Dissertations / Theses on the topic 'MMORPG'
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Pahlin, Daniel. "Problemlösande MMORPG-Design." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1421.
Full textDetta arbete diskuterar och visar förslag på lösningar till problem somjag har stött på under min tid som mmorpg spelare. Lösningarnaappliceras i mitt egna påbörjade mmorpg i formen av ett highconcept dokument.Problemen som tas upp i detta arbete handlar om tiden som krävs föratt spela ett mmorpg och jag försöker ge spelarna makten att väljasjälva hur de vill spendera sin tid inne i spelet.Senare i den reflexiva rapporten diskuteras metoder och lösningarnasom har arbetats fram.
Linhart, Pavel. "Obchodní modely MMORPG." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-72544.
Full textSchliemann, Erik. "Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet." Thesis, Umeå universitet, Institutionen för informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73312.
Full textEsbjörnsson, Robert. "Hur skapar man longterm gameplay i MMORPG." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-97.
Full textDetta arbete tar upp frågan hur man får onlinerollspel, så kallade (MMORPG) att erbjuda bättre longterm gameplay och ge spelarna en intressantare upplevelse under längre tid. Frågeformuleringen detta behandlas utifrån är: ”Hur skapar man longterm gameplay för olika spelartyper i ett MMORPG?”
Frågan undersöks genom att utforska vad för typ av gameplay olika spelartyper är intresserade inom genren. Spelartyperna kommer från Bartle’s (1996) uppställning av fyra typer av spelare: achivers, explorers, socializers och killers.
Frågan besvaras sedan genom ett designdokument till ett MMORPG där olika typer av spelelement introduceras för ändamålet.
Resultatet som framkommer visar på att man ska ta vara på det som gör MMORPG till en sådan intressant spelform. Genom att erbjuda omväxling, social interaktion och inte minst nya utmaningar. Samtidigt som det sker en långvarig vidareutveckling av spelarens karaktär så sätt lockas spelarna till att stanna kvar och har alltid något underhållande mål att sträva efter. Spelaren vill få belöning och uppmuntran i förhållande till den tid och arbete som investeras i spelet.
Södertun, Markus, and Pontus Sjögren. "Sociala relations som skapas i Mmorpg-spel." Thesis, Högskolan i Halmstad, Medie- och kommunikationsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-18101.
Full textWahlbäck, Emmy. "Online Roleplaying : Collaborative storytelling in an MMORPG." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5024.
Full textHeyde, Carla Junger. "Auto-realização de jogadores de Tibia : MMORPG." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2007. http://hdl.handle.net/10183/11382.
Full textIn order to analyze the nature of the society we live today, which has a new virtual dimension possible by the Massively Multiplayer On-line Role Playing Games – MMORPGs -, we requested Axel Honneth’s theory. The author identifies the arising of an individualism of self-realization in modern capitalist societies, in which the individuals demand autonomous conditions of search for self-realization to reach what they understand as “good life”. This work analyzes the motives that lead the players to opt to participate in the “virtual society” of the games, starting from the hypothesis that the social environment that these games provide enables the construction of the players’ self-realization in a complementary way to the social environment which the individual belongs in flesh and blood. The MMORPGs are so complementing the individuals’ needs of social realization, and the “virtual” social environments being concrete in their contributions to such individuals’ demands. What explains the players’ option to experience their social relations inside the game. To investigate the veracity of this hypothesis a virtual ethnography was carried out in the Tibia game environment and the technique of participative observation was utilized, which we named “Playing”: watching, reading, writing and participating. The data were collected through informal conversations with more than five hundred characters for a period of seventeen months, in a total of approximately four thousand hours. They were analyzed by the particularity of each type of relation developed by the players: loving, legal and social appraisal. This research contributes to the comprehension of diverse social phenomena related to this kind of game and to assist the different publics – opinion creators, relative of players, potential players, and education institutions – to evaluate the act of to play. The data confirm our hypothesis and make possible the elaboration of questions about phenomena that are reproduced in the virtual environment and contradict the yearnings of those who believe that “another world is possible”.
Östling, David, and Isak Sundström. "Spelares upplevelser av mörka designmönster i MMORPG spel." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-300189.
Full textThis study was performed in order to investigate the concept of dark design patterns in MMORPG (Massive Multiplayer Online Role Playing Games) games and what players think about them. This was done in order to deepen the knowledge surrounding this topic and to get more insight to how players are affected by dark design patterns since there are currently no studies on players' opinions on dark design patterns in video games. For the purpose of this study we focused on the game Runescape as it is currently one of the most popular MMORPG games. The game is also very similar to many other MMORPG games when it comes to its design. The definitions of the dark design patterns present in this study primarily come from José Zagals study on dark patterns in games from 2013. Our study was conducted by posting a survey asking the players about their opinions on the dark design patterns that could be identified in Runescape. The survey was posted on a couple of Runescape discussion-forums. The study showed that players had mixed opinions and that many players had a general non-negative view on the dark design patterns present in the game. At the same time, many were also well aware of the problematic aspects of the dark patterns and had negative opinions on them but nevertheless tolerated them as they kept putting many hours into the game. A few of the ones with negative opinions described how their addiction to the game made them keep playing despite disliking the dark design patterns.
Yao, Yifei. "Exploring the sense of immersion of MMORPG game design." Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-7508.
Full textSutton, April G. "Avatar identification and its effects on MMORPG game play." Xavier University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1444130344.
Full textSANTOS, Felipe Kühner Câmara dos. "Progressão individualizada em MMORPG: ajustando a dificuldade de quests." Universidade Federal de Pernambuco, 2014. https://repositorio.ufpe.br/handle/123456789/11405.
