosen to use readily available commercial-off-the-shelf games while others have attempted to develop serious games in-house or collaboratively with industry expertise. However, these approaches present issues including appropriateness of the serious game content and its activities, reliability of serious games developed and the financial cost involved. The MDE approach promises new hopes to the domain experts, especially to those with little or no technical knowledge who intend produce their own computer games. Using this approach, the technical aspects of games development can be hidden from the domain experts through the automated generation of software artefact. This simplifies the production of computer games and could provide the necessary support to help non-technical domain experts to realise their vision on serious gaming. This thesis investigates the development of a model-driven approach and technologies to aid non-technical domain experts in computer games production. It presents a novel model-driven games development framework designed to aid non-technical domain experts in producing computer games. A prototype based on the model-driven games development framework has been implemented to demonstrate the applicability of this solution. The framework has been validated through the prototypical implementations and these have been evaluated. A case study has been conducted to present a use-case scenario and to examine if this approach can help non-technical domain experts in producing computer games and also to find out if it would lower the barrier towards adoption of game-based learning as an alternative teaching and learning approach. The work in this thesis contributes to the area of software engineering in games. The contributions made in this research includes (1) a blueprint for model-driven engineering for games development, (2) a reusable formalised approach to document computer game design and (3) a model of game software that is independent of implementation platform.
APA, Harvard, Vancouver, ISO, and other styles
33

Hagvall, 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 text
Abstract:
How do games express meaning and participate in societal development? A significant contribution to the scholarly efforts that seek to answer such questions takes the rule-based properties of games as its starting point. Termed Procedural Rhetoric, the theory is tightly interwoven with major research questions in Game Studies, yet is under-researched and lacks clarity in several respects. This paper conducts an exploratory, qualitative literature review of the theory to address the lack of information about accumulated knowledge. It discovers new perspectives that may help chart a future for the theory and for Game Studies more broadly. Three possible paths forward are also outlined. A New Agenda is suggested in which game rules and procedures are (re)instated at the core of the analysis but new perspectives are embraced concerning the role of players and of developers, the societal context, and the contributions of the researchers and the educators who study them.
APA, Harvard, Vancouver, ISO, and other styles
34

Bränström, 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 text
Abstract:
The aim of this report is to see whether the graphic design of a game influences children’s will to play games. I am especially looking at minimalist graphic design and how well it works for a game aimed at children age 7-9. Does the style of the game design have any impact at all concerning the children’s wish to play the game or is the game mechanic all that matters. The final results concluded that although the graphic design plays a part in the children’s willingness to play the game the game mechanics are by far the biggest factor in whether children will play the game or not.
APA, Harvard, Vancouver, ISO, and other styles
35

Koffi, 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 text
Abstract:
The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
APA, Harvard, Vancouver, ISO, and other styles
36

Sinha, Arunesh. "Audit Games." Research Showcase @ CMU, 2014. http://repository.cmu.edu/dissertations/487.

Full text
Abstract:
Modern organizations (e.g., hospitals, banks, social networks, search engines) hold large volumes of personal information, and rely heavily on auditing for enforcement of privacy policies. These audit mechanisms combine automated methods with human input to detect and punish violators. Since human audit resources are limited, and often not sufficient to investigate all potential violations, current state-of-the -art audit tools provide heuristics to guide human effort. However, numerous reports of privacy breaches caused by malicious insiders bring to question the effectiveness of these audit mechanisms. Our thesis is that effective audit resource allocation and punishment levels can be efficiently computed by modeling the audit process as a game between a rational auditor and a rational or worst-case auditee. We present several results in support of the thesis. In the worst-case adversary setting, we design a game model taking into account organizational cost of auditing and loss from violations. We propose the notion of low regret as a desired audit property and provide a regret minimizing audit algorithm that outputs an optimal audit resource allocation strategy. The algorithm improves upon prior regret bounds in the partial information setting. In the rational adversary setting, we enable punishments by the auditor, and model the adversary's utility as a trade-off between the benefit from violations and loss due to punishment when detected. Our Stackelberg game model generalizes an existing deployed security game model with punishment parameters. It applies to natural auditing settings with multiple auditors where each auditor is restricted to audit a subset of the potential violations. We provide novel polynomial time algorithms to approximate the non-convex optimization problem used to compute the Stackelberg equilibrium. The algorithms output optimal audit resource allocation strategy and punishment levels. We also provide a method to reduce the optimization problem size, achieving up to 5x speedup for realistic instances of the audit problem, and for the related security game instances.
APA, Harvard, Vancouver, ISO, and other styles
37

Kelly, Christopher Patrick. "Incubation games." Thesis, University of Cambridge, 1989. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.315906.

Full text
APA, Harvard, Vancouver, ISO, and other styles
38

Mehta, Nishali. "Graph Games." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1275073614.

Full text
APA, Harvard, Vancouver, ISO, and other styles
39

Damián, 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 text
Abstract:
El presente proyecto de investigación consiste en el desarrollo del aplicativo History Games, el cual consiste en la creación del juego con temática de historia del Perú como una nueva metodología de aprendizaje. Este trabajo nos permite ver la viabilidad del proyecto a corto, mediano y largo plazo, a través de los distintos estudios ejecutados en Lima metropolitana, a niños y jóvenes de 8 a 17 años del sector socioeconómico A y B.  Por ello se pudo evidenciar que el público objetivo desea aprender un poco más de nuestro Perú a través de la experiencia de este aplicativo. Al desarrollar este proyecto se realizaron entrevistas online, encuestas y marketing digital en redes sociales. De manera que fue una investigación a fondo sobre el mercado de juegos educativos para poder llevar a cabo este proyecto, donde se ha podido ver interés por parte de las instituciones educativas que desean adoptar History Games como metodología de enseñanza. Analizamos a profundidad el proyecto ya que buscamos que sea sostenible en todos los aspectos a largo plazo y que pueda cumplir con los objetivos planteados desde el inicio. Todos los conocimientos adquiridos durante nuestra etapa universitaria fueron aplicados en cada parte del trabajo como es la parte de marketing, financiera, administrativa, entre otras. Al ser un equipo de diversas carreras, nos brindó un panorama más amplio de los puntos que debemos seguir mejorando e implementando conforme el proyecto siga creciendo. History Games es una idea que sin duda ayudará a muchas personas en su aprendizaje y en la nueva forma de ver la historia en cada una de sus clases.
This 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
APA, Harvard, Vancouver, ISO, and other styles
40

Pühler, Simon. "Funny games." Doctoral thesis, Humboldt-Universität zu Berlin, Philosophische Fakultät III, 2014. http://dx.doi.org/10.18452/17063.

Full text
Abstract:
"FUNNY GAMES. Spielräume des Sadomasochismus in Film und Medien" ist der Versuch, eine Geschichte medialer Schmerzlust zu rekonstruieren – in etwa von 1789 bis heute. Neben klassischer SM-Literatur sind es Spielfilme wie VIDEODROME (1983), FALSCHER BEKENNER (2005), THE HURT LOCKER (2008) oder SHORTBUS (2006), in denen modernes Schmerzlust-Empfinden und -Begehren offenbar wird. Die Untersuchung richtet sich dabei auf Konzepte technoimaginärer Wunsch- und Höllenmaschinen, dynamisierte Ich-Apparate, wie sie Donatien-Alphonse-François de Sade, Leopold und Wanda von Sacher-Masoch, Ernst Kapp, Sigmund Freud, Daniel Paul Schreber, Jacques Lacan, Gilles Deleuze und Félix Guattari, David Cronenberg, Michael Haneke, Kathryn Bigelow u.v.a. im Medienumfeld ihrer Zeit individuell erleben und auf ihre je eigene Art – meist sehr fantasiereich – bearbeiten. Der vorliegende Entwurf, medienarchäologische Spurensicherung und gleichsam Test-Spiel, ist vor allem eine Einladung zum Mitmachen: Beim obsessiven Durchschreiten virtueller (Alptraum-)Welten und realer Körper negative und positive Lust zu erfahren, sich neuen Sinnesreizqualitäten zu öffnen, um schließlich Mehr-Lust und -Wissen zu erwerben. Anti-Ödipus als interaktives Video(bei)spiel. Als Analysetools haben sich Erkenntnisse aus der (strukturalen) Psychoanalyse, der (technischen) Medienwissenschaft, (Film-)Philosophie, der Gender-, Gewalt-, Fetisch- und (kulturwissenschaftlichen) Spieltheorie als hilfreich erwiesen, um dem Geheimnis und Rätsel sadomasochistischer Schmerzlust – und ihrer crash-Medien – ein wenig näher zu kommen.
"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.
APA, Harvard, Vancouver, ISO, and other styles
41

Horn, Florian. "Random Games." Paris 7, 2008. http://www.theses.fr/2008PA077235.

Full text
Abstract:
Dans cette thèse, nous considérons les jeux comme un outil pour la synthèse de contrôleurs dans un système ouvert. Dans ce cadre, un jeu est défini par : une arène, sous la forme d'un graphe représentant les états et l'évolution du système; et une condition de victoire, représentant la spécification que le contrôleur doit garantir. Dans chaque état, la transition sortante est choisie soit par le contrôleur, soit par un environnement hostile, soit selon une loi stochastique. Ce processus est répété un nombre infini de fois, générant une partie infinie dont le vainqueur dépend de la condition de victoire. Nous étudions tout d'abord le cas fondamental des jeux d'accessibilité. Nous présentons une nouvelle approche pour en calculer les valeurs basée sur les permutations d'états aléatoires. En termes de complexité, cet "algorithme par permutations" est orthogonal aux algorithmes basés sur les stratégies : il est exponentiel dans le nombre d'états aléatoires, et non dans le nombre d'états contrôlés. Nous présentons également une heuristique d'amélioration pour cet algorithme, inspirée par l'algorithme d'amélioration de stratégies. Nous considérons ensuite la classe de problème très générale des jeux préfixe-indépendants. Nous prouvons l'existence de stratégie optimales pour ces jeux, et nous montrons que notre algorithme par permutations peut être étendu en un "méta-algorithme", transformant n'importe quel algorithme qualitatif en un algorithme quantitatif. Enfin, nous étudions les jeux de Muller, utilisant les "arbres de Zielonka" pour calculer la quantité de mémoire nécessaire et suffisante pour synthétiser une stratégie aléatoire "presque-sûrement" gagnante
In 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
APA, Harvard, Vancouver, ISO, and other styles
42

Blankenship, Jessica. "Machine Learning and Achievement Games." University of Akron / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=akron1590713726030926.