Full textMade available in DSpace on 2015-03-09T13:11:50Z (GMT). No. of bitstreams: 2 Dissertação Felipe K Câmara Santos.pdf: 3083966 bytes, checksum: 0248252c0cf2e14e311de0dbb2b39223 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Previous issue date: 2014-02-27
O gênero dos jogos massivos de interpretação online (Massively Multiplayer Online Role-Playing Games - MMORPG) vem ganhando cada vez mais espaço de mercado por proporcionar um ambiente simultaneamente cooperativo e competitivo. A grande variedade de perfis de jogadores com habilidades distintas torna necessário oferecer diferentes níveis de desafios que, à escolha do jogador, determinam as recompensas obtidas. Porém, tal tratamento não tem sido feito para quests, missões e desafios, que são elementos centrais na progressão do jogador em um MMORPG. Atualmente, quests possuem a mesma dificuldade e recompensa independente do jogador, o que pode frustrar alguns com quests difíceis ou entediar outros com quests muito fáceis. Este trabalho propõe uma abordagem original centrada em quests visando permitir que jogadores progridam no enredo do jogo com velocidades distintas, determinadas por suas escolhas de dificuldade para cada quest. Propomos um modelo para classificação e representação de quests com base nos parâmetros que afetam a dificuldade de seus desafios. Tal modelo foi construído com base na análise sistemática de mais de 700 quests dos jogos World of Warcraft e Final Fantasy XIV: A Realm Reborn. A solução proposta trata também dos desafios de se empregar o modelo em situações reais, e detalha cenários de conflito de balanceamento decorrentes de seu uso, apresentando uma coletânea de abordagens validadas por especialistas para implementação no gênero. Finalmente, este trabalho apresenta a ferramenta QuestBuilder, implementada com o propósito de facilitar o uso da modelagem desenvolvida no processo criativo de quests, e os experimentos realizados para sua validação.
Lundgren, Annelie. "Föräldrars erfarenheter av onlinespelande barn : En kvalitativ studie kring problemformuleringar och orsakssamband." Thesis, Uppsala universitet, Sociologiska institutionen, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-168299.
Full textBackground: Children have probably always had different conditions than their parents. But in one aspect children nowadays differ from earlier generations. Today, children have access to a new media as internet for pleasure, interaction and information seeking. One way to interact is through online games in virtual worlds that have never before been possible. It has in one aspect involved issues concerning negative outcomes in contrast to the enjoyment that the game has to offer. Aim: Describe how parents explain a problematic online gaming. Method: Qualitative interviews where parents define their notion of problematic online gaming and what they think are the reason behind the problematic online gaming. Results: The questions in the interviews are the theme that gave different subthemes as result. The description of a problematic online gaming gave answers as; lack of control, manipulation, different temper and conflicts as well as school failure. How it had affected themselves gave answers as increasing control, handling conflicts, relations in the family and self-reflection. Parent’s hypothesis about what could cause or be a motive behind a problematic online gaming was excitement and pleasure, the construction of the games, loyalty to other players, identity seeking components and parental disagreement. Finally their advice to others was to react and act, ultimatum, cooperation between parents and to seek professional help. Reflections: The parents in the study had according to the study’s aim, experience of a problematic online gaming. Several of their definitions of a problematic online gaming where similar but the amount of time spending at gaming were the most frequent definition of the problem. The aspect of time had not only affected the children’s mood and school achievement but also themselves and others around them. At the same time, parents had their own theories about why it had become problematic and what can be done about it.
Söderberg, Magnus. "MMORPG & färdighetsbaserade lootsystem : Real-cash i en virtuell värld?" Thesis, University of Skövde, School of Humanities and Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4057.
Full textMassiva multispelar onlinerollspel (MMORPG) är idag en välutvecklad industri. Det finns även ett fåtal vars ekonomi och loot är baserade på riktiga pengar. Loot är de föremål en spelare kan erhålla genom att t.ex. döda monster och ett lootsystem är de interna mekanismer som hanterar hur loot distribueras i ett spel. Lotterilagen och Lotteriinspektionen reglerar vad som är ett lotteri i Sverige, om ett spel är slumpbaserat och spelaren eller spelarna kan vinna mer än de satsar, så måste arrangören få en licens utfärdad. Hur designar man ett enkelt lootsystem, baserat på riktiga pengar, utan att bryta mot Lotterilagen och som inte en stor mängd av spelarna kan utnyttja för egen vinning, och om spelarna förstår systemet hur skyddar man företagets intäkter? Denna avhandling tar reda på om det är möjligt att skapa ett spel som är kunskaps och färdighetsbaserat och som inte skulle kräva en licens. Spelet testas för att se om en spelare med kunskap får bättre resultat än en slumpmässig spelare. Den genomförda undersökningen pekar på att så är fallet.
Södling, Gustav. "Disconnected : Berättelser om problematiskt spelande och genus i MMORPG-spel." Thesis, Linköping University, The Tema Institute, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-19339.
Full textUppsatsen beskriver hur personer med erfarenhet av problematiskt spelande och efterföljande behandling berättar om sina erfarenheter. Studiens fokus har legat på problematiskt spelande av MMORPG-spel, deras sociala dimension och upplevelser av genus i dataspelen. Även respondenternas tankar kring dataspelandet som sådant och kring genus tas upp. Datainsamlingen genomfördes via kvalitativa intervjuer på ungefär en timme vardera med tre respondenter. Det empiriska materialet har tolkats genom meningskoncentrering och sedan analyserats genom en hermeneutiskt-narrativ analysmetod. Resultatet visar att problematiskt spelande haft en stor påverkan på respondenternas liv, både prestationsmässigt och socialt. Något exakt samband med kemiska beroenden berättas det inte om och gränsen för ett problematiskt spelande uppges vara dels en känsla av tvång och dels att spelandet går ut över spelarens övriga liv. MMORPG-spel beskrivs som speciellt problematiska både genom sina sociala möjligheter och sin dynamiska uppbyggnad. Respondenterna berättar även om hur andra sociala faktorer i MMORPG-spelen som tävlingsinstinkt, statusjakt och grupptryck kan leda till ett problematiskt spelande. Den behandling bestående av kognitiv beteendeterapi och regelbundna samtal med en psykoterapeut som respondenterna upplevt skildras som hjälpfull. Andra delar av behandlingen som begränsad tillgång till datorer och sociala aktiviteter tillsammans med andra beskrivs även de som gynnsamma. Genus är enligt resultatet en komplicerad fråga eftersom spelarens och avatarens kön kan skilja sig åt, och att spelarna sällan kan vara säkra på vilket kön den de möter har i det verkliga livet. MMORPG-spelen beskrivs dock överlag som mansdominerade med stereotypa och sexualiserade framställningar av framför allt kvinnor. Bemötandet av kvinnliga spelare beskrivs däremot inte som speciellt annorlunda av respondenterna.
Martinsson, Christoffer, and Julia Nyström. "Vilka faktorer bidrar till att spelare fastnar i MMORPG spel?" Thesis, Örebro University, Swedish Business School at Örebro University, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-2172.
Full textMassiva onlinerollspel är idag mycket populära och försäljningen och spelandet utav dessa ökar markant. I och med detta väcks frågan om vad det är i dessa onlinespel som gör att människor spelar och fortsätter spela. Denna uppsats inriktas främst mot MMORPG:s, Massively Multiplayer Online Role-Playing Games, då författarna anser att det är i denna onlinespelsgenre den största möjligheten att finna och definiera de faktorer, som påverkar
spelares vilja att spela, finns. För att ta reda på dessa faktorer skapades en enkät vars frågor utformades med en gameflowmodell i baktanken. Denna enkät lades sedan ut på sex olika onlinespelsanknutna forum, där totalt 105 spelare anonymt deltog. Den bygger dock även på tidigare gjorda undersökningar och rapporter om onlinespelandets anledningar, analyserade artiklar inom ämnet MMORPG spel och sist men inte minst författarnas egna erfarenheter utav MMORPG spel.
Šataitė, Rasa. "Between real and virtual: and ethnographic research of MMORPG phenomenon." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2012. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2012~D_20120612_140953-54143.
Full textPastaruoju metu vis dažnesnis diskursas tokiomis temomis kaip globalizacija ir informacijos amžius, informacinė visuomenė, informacinės ir ryšių technologijos pereina pereina į kiber-antropologijos sritį. Nors internetiniai žaidimai ir internetinės žaidėjų bendruomenės nėra naujiena, tačiau vis augantis visuomenės domėjimasis žaidimais ir vis didėjantis žaidėjų skaičius parodo, kad šie žaidimai ir su jais susijusios bendruomenės sukuria gerą tyrimo pagrindą socialinių mokslų atstovams. Vienas iš itin naudingų metodų yra virtuali etnografija bei dalyvaujamas stebėjimas pačiame žaidime. Šiame darbe siekiama pateikti tikrą socialinių konstruotų virtualioje erdvėje formavimosi aprašą remiantis etnografiniu Žiedų valdovo internetinio žaidimo (Lordo of the Rings Online) bei tame žaidime susikūrusios bendruomenės tyrimu naudojantis virtualios etnografijos metodu apjungiančiu eminę ir etinę perspektyvą. Internetiniai žaidimai (MMORPGs) gyvuoja jau beveik dešimtmetį, tačiau pastaraisiais metais itin išpopuliarėjo. Per paskutinius 6 metus žaidimai virto klestinčiu kultūriniu fenomenu su daugiau kaip 20 milijonu žmonių kas dieną įsitraukusių į įvairias socialines sąveikas. Internetiniai žaidimai sukuria socialinių sąveikų unikalią aplinką, nes žaidėjų nebesieja ta pati fizinė aplinka, o neverbalinė komunikacija tampa nebeįmanoma. Internetiniai žaidimai leidžia žaidėjams bendrauti su kitais pasaulio žaidėjais, o pats žaidimas nebėra asmeniškas ar privatus, nes jame susitinka daugybė... [toliau žr. visą tekstą]
Woods, Theresa Lynn. "An Examination of Motives, Experiences, and Behaviors of MMORPG Players." Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5157.
Full textBozcan, Selcuk. "A Tool For Network Simulation Of Massively Multiplayer Online Games." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609985/index.pdf.
Full textAndersson, Annsofi, and Anna Johansson. ""Man vill vara som i spelet" : Hur ungdomar uppfattar MMORPG-spelande." Thesis, Linnéuniversitetet, Institutionen för pedagogik, psykologi och idrottsvetenskap, PPI, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-18239.
Full textVähä, M. (Mauno). "Applying microservice architecture pattern to a design of an MMORPG backend." Master's thesis, University of Oulu, 2017. http://urn.fi/URN:NBN:fi:oulu-201712013266.
Full textKoptur, Evren. "TRANSFERABLE LEARNING SKILLS OF AN MMORPG: A WORLD OF WARCRAFT QUEST." Kent State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=kent1459175932.
Full textZhong, Zhijin. "The effects of MMORPG play on online and offline social capital /." access full-text access abstract and table of contents, 2009. http://libweb.cityu.edu.hk/cgi-bin/ezdb/thesis.pl?phd-com-b23750820f.pdf.
Full text"Submitted to Department of Media and Communication in partial fulfillment of the requirements for the degree of Doctor of Philosophy." Includes bibliographical references (leaves 110-125)
Di, Campli Giovanna. "La localizzazione dei videogiochi: Analisi della traduzione del mmorpg world of warcraft." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/9179/.
Full textLiljegren, Oskar. "Välbefinnande i spel : Unga mäns upplevelser av socialt välbefinnande i MMORPG spel." Thesis, Högskolan i Skövde, Institutionen för hälsa och lärande, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11836.
Full textIn a society where young men’s well-being is proclaimed to be at risk due to their involvement in a virtual world this study wants to shed light upon how young men themselves experience well-being from a social psychological perspective. Five players partook in qualitative interviews to express their own experiences from their time playing MMORPGs. With detailed theories of subjective well-being, social well-being and theory of fellowship, the study has a theoretical foundation applied in a transcendental analysis. The result made it clear that social well-being and fellowship exist in the MMORPGs and can be achieved by the young male players. The essence revolved around social interaction between the other players in the MMORPG world and was discovered through three themes related to their group, communication and success/development. The conclusion was that young men can achieve social well-being in MMORPGs and this was due to the social interaction between all the players within the game itself.
Santos, Vinicius Rodrigues Figueiredo. "Os Jogos MMORPG como Auxiliares no Processo de Aquisição de Língua Inglesa." Universidade Federal de Minas Gerais, 2011. http://hdl.handle.net/1843/DAJR-8GLRA7.
Full textO desenvolvimento e popularização de recursos computacionais e tecnológicos nos últimos anos trouxeram novas possibilidades e potenciais de interação aos seus usuários. Dentre essas possibilidades, uma, ainda pouco explorada nesse campo, é a utilização de jogos eletrônicos comerciais (ou games) atuando como ferramentas auxiliares na aprendizagem, apesar de não serem programados com tais objetivos. Um dos gêneros de game que tem ganho destaque é o MMORPG (Massive Multiplayer On-line Role-Playing Game, ou jogo on-line de interpretação em massa para múltiplos jogadores). Os MMORPGs, assim como outros games, também têm características de grande potencial para a aprendizagem e seus traços particulares propiciam a aquisição de línguas. Mediante o exposto, a presente pesquisa visou verificar se os MMORPGs podem atuar como auxiliares e motivadores no processo de aquisição de segunda língua de seus jogadores. Para tanto, foram investigadas, junto a jogadores brasileiros do MMORPG Tibia, a ocorrência da aquisição de inglês e a motivação de aquisição da língua baseada em MMORPGs que tivessem relação com o game. A análise foi ancorada em diversos aportes teóricos de aquisição, como a hipótese do input (KRASHEN, 1985), modelo de aculturação (SCHUMMANN, 1978), hipótese da interação (HATCH, 1978; LONG, 1981) e teorias da complexidade e caos na aquisição de línguas (LARSEN-FREEMAN e CAMERON, 1997, 2008; PAIVA, 2005, 2008), além dos conceitos de comunidades de prática (WENGER, 1998), aprendizagem facilitada por games (GEE, 2004, 2007; MATTAR, 2010) e motivação (GARDNER e LAMBERT, 1959; ELLIS, 1997). A pesquisa demonstra como os MMORPGs podem se constituir como facilitadores e motivadores para a aquisição de segunda língua de seus jogadores, principalmente devido a suas características predominantemente socioculturais que estimulam a integração por meio dessa segunda língua.
Soto, Ramonda Rodrigo. "Descripción del estado actual de la adicción a los videojuegos a partir de una revisión bibliográfica integrativa." Tesis, Universidad de Chile, 2014. http://repositorio.uchile.cl/handle/2250/135632.
Full textLos videojuegos son una forma de entretenimiento muy difundida. Uno de sus potenciales efectos negativos es el uso excesivo. Varios factores han dificultado el estudio de esta materia, como por ejemplo abordajes sesgados o el uso de diferentes criterios diagnósticos e instrumentos de medición, lo que ha impedido la obtención de datos concluyentes y consensos en la comunidad científica. El presente estudio realiza una revisión bibliográfica de las investigaciones posteriores al año 2000, para precisar el estado del arte con respecto al tema. Se hace énfasis en la nueva propuesta de trastorno de juego por Internet del DSM-5 y un análisis en profundidad al género MMORPG. Se concluye que el uso excesivo de videojuegos puede llegar a constituir un trastorno de adicción conductual, que tendría características similares a las adicciones a substancias y afectaría a un pequeño porcentaje de usuarios, generando un impacto importante en sus vidas
Fuster, Laseca Héctor. "Influencia de las Motivaciones y los Estilos de Juego en Jugadores de MMORPG." Doctoral thesis, Universitat Ramon Llull, 2017. http://hdl.handle.net/10803/403376.
Full textEn los últimos 30 años los videojuegos han devenido uno de los productos de ocio más prevalentes y transversales en las sociedades desarrolladas. Debido a su naturaleza, los juegos digitales permiten un amplio abanico de interacciones complejas y los juegos multijugador masivos en línea (MMORPG, por sus siglas en inglés) son tal vez los que ofrecen oportunidades más complejas de acción e interacción entre jugadores. Por ello, es necesario el estudio de este fenómeno y los aspectos psicológicos asociados al mismo. Así, la presente tesis explora el ámbito de las motivaciones para el uso de videojuegos, así como la identificación del uso problemático y no problemático asociado a dichas motivaciones. El primer estudio en el que participaron 253 jugadores hispanoparlantes de World of Warcraft tuvo como objetivo la identificación de las motivaciones asociadas al juego en MMORPG. Un análisis factorial mostró la presencia de cuatro motivos de juego: socialización, exploración, logro y disociación. El segundo estudio lo integraron 430 jugadores de MMORPG y su objetivo era la caracterización de la población de jugadores en cuanto a motivaciones y estilos de juego. En el tercer estudio participaron 410 jugadores de MMORPG y se definió un modelo que aglutinaba las motivaciones para el juego en MMORPG así como el modelo dual de la pasión, con el objetivo de identificar las motivaciones que se asocian al juego no problemático (pasión armoniosa), y aquellas que promueven el juego problemático (pasión obsesiva). Finalmente, se realizó una traducción y validación del instrumento IGD-20 que evalúa el Trastorno por juego en internet (IGD, por sus siglas en inglés), con una muestra de 1074 jugadores españoles. Asimismo, este estudio permitió encontrar diferentes patrones de uso de videojuegos que pueden facilitar la identificación del uso problemático y su asociación a las motivaciones para el juego.
In the last 30 years, video games have become one of the most prevalent and transversal leisure products in developed societies. Due to their nature, digital games allow for a wide range of complex interactions, and massively multiplayer online games (MMORPGs) are perhaps the ones that offer more intricate possibility space for action and interaction between players. Therefore, it is necessary to study this phenomenon and the psychological aspects associated with it. Thus, this thesis by compendium of publications explores the scope of motivations for the use of video games, as well as the identification of problematic and non-problematic use of video games associated with such motivations. The first study involving 253 Spanish-speaking World of Warcraft players aimed to identify the motivations associated with MMORPG play. A factorial analysis showed the presence of four motivations: socialization, exploration, achievement and dissociation. In the second study participated 430 players of MMORPG and the objective was the characterization of the population of players related tomotivations and styles of play. In the third study participated 410 players of MMORPG and a model was defined that agglutinated the motivations for play in MMORPG as well as the dualisticmodel of passion, with the objective of identifying the motivations that are associated to non-problematic play (harmonious passion), and those that promote problematic play (obsessive passion). Finally, a translation and validation of the IGD-20 instrument evaluating the Internet Gaming Disorder (IGD) was carried out with a sample of 1074 Spanish players. In addition, this study allowed us to find different patterns of video game play that can facilitate the identification of problematic use, and their association with the motivations.
Soares, Wilka Catarina da Silva. "A aprendizagem de ingl?s mediada por jogos eletr?nicos do tipo MMORPG." Universidade Federal do Rio Grande do Norte, 2013. http://repositorio.ufrn.br:8080/jspui/handle/123456789/16264.
Full textMassively Multiplayer Online Role-Playing Games (MMORPGs) are role-playing games that, through the Internet, can integrate thousands of players interacting at the same time in at least one virtual world. This way, these games can provide, further than fun, a greater familiarity with the additional language and opportunity to improve the linguistic proficiency in a real context. Hence, what is proposed in this study is extended knowledge about the learning of an additional language mediated by MMORPGs for teachers to know how, if relevant, to present, use or encourage this practice to their students. Based on this major purpose, we seek to answer the following research questions: (a) what distinguishes the learning profile of the gamers and non-gamers; (b) if MMORPGs can, through a hybrid and systematic approach, assist the development of proficiency of the additional language and (c) what the think-aloud protocols show about the learning mediated by the MMORPG Allods Online. Following an experimental method (NUNAN, 1997), 16 students of the curricular component Reading and Writing Practices in English Language have comprised the control group and 17 students of the same class formed the experimental group and were submitted to a pre and post-test adapted from the Key English Test (KET) by the Cambridge University (2008). The tests were conducted before and after a period of 5 weeks of 3 hours of practice with Allods Online a week (experimental group), and classes of the curricular component (both groups). A quantitative analysis of the questionnaires about the exposure to English profiles of the participants, a quantitative analysis of the tests scores and a qualitative analysis of the thinkaloud protocols collected during the experiment were conducted based on the theories of (a) motivation (GARDNER, 1985, WILLIAMS & BURDEN, 1997, BROWN, 2007, HERCULANO-HOUZEL, 2005); (b) active learning (GASS, 1997, GEE, 2008, MATTAR, 2010); (c) interaction and collaborative learning (KRASHEN, 1991, GASS, 1997, VYGOTSKY, 1978); (d) situated learning (DAMASIO, 1994; 1999; 2003, BROWN, 2007, GEE, 2003) and (e), tangential learning (PORTNOW, 2008; MATTAR, 2010). The results indicate that the participants of the experimental group (gamers) seem to be more engaged in tangential English learning activities, such as playing games, listening to music in English, communicating with foreigners and reading in English. We also deduced that the period of experiment possibly generated positive results on the gamers proficiency scores, mainly in the parts related to orthographic development, reading and comprehension, writing with focus on content and orthographic accuracy. Lastly, the think-aloud protocols presented evidences that the gamers have engaged in active English language learning, they have interacted in English with other players, and learned linguistic aspects through the experience with the MMORPG Allods Online
Os Massively Multiplayer Online Role-Playing Games (MMORPGs) s?o jogos de interpreta??o de personagem que, atrav?s da Internet, podem integrar milhares de jogadores interagindo ao mesmo tempo em pelo menos um mundo virtual. Desta forma, esses jogos podem proporcionar, al?m de divers?o, um maior conv?vio com a l?ngua inglesa e a oportunidade de aprimorar a profici?ncia lingu?stica dentro de um contexto real. Por isso, o que se prop?e neste estudo ? um maior conhecimento sobre a aprendizagem de l?ngua adicional mediada por MMORPGs para que os professores saibam como, se relevante, apresentar, utilizar ou incentivar essa pr?tica junto a seus alunos. Com base neste objetivo principal, procuramos responder as seguintes perguntas de perquisa: (a) o que distingue o perfil de exposi??o ? l?ngua inglesa dos gamers e non-gamers; (b) se os MMORPGs podem, por meio de uma pr?tica h?brida e sistem?tica, auxiliar no desenvolvimento da profici?ncia na l?ngua adicional e (c) o que os protocolos think-aloud evidenciam acerca da aprendizagem mediada pelo MMORPG Allods Online. Seguindo o m?todo experimental (NUNAN, 1997), 16 alunos do componente curricular Pr?ticas de Leitura e Produ??o Escrita em L?ngua Inglesa fizeram parte do grupo controle e 17 alunos da mesma turma compuseram o grupo experimental e foram submetidos a um pr? e p?s-teste adaptados do Key English Test (KET) da Universidade de Cambridge (2008). Os testes foram administrados antes e depois de um per?odo de 5 semanas com 3 horas por semana de experimento com o game Allods Online (grupo experimental), e de aulas do componente curricular (ambos os grupos). Uma an?lise quantitativa dos question?rios sobre os perfis de exposi??o ? l?ngua inglesa dos participantes, uma an?lise quantitativa das notas dos testes e uma an?lise qualitativa de protocolos thinkaloud coletados durante o experimento foram feitas com base nas teorias de (a) motiva??o (GARDNER, 1985, WILLIAMS & BURDEN, 1997, BROWN, 2007, HERCULANOHOUZEL, 2005); (b) aprendizagem ativa (GASS, 1997, GEE, 2008, MATTAR, 2010); (c) intera??o e aprendizagem colaborativa (KRASHEN, 1991, GASS, 1997, VYGOTSKY, 1978); (d) aprendizagem situada (DAMASIO, 1994; 1999; 2003, BROWN, 2007, GEE, 2003) e (e), aprendizagem tangencial (PORTNOW, 2008 E MATTAR, 2010). Os resultados indicam que os participantes do grupo experimental (gamers) parecem ser mais engajados em atividades tangenciais de aprendizagem de l?ngua inglesa, como jogar games, ouvir m?sica em ingl?s, comunicar-se com estrangeiros e ler em ingl?s. Tamb?m conclu?mos que o per?odo de experimento pode ter gerado resultados positivos nas notas dos testes dos gamers, principalmente nas partes relacionadas (a) ao desenvolvimento ortogr?fico, leitura e interpreta??o; (b) ? escrita com foco no conte?do e (c) ? acur?cia ortogr?fica. Por fim, os protocolos think-aloud apresentam evid?ncias de que os gamers engajaram-se na aprendizagem ativa de l?ngua inglesa, interagiram em ingl?s com outros jogadores e aprenderam aspectos lingu?sticos atrav?s da experi?ncia com o MMORPG Allods Online
Liu, Jiaxin. "Online MMORPG Games in China: Player Motivations and the Mediating Role of Flow." Scholar Commons, 2019. https://scholarcommons.usf.edu/etd/7847.
Full textZamora, Joaquín. "Monster Wars: web based mmorpg relación del diseñador gráfico con el desarrollo de videojuegos." Tesis, Universidad de Chile, 2007. http://www.repositorio.uchile.cl/handle/2250/101096.
Full textMendonca, Sean Christopher. "WRITING FOR EACH OTHER: DYNAMIC QUEST GENERATION USING IN SESSION PLAYER BEHAVIORS IN MMORPG." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2146.
Full textCarlberg, Max, and Wictor Nilsson. "Visuell personalisering och karaktärsskapande i Final Fantasy XIV: A Realm Reborn." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-35430.
Full textFirmino, José Guilherme Abrão. "Amigos e guildas: performance, mídia e agência em MMORPGs." Universidade Federal de Goiás, 2018. http://repositorio.bc.ufg.br/tede/handle/tede/8896.
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The present study aims to explore the relationship between digital games, game communities and the agency for creating social bonds and emerging behaviors in interactive digital media: video games. To do so, we rely on Victor Turner’s concepts of liminality and communitas, as well as Richard Schechner's concepts of transport/transformation and I-not-I, and link them to Janet Murray's and Brenda Laurel’s definitions of games and video games, among others and recent publications about media working on such concepts as Ian Bogost's procedural rhetoric and Henry Jenkins' narrative architecture. We argue that through agency, video games allow players to create lasting and real bonds with each other, and to create and interpret meanings about the world around them and about themselves. For this, we are based on the play concepts of Johan Huizinga and Eugen Fink. To do so, we conducted a field survey in the MMORPG The Elder Scrolls Online accompanying a group of five players in their online activities over three months. We had as methodological base the digital ethnography of Robert Kozinets, the mechanism of Jon Elster and the study of behavior and facades of Erving Goffman. In this way, we were able to trace the profile and analyze the actions of our subjects and it was possible to conclude that they have in fact developed significant and lasting affective ties in the digital space without face-to-face contact with the other players. This study also allowed us to look at the social challenges a novice player undergoes in embarking on a massive online game as well as better delineate what motivates veteran players to continue playing. Thus, we argue that this study demonstrates the relevance of cultural performance studies as a theoretical-methodological framework for the study of the field of video games specifically and of social media in general. In addition, we believe that the results and data obtained in this research open windows to new issues in the field of digital media and especially for social studies and discourse analysis focused on video games in general and online video games in particular.
O presente estudo visa se aprofundar na relação entre jogos digitais, comunidades de jogos e agência para a criação de laços sociais e comportamentos emergentes em mídias digitais interativas: os video games. Para tanto, nos baseamos nos conceitos das performances culturais de liminaridade, communitas, de Victor Turner, e de transporte/transformação e do não-não eu, de Richard Schechner e fazemos a ligação entre eles com as definições de jogos e videogames de Janet Murray, Brenda Laurel entre outros e de publicações recentes sobre mídias trabalhando conceitos como a retórica procedural de Ian Bogost e a arquitetura narrativa de Henry Jenkins. Defendemos que, através da agência, os video games permitem aos jogadores criarem laços duradouros e reais entre si, além de criarem e interpretarem significados sobre o mundo ao seu redor e sobre si mesmos. Para isto, nos baseamos nos conceitos de play de Johan Huizinga e Eugen Fink. Para tanto, realizamos uma pesquisa de campo no MMORPG The Elder Scrolls Online acompanhando um grupo de cinco jogadores em suas atividades online ao longo de três meses. Tivemos como base metodológica a etnografia digital de Robert Kozinets, o mecanismo de Jon Elster e o estudo de comportamento e fachadas de Erving Goffman. Desta forma, nos foi possível traçar o perfil e analisar as ações de nossos sujeitos e nos foi possível concluir que eles de fato desenvolveram laços afetivos significativos e duradouros no espaço digital sem a realização de um contato face-a-face com os demais jogadores. Este estudo também nos permitiu verificar os desafios sociais a que um jogador novato está submetido ao embarcar em um jogo online massivo assim como melhor delinear o que motiva os jogadores veteranos a continuarem jogando. Desta forma, argumentamos que este estudo demonstra a relevância dos estudos de performance cultural como arcabouço teórico-metodológico para o estudo do campo dos video games especificamente e de mídias sociais em geral. Além disso, acreditamos que os resultados e os dados obtidos nesta pesquisa abrem janelas para novas questões no campo das mídias digitais e especialmente para os estudos sociais e de análise do discurso centradas em video games em geral e nos video games online em particular.
Dernbrant, Hanna, and Sanna Carlsson. "Utveckling av kompetenser i MMORPGs : Ur spelares perspektiv." Thesis, Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-15386.
Full textABSTRACT In recent years several online games in the genre of MMORPG have been released and their popularity has increased. Our literature review revealed that previous research shows that players of MMORPG games develop different skill elements through their game play but does not address the player’s view on this. Therefore, we examined the players’ perception of their skill development in a MMORPG game and the game elements that can contribute to this. We performed a netnographic study with questionnaire, interviews and participatory observations in World of Warcraft. Our conclusion is that the players perceive a development of sixteen different skill elements. Keywords: Online games, MMORPG, Skill, Skill elements, Skill development, World of Warcraft
Maumon, de Longevialle Nathalie. "L'intention du consommateur de s'immerger dans les mondes virtuels : l'influence de la présence d'interactions sociales, de la persistance et de l'avatar." Thesis, Nice, 2013. http://www.theses.fr/2013NICE0034/document.
Full textThe object of this research is to study the antecedents of the consumer’s intention of MMO/MMORPG by supporting the definition of Bell (2008), which is offering a consensus on the definition of the virtual worlds. By this definition, all the virtual worlds have three concepts which are inherent to them: the presence of social interactions, persistence and avatar. We adapted the model of technological acceptance by representing these three concepts by social identity at which we distinguished the MMO community and the Guild community, perception of the flow and avatar. Our work follows a hypothetico-deductive method, which was formalized by the development of a qualitative and a quantitative analysis, using structural equations method. The results showed that the motivational factors (Yee 2007) of achievement and immersion influence significantly and positively the personalization of the determinants of the avatar (physique, clothing and attitudes), a contrario of the factor of sociability which influences it negatively. The three concepts which are inherent to virtual worlds have a positive influence on the attitude which, itself, influences positively the intention. Our adaptation of the model of technological acceptance, by jointly integrating the three concepts of the MMO/MMORPG which are social identity, perception of the flow and personalization of the criteria of the avatar, explains to 27,4% the consumer’s intention of virtual worlds
Campedelli, Gabriela. "Bem vindos a Azeroth: aspectos da economia lúdica nos mundos fantásticos." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/27/27153/tde-29092009-154338/.
Full textThis work aims to analyze economic and social aspects of the synthetic world entitled World of Warcraft, a Massively Multiplayer Online Role Playing Game (MMORPG). This choice was made because of the popularity of this game around the world, counting 11 million players according to Blizzard Entertainments data published in October 2008. The etnography was developed online by ten avatars speacially created to take part of the world inside the virtual land of Azeroth, and observes the developing aspects of the player communities and their relationship with Blizzard governance while it also constitutes an introduction to this genre of game which highlights the economic dynamics of this complex digital universe. Play is a source of value and the ludicity has its own economy.
Armelin, Lucy. "Fame and Celebrity Within A Virtual World : A Case Study Of World Of Warcraft." Thesis, Stockholms universitet, Institutionen för mediestudier, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-77680.
Full textNilsson, Linnéa, and Annie Haraldsson. "Även män bär klänning : Genuskonstruktion i World of Warcraft." Thesis, Högskolan i Halmstad, Sektionen för hälsa och samhälle (HOS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-26149.
Full textThere is a continual debate in media that affects gender and online games, and it deals with the problematic that the games playable characters are not gender neutral enough. Our purpose is to examine how gender constructs in World of Warcraft with the playable characters as mediating tool and how the game express gendertypifications through non playable characters. The aim is also to study in which way identitymaking by the player occurs through the social interaction. We have observed how non playable characters and playable characters express gender through their feature and equipment. We have also observed which prerequisites that have been given to construct gender at your character. The observations also include how the social interaction constructs gender through the use of the tools which gathering in basis of two observation schemas.The observation schema for characters feature connected to gender includes different headings that make it possible for us to study particular pieces separately, for example hairstyle or which type of weapon the character has. The observation schema for social interaction includes principal studying of existing words and concepts, as well as emotions that were used. The material was encoded and categorized within appropriate categories in order to analyses.The result shows that both male and female characters express considerable gender differences within non playable characters than in the playable characters. Within the playable characters gender is quite neutral. The language does not indicate that the speech would be a part of the gender construction, but have a considerable connection to the knowledge in the game by the fellow-player.
Soares, Nilson Valdevino. "Mundos virtuais e externalidades midiáticas: as possibilidades de práticas do jornalismo nos jogos on-line." Universidade Federal de Pernambuco, 2009. https://repositorio.ufpe.br/handle/123456789/3641.
Full textEsta dissertação procura analisar o fenômeno dos mundos virtuais e das mídias que os orbitam, às quais denomina externalidades midiáticas . Em um primeiro momento, o trabalho visa estabelecer um horizonte teórico que torne possível a compreensão dos mundos virtuais, acompanhando suas características, do surgimento ao presente. Faz-se um estudo de como em torno desses jogos se forma uma cultura de relações que transcende o espaço puramente de jogo e se entrelaça com a realidade da vida cotidiana dos jogadores, condicionando o aparecimento das mais diversas formas midiáticas e da potencialização dos acontecimentos do jogo como notícias. No segundo momento da dissertação, é feito um estudo de caso de duas dessas externalidades, especificamente os jornais de mundos virtuais The City Scoop e EVE TV, corpora escolhidos de acordo com a sua relevância e representatividade das externalidades. O objetivo é, no caso, verificar de que se constitui a estrutura desses veículos e qual público pretendem alcançar. Objetiva-se ainda, durante o trabalho, perceber as possibilidades que estabelecem a criação de um novo tipo de jornalismo, um jornalismo preocupado com a cobertura dos fatos dos mundos de jogo, um jornalismo nos jogos, um jornalismo de mundos virtuais
Winn, Joshua D. "Integration of Massive Multiplayer Online Role-Playing Games Client-Server Architectures with Collaborative Multi-User Engineering CAx Tools." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/6209.
Full textBäckman, Susanna, and Paula Bel. "Mer än ett spel : – en kvalitativ studie om MMORPG-spelens påverkan på spelarnas liv." Thesis, Stockholms universitet, Institutionen för socialt arbete - Socialhögskolan, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-37570.
Full textHelbig, Alina, Madeleine Kreher, and Robert Piehler. "Prosoziales Verhalten in MMORPGs." Thesis, Universitätsbibliothek Chemnitz, 2007. http://nbn-resolving.de/urn:nbn:de:swb:ch1-200700777.
Full textGracia, Tjong Richard Jake. "Escapism in to the Virtual World : A study on the accumulation of Bourdieu’s forms of capital in online games." Thesis, Södertörns högskola, Institutionen för samhällsvetenskaper, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29219.
Full textCho, Yoon Sang. "Playing for Resistance in MMORPG: Oppositional Reading, Emergence, and Hegemony in the Lineage II "Bartz Liberation War"." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/communication_theses/89.
Full textChollet, Antoine. "Apprentissage et mobilisation de compétences managériales des joueurs de jeux de rôle en ligne massivement multijoueurs (MMORPG)." Thesis, Montpellier, 2015. http://www.theses.fr/2015MONTD049/document.
Full textMedia relate instances where MMORPG players are being recruited to responsibility positions, thanks to their managerial skills, acquired through playing. Do MMORPG players really develop such skills though playing, and if so, under what conditions? To explore these research questions, we're basing our works on the Social Learning Theory as well as the Social Cognitive Theory, both resulting from of Albert Bandura's researches. Literature reviewing as well as an exploratory qualitative study (13 players and older MMORPG players) led us to propose a managerial skill learning structural model of the MMORPG player. Two analyses were realized.The first one, in an exploratory aim, allowing to refine measuring tools, saw 414 questionnaires being validated (on 707 collected). The second one, with a confirmatory aim, allowing to verify hypothesis, saw 2 628 questionnaires being validated (on 3 690 collected). Once we've drawn the MMORPG player's profile, we're showing that there are managerial skill learning phenomena perceived by the players that are developed then mastered in MMORPG, under specific conditions linked to the game's environment, as well as the internal state of the player. The proposed model is thus validated.Conclusions of this research offer possibilities for players as well as organizations in various domains, such as recruitment or training, by benefiting MMORPG's potential. Longitudinal studies would deserve to be done in order to explore the MMORPG's player learning evolution, and confirm our results
Silva, Renata Prado Alves. "World of warcraft: semioses para produção de envolvimento em jogos eletrônicos." Universidade Federal de Juiz de Fora (UFJF), 2010. https://repositorio.ufjf.br/jspui/handle/ufjf/2695.
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Os MMORPGs são um fenômeno à parte na indústria dos jogos eletrônicos. Possuem um desenvolvimento paralelo, trazendo sempre elementos novos e diferenciados para a cultura dos games. World of Warcraft, lançado em 2004, é o mais expressivo representante do gênero MMORPG, com 11.5 milhões de usuários pagantes no mundo. O jogo é constantemente alvo de críticas devido ao alto grau de envolvimento dos jogadores (fenômeno denominado ―vício‖ ou ―uso problemático‖) que passam, em média, 20 horas por semana conectados. Entender o desenvolvimento deste game e como se dá a participação nele conduziu à verificação da existência de padrões na concepção do jogo que buscam criar hábitos específicos nos jogadores, resultando no alto grau de envolvimento. Partindo da hipótese de que os jogos eletrônicos estão modificando hábitos, comportamentos e até a sociabilidade, uma contextualização bibliográfica sobre o desenvolvimento dos jogos eletrônicos, desde seus primórdios, indicou que o gênero MMORPG sempre encerrou características essenciais para este envolvimento. O detalhamento de World of Warcraft como mídia híbrida - por meio das Matrizes da Linguagem e do Pensamento de Lúcia Santaella, apoiadas na semiótica peirceana -, conduziu a uma análise das dominâncias sonoras, visuais e verbais no jogo, assim como os hibridismos que atuam potencialmente sobre a formação de hábitos. A análise das semioses para produção de envolvimento apontou que o universo do jogo é concebido e modificado para adequar os hábitos dos jogadores aos interesses comerciais dos desenvolvedores.
The MMORPGs are a phenomenon apart in the industry of electronic games. They have a parallel development, always bringing new and different elements to the culture of games. World of Warcraft, launched in 2004, is the most significant representative of the MMORPG genre, with 11.5 million paying users in the world. The title is constantly criticized because of the high degree of engagement of the players (called "addiction" or "problematic use") that are on average 20 hours per week online. Understanding the development of this game and how does the participation in it led to the determination of standards inside the game design seeking to establish specific habits in the players, resulting in the high degree of involvement identified. Assuming that electronic games are changing habits, behavior and even sociability, a bibliographic research on the development of electronic games, since its inception, said the MMORPG genre always ended the essential characteristics for this involvement. The details of World of Warcraft as hybrid media – through Matrix of Language and Thought by Lucia Santaella, supported by Peirce's semiotics –, led to an analysis of dominances of sound, visual and verbal aspects in the game, as well as hybrid forms, potentially acting on the formation of habits. The analysis of the semiosis for the production of engagement pointed that the game world is designed and modified to suit the habits of players to the developers‘ commercial interests.
Carvalho, Leonardo Filipe Batista Silva de. "Aplicação do modelo de algoritmo genético baseado em tipos abstratos de dados (GAADT) na adaptação de cenários bidimensionais de MMORPGs." Universidade Federal de Alagoas, 2011. http://repositorio.ufal.br/handle/riufal/846.
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A importância do uso de recursos de Inteligência Artificial em jogos eletrônicos cresce em resposta a necessidade de jogos que apresentem comportamentos e elementos mais próximos da realidade. Uma necessidade que aliada ao alto nível de interação com o usuário e uma grande variedade de jogos, que oferecem a possibilidade de simular diferentes situações e comportamentos em ambientes complexos controlados, caracteriza os jogos eletrônicos como um importante nicho a ser explorado para a aplicação de diferentes técnicas de inteligência artificial. Este foi o conceito inicial do qual partiu a idéia de utilizar um jogo de MMORPG como pano de fundo para demonstrar a aplicação de técnicas de inteligência artificial, um gênero de jogo que preza por um ambiente rico, interativo e com eventos significativos ocorrendo de forma simultânea, similarmente ao que ocorre no mundo real. Tomando proveito do contexto do MMORPG, esta dissertação irá demonstrar a aplicação do algoritmo genético baseado em tipos abstratos de dados (GAADT) para proporcionar a alteração das características de um mapa de jogo em razão da passagem do tempo, de forma similar ao que ocorreria no mundo real. Um conceito ainda pouco explorado em jogos eletrônicos, sobretudo em MMORPGs. Espera-se ainda que a aplicação criada aqui para a validação do modelo do GAADT a este problema possa ser refinada, de modo a proporcionar aos educadores uma ferramenta que lhes permitam utilizar o cenário de jogo de um MMORPG como um meio para traçar paralelos didáticos entre a ambientação do jogo e o conteúdo de sala de aula.
Isaksson, Susanne. "Karaktärsskapandets karaktär : En undersökning om karaktärsskapandets betydelse i MMORPGs." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-12972.
Full textThis paper is focused on a better understanding of what computer gameplayers want to get out of their character and the character creation. Thequestion addressed in the paper was: "What is most important for a designerto consider when designing a character-creation part of a game?" The aimwas to gain a deeper understanding of the nature of the character creationprocess in order to better design the character creation part of future games.The study has been conducted with a qualitative method to illuminate thequestions in more depth. First, a qualitative interview was made, and afterthe interviews, three new questions were created, which were then postedon two Internet forums focusing on MMORPGs. The players who were themost interested in character creation and the process of this, were theplayers who sometimes engaged in role play. The players who partially orfully engaged in Player versus Player combat, had difficulties seeing anypoint in creating an identity or a unique look at all. The most importantthing that emerged from the investigation was that the designer needs toknow his audience. As a designer, you need to take into account whatplaying styles you design the game for. The important factors for theplayers to immerse themselves in their characters, was that their characterscould be made unique.
Johannesson, Noa, and Adam Jonsson. "Datorspel: Ett omedvetet lärande : Datorspelandets påverkan på engelska ordförrådet hos andraspråksinlärare." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Språk-, litteratur- och mediedidaktik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-39189.
Full textJagad, Lakshmi Ms. "Online Gaming and Teamwork." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/communication_theses/83.
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