Full text
APA, Harvard, Vancouver, ISO, and other styles
43

Ishii, Yuhta. "Essays in Dynamic Games." Thesis, Harvard University, 2014. http://dissertations.umi.com/gsas.harvard:11474.

Full text
Abstract:
This dissertation presents three independent essays. Chapter 1, which is joint work with Mira Frick, studies a model of innovation adoption by a large population of long-lived consumers who face stochastic opportunities to adopt an innovation of uncertain quality. We study how the potential for social learning in an economy affects consumers' informational incentives and how these in turn shape the aggregate adoption dynamics of an innovation. For a class of Poisson learning processes, we establish the existence and uniqueness of equilibria. In line with empirical findings, equilibrium adoption patterns are either S-shaped or feature successions of concave bursts. In the former case, our analysis predicts a novel saturation effect: Due to informational free-riding, increased opportunities for social learning necessarily lead to temporary slow-downs in learning and do not produce welfare gains.
Economics
APA, Harvard, Vancouver, ISO, and other styles
44

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 text
Abstract:
In this thesis, competitive and cooperative newsboy problems for two substitutable products are analyzed by using game theoretic concepts. The demands of the products are assumed to be dependent and normally distributed. Competition is handled for Nash and Stackelberg games. Nash and Stackelberg games are compared in terms of the order quantities and the expected profits. Cooperative newsboy problem is analyzed for the products having equal costs and revenues. The effect of demand correlation on the order quantities and the expected profits in all of the games is investigated through numerical experiments. Optimal solutions of the Nash, Stackelberg and the cooperative games are examined analytically when the demand correlation is 1.
APA, Harvard, Vancouver, ISO, and other styles
45

Trigo, 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 text
Abstract:
This thesis analyses the benefits of applying game elements to a Virtual Reality application for overcoming phobias, with a special focus on acrophobia, i.e. the fear of heights. Two different prototypes using the Oculus Rift head-mounted display were developed with a gradually exposure to heights. Both prototypes shared the same acrophobic scenario, but one included extra features from games such as engagement, motivation or goals. Twenty-four participants, divided into two groups of twelve, with moderate aversion to heights tested the prototypes. The participants’ heart rate and the time that they looked down from high altitudes were also measured and evaluated. The study showed slightly higher results regarding motivation for the prototype which included the additional game elements. Future studies should include a different head-mounted display, which would allow a longer time of play without motion sickness, and the participation of people diagnosed with acrophobia.
APA, Harvard, Vancouver, ISO, and other styles
46

Kofali, 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 text
Abstract:
The objective of this thesis project focuses on designing and implementing a game portal for web-based motion games whilst achieving high usability. Many systems lack the creativ- ity to design web-usability with all the technical requirements and this study addresses this problem by implementing a front-end system that uses agile methodology with competitive analysis and consumes the back-end system with RESTful architecture by using AngularJS web application framework. Users were involved in the implementation process repetitively and the usability test was done with think aloud protocol and System Usability Scale which involves a questionnaire on paper. It was concluded that a clear and interactive navigation bar made it very useful for users to hover through the website. Having the notifications fixed on the upper right side of the navigation bar made them easily perceived by the users and including all user-related functions under username helped the user reach them easily. It was also concluded that modal view prevented page reloading by gathering users, attention at one point. Adding visual feedback functions such as highlighting the hovered or clicked link were appreciated by the users.
APA, Harvard, Vancouver, ISO, and other styles
47

Towle, 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 text
APA, Harvard, Vancouver, ISO, and other styles
48

Andersson, 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 text
Abstract:
This master's thesis presents the analysis, design and implementation of a game server. The server is specialized for handling traffic for turn-based games, with additional focus on handling traffic over mobile networks. The content of the analysis includes defining requirements, the theory behind the network stack and choices in concurrency model construction. The design part focuses on creating valuable design documents that work as blueprints for the server implementation. The documentation for two prototype  implementations are also included, one with basic functionality and one that can be used in the real world to some extent. The thesis is motivated by a growing need for a simple and easy-to-use game network solution. The independent game development scene is growing rapidly since the introduction of the modern smart phone, which comes with great gaming capabilities. Independent game developers are often small studios that might not have demands for big, complex and expensive systems. This product aims to solve that problem by providing a simpler and more user friendly solution. The thesis concludes that the construction of a working game server solution is possible to achieve on a small budget. It also concludes that a game server does not necessarily need advanced features to be functional.
APA, Harvard, Vancouver, ISO, and other styles
49

Begy, 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 text
Abstract:
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2010.
This 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.
APA, Harvard, Vancouver, ISO, and other styles
50

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography