Dissertations / Theses on the topic 'Pokémon (Game) – Social aspects'

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1

Carpenter, Rachel. "Pokémon Go as a Positive Virtual Reality Game: Promoting Cognitive, Affective, and Empathic Benefits." UNF Digital Commons, 2018. https://digitalcommons.unf.edu/etd/794.

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Video game popularity and time playing in children, adolescents, and adults is steadily increasing due to heightened accessibility, advanced technological game design, and a rising sedentary lifestyle among Americans. The advent of exergames and virtual reality paradigms has led to a new wave of mobile video games that can be played anywhere, involve the combination of mobility and gaming, and may be used to improve cognition, affect, and perhaps empathy. The aim of the present study was to examine if the exergame Pokémon Go would improve visual and verbal working memory, attention, positive and negative affect, and empathy. Additionally, the current study is an extension of seminal research that discovered being in nature alone has positive effects on working memory and affect. Participants (N = 62) from a Florida University were assessed on the Alloway Working Memory Assessment (AWMA), the Positive and Negative Affect Schedule (PANAS), and the Interpersonal Reactivity Index (IRI) before and after playing Pokémon Go outdoors around the most natural parts of the campus (e.g., ponds, dense foliage). The participants then returned several days later, completed the assessments, and spent time outdoors not playing. The study was counterbalanced over the course of a year to control for seasonal differences. Main findings included increased verbal working memory scores and decreased negative affect after playing Pokémon Go with no changes in empathy. The results have important implications for those interested in using Pokémon Go to improve working memory and decrease stress and negative affect in adult populations.
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2

Freeman, Natalie J. "Some aspects of male vervet monkey behaviour." Thesis, Lethbridge, Alta. : University of Lethbridge, c2012, 2012. http://hdl.handle.net/10133/3212.

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The permanent coresidence of males within a troop is unusual but occurs in vervet monkeys. Several hypotheses have been projected to explain the coexistence of male vervets (predation risk, breeding season length) but these hypotheses fall short in explaining the multimale nature of vervet monkeys. In order to determine the explanation for coresiding males, I collected male behavioural data from two troops over the course of nine months. My dataset was divided into two categories, male-male interactions and female-male interactions. The male-male data indicate that breeding season is the most active time for migration, aggressions and wounds. Coalitions were described for the first time, and affiliative interactions between males highlighted coping tactics of males in regards to their coexistence. The female-male data indicate there was little indication for distinct male or female choice for mating. Specifically, olfactory information appears to lower successful copulations of males, and female resistance also decreased successful copulations. Grooming was not a commodity traded for mating access. Male dominance was not correlated with mating success, and females seem to express their preference for sexual partners. The large cohort of males of my troops appears to alter behaviours observed at other sites. The maintenance of male-female associations after breeding season suggests that males may be preparing for next breeding season, and males may co-reside for breeding purposes.
xiii, 123 leaves : ill. maps ; 29 cm
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3

Khunyeli, Ramotsamai Itumeleng. "'Technic' practices of the computer game Lanner: identity development through the LAN-gameplay experience." Thesis, Rhodes University, 2011. http://hdl.handle.net/10962/d1013405.

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This thesis is a reception analysis using qualitative interviews to investigate the formation of cultural groups around computer-game LANs present in Rhodes University. It also looks at how issues of social inequalities evident on the university's campus impact on the participation of students in these LANs. The findings of this study are that the participants have established a community around the practice of computer LAN-gameplay based on values developed through the combination of the material and gameworlds. It serves as a home-on-campus for them; where they can fully explore their passion for games thus reaffirming their identity as gamers on a campus where being a gamer is viewed negatively. In this light, computer-game playing is not just a practice these participants perform, but a culture they live out every day. This is a culture predominantly lived out by men. One of the reasons for this is because most women have been raised to believe to have negative predispositions about digital gaming e.g. that it is childish, addictive and anti-social, but also that computer are meant to be used by men - women use them only when it is absolutely necessary, for example, that it is childish, for academic-related purposes. As a result, not many of them will use computers for any otherreason for fear of being socially criticised. In addition, the gaming culture being dominated by whites is due to the fact that admittance in to this community is still unaffordable for the majority of black students on the Rhodes University campus as a result of their social backgrounds.
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4

Chen, Yu. "Essays on Intergenerational and Regional Aspects of Water Management." FIU Digital Commons, 2014. http://digitalcommons.fiu.edu/etd/1525.

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This dissertation consists of three essays on different aspects of water management. The first essay focuses on the sustainability of freshwater use by introducing the notion that altruistic parents do bequeath economic assets for their offspring. Constructing a two-period, over-lapping generational model, an optimal ratio of consumption and pollution for old and young generations in each period is determined. Optimal levels of water consumption and pollution change according to different parameters, such as, altruistic degree, natural recharge rate, and population growth. The second essay concerns water sharing between countries in the case of trans-boundary river basins. The paper recognizes that side payments fail to forge water-sharing agreement among the international community and that downstream countries have weak bargaining power. An interconnected game approach is developed by linking the water allocation issue with other non-water issues such as trade or border security problems, creating symmetry between countries in bargaining power. An interconnected game forces two countries to at least partially cooperate under some circumstances. The third essay introduces the concept of virtual water (VW) into a traditional international trade model in order to estimate water savings for a water scarce country. A two country, two products and two factors trade model is developed, which includes not only consumers and producer’s surplus, but also environmental externality of water use. The model shows that VW trade saves water and increases global and local welfare. This study should help policy makers to design appropriate subsidy or tax policy to promote water savings especially in water scarce countries.
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5

Tjernberg, Wilmer. "Tabletop game player experience in the age of digitization : Social and material aspects of play." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20134.

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This thesis explores physical and social aspects of playing tabletop games physically versus remotely. It also examines the experiences of contemporary players of tabletop games, with focus placed on play during the COVID-19 pandemic. The report begins with an explanation of tabletop games, including social and material aspects as examined in previous work. To explore the thesis’ problem area, several tabletop game players were interviewed, resulting in a number of recurring themes. The interview results suggest that social rituals and material aspects of tabletop games are highly important to players. This has implications for the future of tabletop games, many of which are discussed in the text.
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Andrews, Alfred 1955. "Football : the people's game." Monash University, Dept. of History, 2001. http://arrow.monash.edu.au/hdl/1959.1/9104.

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7

Le, Gal [Beneroso] Mikael. "Procedural generation of game bits and its effect on game user experience." Thesis, Högskolan i Skövde, Institutionen för hälsovetenskaper, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18659.

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Procedural Content Generation means the algorithmic creation of game content with limited or indirect user input. This technique is currently widespread in the game industry. However, its effects when applied to elements that do not engage directly with the player, also known as Game Bits, require more research. This paper focuses on how players experience a game when these Game Bits are procedurally generated, and how this alters their will to continue playing the game. By developing and using a 2DRogue like game to perform a qualitative study with eight participants, this dissertation shows an indication that procedurally generating Game Bits does not alter how the players experience a game or their desire to replay it.
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Nyama, Cynthia. "Investigating aspects of corporate citizenship on private game farms : the case of Mtshelezi Game Reserve in Makana Municipality, Eastern Cape Province /." Thesis, Rhodes University, 2008. http://eprints.ru.ac.za/1288.

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Reaves, Joseph Allen. "A history of baseball in Asia : assimilating, rejecting and remaking America's game /." Thesis, Hong Kong : University of Hong Kong, 1998. http://sunzi.lib.hku.hk/hkuto/record.jsp?B19470472.

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Menuez, Paolo Xavier Machado. "The Downward Spiral: Postmodern Consciousness as Buddhist Metaphysics in the Dark Souls Video Game Series." PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/4161.

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This paper is about locating the meaning of a series of games known as the Dark Souls series in relation to contemporary social conditions in Japan. I argue that the game should be thought of as an emblem of the current cultural zeitgeist, in a similar way one might identify something like Jack Kerouac's The Dharma Bums as an emblem of the counter cultural 60s. I argue that the Dark Souls series expresses in allegorical form an anxiety about living in a time where the meaning of our everyday actions and even society itself has become significantly destabilized. It does this through a fractured approach to story-telling, that is interspersed with Buddhist metaphysics and wrapped up in macabre, gothic aesthetic depicting the last gasping breath of a once great kingdom. This expression of contemporary social anxiety is connected to the discourse of postmodernity in Japan. Through looking at these games as a feedback loop between text, environment and ludic system, I connect the main conceptual motifs that structure the games as a whole with Osawa Masachi's concept of the post-fictional era and Hiroki Azuma's definition of the otaku.
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Booth, Tara. "Evaluating social media participation for successful marketing and communication by selected private game reserves, Eastern Cape, South Africa." Thesis, Rhodes University, 2013. http://hdl.handle.net/10962/d1015692.

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Social media has become one of the defining features of the technological advances known as Web 2.0. As social media has increased in popularity, so businesses are expected to participate. Social media platforms enable businesses to widely broadcast a message as well as interact directly with individual customers. Customers are also able to interact directly with one another and share information and reviews about products and services offered. This suits the tourism industry particularly well. Internationally, research has shown that individuals use social media and other online tools to research potential holiday destinations. In addition social media is used during travel to share snapshots and commentary as well as after travel, through reviews and recommendations on platforms such as TripAdvisor. However, few studies have investigated how tourism destinations use social media to attract new clients and retain existing clients. Very little research has been done on tourism and social media in South Africa despite the importance of this industry to Gross Domestic Product (GDP). This study focused on four-star establishments within the photographic wildlife tourism industry in the Eastern Cape of South Africa. An initial survey of social media participation was carried out within the framework set out by Chan and Guillet (2011); this was then followed up with interviews with selected managers. Results showed that, in general, Private Game Reserves (PGRs) had embraced social media as a communication and marketing platform; despite concerns raised about the lack of control over content as well as poor understanding of the influence social media might have on the bottom line. TripAdvisor, Facebook and Twitter were the most commonly used platforms due to management familiarity with the platform and their ease of use. Few lodges utilised blogs or content sites such as YouTube and management cited time commitments associated with this type of platform as a reason for non-participation. However, although most PGRs or lodges had a profile on social media, this did not always mean active participation. Frequently, lodges began updating but gradually stopped after a few months. It was noted however that only one of the lodges interviewed retained an individual whose sole responsibility was social media; generally lodges did not feel that a dedicated person was necessary. This may result in a lack of time available on the part of the individual responsible or simply be a case of not understanding the platform or how to use it effectively. However, none of the PGRs with poor social media participation responded to interview requests and therefore it was not possible to determine the reasons for their poor participation. Among those lodges that actively participated, most succeed in retaining fans and followers through consistent posting of relevant and interesting content as well as customised responses that encouraged fans or followers’ interaction. However, there did not appear to be any evidence of using social media to learn about fans and followers in order to better customise the lodge offerings. This may not be necessary in this type of industry as PGRs sell a specific product and have a limited ability to customise offerings. In addition, there may be other sources of market information which lodges prefer to use. Special offers, competitions and promotions had limited success on social media. Generally, lodges used social media to promote links to a dedicated competition or promotions page. In conclusion, the managers interviewed felt strongly that social media had made a measureable impact on the tourism industry and was a channel that was here to stay. Further research around the best practice and most effective use will enable PGRs to develop and maintain effective strategies for social media participation.
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Bailie, Brian Jacob-Paul. "Everquest, reality, and postmodern theories of community." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3254.

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EverQuest is a multiplayer online role playing game that serves as a practical incarnation of life as a cyborg in a posthuman community. Using cultural materialsim, this thesis demonstrates how the words of EverQuest interactants - from message boards, interviews, and player in-game communications - construct the world of EverQuest and the roles of the interactants as its citizens. More specifically, this thesis will argue that the EverQuest world serves to reify the ideas of consumer capitalism that informs the "real" world, even as EverQuest itself promises an escape from that world.
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13

Johansson, Gustav. "PCG in game bits and its effect on player behaviour." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18695.

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This dissertation presents a study that explores the idea of implementing PCG in game bits. Procedural Content Generation (PCG) refers to content in games that is created by an algorithm rather than a human. Game bits is the part of game content that relates to graphics, audio and other elements that don’t directly affect gameplay. The goal was to find out what a PCG implementation in game bits needs to affect player behaviour. Qualitative play sessions with interviews were performed to examine potential ways this could occur. Results show that no noticeable behavioural differences appeared due to PCG in game bits, but three properties are set up detailing how implementations would increase the odds of affecting player behaviour. These properties are: PCG implementation changing visuals drastically, different visual elements matching and game space generation matching game bits repeatedly.
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14

Runesvall, Jonna, Gren Kajsa Sahlström, and Lenna Truncale. "Eco Kids - Developing a learning game for children with the aspects of user-centered design, social behavior and reward systems." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23531.

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This paper focuses on how to design a childrens game to help them realize that they can have a positive influence on the environment. We present a detailed description and analysis of our work process from brainstorming to the discussions after playtesting our prototype. Playing while learning has been the motivation of our work which is divided into three specific topics: How to involve the users in the design process, what type of social aspects exist in our game, and the importance of a feedback and reward system in the game. We look upon earlier research and examples within these three areas. We designed our game from a user centered perspective to make the users influence and encourage a discussion and awareness about environmental questions in a way that isnʼt negative. While designing our game we wanted to shed a positive light upon a serious issue and bring the environment into the topics of play and fun. In our research we discoverd that focusing on small subjects and tasks the children started to discuss the complex theme of the environment. We focus on the interaction with the children and using their influence to make decisions in our design process. Involving them helped us to see that there is not only one way of learning. In this game, the users learned from engagement and discussion, which ended up being the most important part of the game play.
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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.

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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.
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Wilson, Shana M. "The Relationship between Superstitious Behaviors of Sports Fans, Team Identification, Team Location, and Game Outcome." TopSCHOLAR®, 2011. http://digitalcommons.wku.edu/theses/1056.

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The present study examined how a fan's desire to participate in superstitious behaviors depends on team identification, team location, and game outcome. The study is a 2 (team identification: high vs. low) x 2 (game outcome: close game vs. blowout) x 2 (location of team: local vs. distant) between subjects factorial design. Participants for the current study included 234 students, recruited from undergraduate psychology classes at Western Kentucky University. Participants completed the Sport Spectator Identification Scale, read a randomly assigned vignette differing in team location and game outcome, and filled out the Superstition Questionnaire to measure their desire to complete superstitious behaviors based on the vignette. They also filled out the Desirability of Control Scale, and the Depression Anxiety Stress Scales to account for the possible covariates of desirability of control and anxiety level. An analysis of the covariates showed that there were no significant correlations between desirability of control or anxiety level and the desire to complete superstitious behaviors. Results indicated that highly identified fans reported wanting to perform more superstitious behaviors than low identified fans. However, no main effect was found for game outcome or team location, and there were no interactions. This finding reiterated the importance of team identification and its effects on the fan. The study also brought new variables to the table, game type and team type, that could be used in future research.
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Răzman, Diana Cristina. "Replaying history : Accuracy and authenticity in historical video game narratives." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18962.

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In this research paper, I develop a conceptual framework through which I identify two ways in which historical practices, events, and spaces are represented and engaged with in video games. The concepts I propose are historical accuracy to reflect well-established narratives and a high fidelity to factual data, and historical authenticity to reflect lesser known narratives and a more complex and sometimes abstract interpretation of history. The research concentrates on the modalities in which history is represented in mainstream video games, what similarities or dissimilarities can be drawn from the analysis of various historical digital games, and how can these games be designed to foster diversity and fair representation.
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Eklund, Linnéa. "Stressed out? : Guidelines for making a game to aid with stress symptoms in young adults." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19342.

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Stress is a rising problem in society today, stress brings with it side effects that are detrimental towards an individuals’ physical and psychological health. One way to treat stress is through metacognitive therapy, which includes a change in how to perceive ones’ emotions and behavior in stressful situations.Using current technology, treatment for mental illnesses can be aided with digital programs such as digital games, which can be easier accessed than traditional therapy.The aim of this thesis work is to make guidelines that can act as a guide to develop games that aims to help young adults with stress management.
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Allansson, Linda. "A quest to unravel the secrets of gender inclusive game design : A qualitative study on the design process of female protagonists." Thesis, Örebro universitet, Handelshögskolan vid Örebro Universitet, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-72616.

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Choi, Kwok To Maurice. "Online dating as a strategic game : why and how men in Hong Kong Use QQ to chase women in mainland China." HKBU Institutional Repository, 2011. http://repository.hkbu.edu.hk/etd_ra/1217.

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Ruiz, B. Nadia V. "VIDEO GAME CREATION : Inhibitors and Enablers in Female Inclusion." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160713.

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In 2012 and 2014, two hashtags, #1ReasonWhy and #GamerGate, exposed a highly sexist video game industry that was not welcoming female participation. This was affecting women working or wanting to work in it. Feminist technoscience studies explain this phenomenon by applying theories concerning the masculine domination of our society and the perception of women as “others.” Despite the numerous challenges and struggling for inclusion, women still create video games, many as independents, taking advantage of free game engines. Hence, my aim in this thesis was to understand the interconnections between technology, specifically in the video game industry, and its social impact. I focus on the balance of male and female participation in the video game creation, the role of game engines, and the enablers and inhibitors for female inclusion, as an important component of decision making for organizational change in this industry. I conducted an inductive qualitative research approach with eight semi-structured interviews with female video game creators from the Latin American region. My findings reveal that using free/affordable technology, such as game engines, is not enough to guarantee female inclusion in the video game industry. This industry is resistant to change and tends to reinforce male predominance by hiring only a specific type of worker that matches the perfect gamer, usually young males. The participation of women in the video game creation teams (which include developers, designers, artists, testers, among others) would bring balance, diversity, new voices and fresh/new ideas, as well as women empowerment to the table. In addition, eleven inhibitors and eight enablers were identified as factors for female inclusion in the video game industry.
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Brill, Markus [Verfasser], Felix [Akademischer Betreuer] Brandt, and Jérôme [Akademischer Betreuer] Lang. "Set-Valued Solution Concepts in Social Choice and Game Theory : Axiomatic and Computational Aspects / Markus Brill. Gutachter: Felix Brandt ; Jérôme Lang. Betreuer: Felix Brandt." München : Universitätsbibliothek der TU München, 2012. http://d-nb.info/1031512683/34.

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Jones, Adam McFaul. "Starts and Stops: Multimodal Practices for Walking as a Group in an Augmented Reality Place Based Game." PDXScholar, 2016. http://pdxscholar.library.pdx.edu/open_access_etds/2748.

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Augmented reality, place-based games utilize GPS-enabled maps and mobile media recording devices to shift traditional classroom activities into real-world contexts. AR-games for second language learning is a new field of research, and few studies have examined the kinds of face-to-face interactions players engage in during AR-games. Using intensive, multi-camera video data of English language learners playing an AR-game, ChronoOps, this thesis describes how groups start and stop walking during gameplay. The method used is conversation analysis, and this study draws from theories of embodied and distributed cognition, situated learning, and interactional competence Walking to and from various destinations as a group is an important action for accomplishing the ChronoOps game. Thus, starting and stopping are sites where players orient to the tasks and environment of the game. Results show that starts and stops are projectable and accountable actions comprised of multiple semiotic fields including linguistic, gestural, and embodied practices. Furthermore, starts and stops are contingent on players' orientation to their place within the campus and game destinations, but also their place within the locally constructed nature of the AR-game task organization. These findings have implications for future research theories of learning in SLA and AR-games.
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Höglund, Cecilia. "Effectiveness in the pandemic : A study of the development of a serious game to facilitate remote meetings." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20001.

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The study evaluated if gamification could facilitate remote work with delimitations in digital remote meetings through a serious game. The serious game was developed based on previous research, and a conducted pre-study mainly examined remote work experience. It was investigated through exploratory research whether specific game elements could be more rewarding for remote meetings and as a parameter in combination with personality. The game was tested on a team of six persons who worked at the same company. These were exposed to four stages: comprising survey, playing the serious game, and group discussion. The main study indicated that game maps with prioritization marks and avatars had the most significant positive impact, while most negligible were scoring and competition. Discovery from the main study revealed concerns towards using and adapting gamification into a business context. Therefore, future studies are needed to create guidelines for the extended development of serious games when implemented in a serious context.
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Sobolevski, Vojciech, and Gözde Meydan. "Effects of community’s monetary engagement on the quality of the final product : The game development on Kickstarter." Thesis, Jönköping University, IHH, Informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54214.

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Tran, Chris. "What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc10976/.

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The proliferation of the Internet and online-based social interactions has become an increasingly popular topic with communication scholars. The goal of this study was to explore how massively multi-player online role playing game (MMORPG) players make sense of and negotiate their online social interactions. This study (N = 292) examined how players of SecondLife and World of Warcraft evaluated their online relationships compared to their offline relationships and investigated how different levels of realism within different MMORPGs effected player's online experiences. The results indicated that players of SecondLife placed higher values of emotional closeness to their online relationships when compared to players of World of Warcraft and SecondLife was rated more real by its players than World of Warcraft. Results further indicated that players of SecondLife had higher levels of perceived online emotional closeness when compared to perceived offline emotional closeness. Implications of this study focus on developing a bottom up holistic profile of online game players as opposed to the current top down research model.
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Gregory, Clairellyn Rose. "Who Gender-Bends and Why? A Qualitative Study of World of Warcraft." PDXScholar, 2011. https://pdxscholar.library.pdx.edu/open_access_etds/421.

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According to a 2009 study, 68% of American households played video games (Entertainment Software Association). With this number continually on the rise, video games and their cultures are in need of further scholarly exploration. A video game of particular interest is a massive online game known as World of Warcraft, drawing over twelve million players worldwide (Blizzard Entertainment, 2010). With a cyberspace-based culture, World of Warcraft exposes its players to phenomenon that are unique to it, and thereby not easily understood through the same measures and evaluations offered by society at large. One such phenomena is that of gender, or more specifically the bending of gender by which players assume characters of the opposite gender. Although a common practice in video games like World of Warcraft, its motivations have yet to receive adequately scholarly attention. The present study seeks to explore the process of gender selection in the massive online game World of Warcraft through qualitative methods utilizing interviews, texts, and field notes. The data is then analyzed using Kellner's (2003) methods of critical analysis of media and Langian's (1975) work on thematization.
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Riquelme, Csori Fabián. "Structural and computational aspects of simple and influence games." Doctoral thesis, Universitat Politècnica de Catalunya, 2014. http://hdl.handle.net/10803/283144.

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Simple games are a fundamental class of cooperative games. They have a huge relevance in several areas of computer science, social sciences and discrete applied mathematics. The algorithmic and computational complexity aspects of simple games have been gaining notoriety in the recent years. In this thesis we review different computational problems related to properties, parameters, and solution concepts of simple games. We consider different forms of representation of simple games, regular games and weighted games, and we analyze the computational complexity required to transform a game from one representation to another. We also analyze the complexity of several open problems under different forms of representation. In this scenario, we prove that the problem of deciding whether a simple game in minimal winning form is decisive (a problem that is associated to the duality problem of hypergraphs and monotone Boolean functions) can be solved in quasi-polynomial time, and that this problem can be polynomially reduced to the same problem but restricted to regular games in shift-minimal winning form. We also prove that the problem of deciding wheter a regular game is strong in shift-minimal winning form is coNP-complete. Further, for the width, one of the parameters of simple games, we prove that for simple games in minimal winning form it can be computed in polynomial time. Regardless of the form of representation, we also analyze counting and enumeration problems for several subfamilies of these games. We also introduce influence games, which are a new approach to study simple games based on a model of spread of influence in a social network, where influence spreads according to the linear threshold model. We show that influence games capture the whole class of simple games. Moreover, we study for influence games the complexity of the problems related to parameters, properties and solution concepts considered for simple games. We consider extremal cases with respect to demand of influence, and we show that, for these subfamilies, several problems become polynomial. We finish with some applications inspired on influence games. The first set of results concerns to the definition of collective choice models. For mediation systems, several of the problems of properties mentioned above are polynomial-time solvable. For influence systems, we prove that computing the satisfaction (a measure equivalent to the Rae index and similar to the Banzhaf value) is hard unless we consider some restrictions in the model. For OLFM systems, a generalization of OLF systems (van den Brink et al. 2011, 2012) we provide an axiomatization of satisfaction. The second set of results concerns to social network analysis. We define new centrality measures of social networks that we compare on real networks with some classical centrality measures.
Los juegos simples son una clase fundamental de juegos cooperativos, que tiene una enorme relevancia en diversas áreas de ciencias de la computación, ciencias sociales y matemáticas discretas aplicadas. En los últimos años, los distintos aspectos algorítmicos y de complejidad computacional de los juegos simples ha ido ganando notoriedad. En esta tesis revisamos los distintos problemas computacionales relacionados con propiedades, parámetros y conceptos de solución de juegos simples. Primero consideramos distintas formas de representación de juegos simples, juegos regulares y juegos de mayoría ponderada, y estudiamos la complejidad computacional requerida para transformar un juego desde una representación a otra. También analizamos la complejidad de varios problemas abiertos bajo diferentes formas de representación. En este sentido, demostramos que el problema de decidir si un juego simple en forma ganadora minimal es decisivo (un problema asociado al problema de dualidad de hipergrafos y funciones booleanas monótonas) puede resolverse en tiempo cuasi-polinomial, y que este problema puede reducirse polinomialmente al mismo problema pero restringido a juegos regulares en forma ganadora shift-minimal. También demostramos que el problema de decidir si un juego regular en forma ganadora shift-minimal es fuerte (strong) es coNP-completo. Adicionalmente, para juegos simples en forma ganadora minimal demostramos que el parámetro de anchura (width) puede computarse en tiempo polinomial. Independientemente de la forma de representación, también estudiamos problemas de enumeración y conteo para varias subfamilias de juegos simples. Luego introducimos los juegos de influencia, un nuevo enfoque para estudiar juegos simples basado en un modelo de dispersión de influencia en redes sociales, donde la influencia se dispersa de acuerdo con el modelo de umbral lineal (linear threshold model). Demostramos que los juegos de influencia abarcan la totalidad de la clase de los juegos simples. Para estos juegos también estudiamos la complejidad de los problemas relacionados con parámetros, propiedades y conceptos de solución considerados para los juegos simples. Además consideramos casos extremos con respecto a la demanda de influencia, y probamos que para ciertas subfamilias, varios de estos problemas se vuelven polinomiales. Finalmente estudiamos algunas aplicaciones inspiradas en los juegos de influencia. El primer conjunto de estos resultados tiene que ver con la definición de modelos de decisión colectiva. Para sistemas de mediación, varios de los problemas de propiedades mencionados anteriormente son polinomialmente resolubles. Para los sistemas de influencia, demostramos que computar la satisfacción (una medida equivalente al índice de Rae y similar al valor de Banzhaf) es difícil a menos que consideremos algunas restricciones en el modelo. Para los sistemas OLFM, una generalización de los sistemas OLF (van den Brink et al. 2011, 2012) proporcionamos una axiomatización para la medida de satisfacción. El segundo conjunto de resultados se refiere al análisis de redes sociales, y en particular con la definición de nuevas medidas de centralidad de redes sociales, que comparamos en redes reales con otras medidas de centralidad clásicas
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Lindholm, Oscar. "Individual game design elements in to-do lists – How the addition of feedback and clear goals is experienced." Thesis, Umeå universitet, Institutionen för informatik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136791.

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Gamification research has for a long time been interested in determining its definition and in which fields it works. By combining several game design elements and applying them in different non-game contexts it has been proven to successfully enhance certain activities, partly depending on the users and the contexts. Modern gamification research has started looking into how it works and in doing so, examining the individual effects of the game design elements. In this study, feedback and clear goals have been chosen as the game design elements to be examined when implemented individually in to-do lists. Feedback was represented as emoticons that changed from neutral to happy as tasks were checked off the list. Clear goals were implemented in the lists as an explicit goal. Together with a plain to-do list, nine participants used the three lists for nine days while keeping a visual diary. Afterward, they were subjected to interviews regarding their experiences. The framework of the self-determination theory was used in analyzing the results. The results showed that when using the list with feedback the participants were slightly better at clearing tasks but that the motivation, sometimes, seemed to come from trying to avoid negative feelings that the neutral emoticons seemed to invoke. The list with clear goals showed that in many cases the participants were actively trying to reach the given goal, seemingly, even when the participants mentioned not doing so. It was also, more often than not, experienced as controlling.
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Alnebo, Carl, and Christoffer Svensson. "Beyond the hype : A study of non-user perspectives." Thesis, Uppsala universitet, Informationssystem, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-315365.

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Today's rapid technological development in relation with social networks create efficient information flows in everyday life. It creates conditions for so-called "hypes" that are described as an exponentially growing trend of testing a new product. What factors lies behind a hype and how does it affect people that choose to refrain from new technology?   The purpose of this paper is to study the so called non-users, with a case study that concerns the Pokémon GO game and its hype in the summer of 2016. This case study has the intention to highlight the positive and negative aspects of non-users and other thoughts about hype. The study also intends to investigate what the non-users can contribute in technological development and if it's possible to distinguish between users and non-users in today's society.   The case study has been carried out on the basis of two group interviews; a group that abstained from playing and a group that played Pokémon GO during the hype. A number of issues are discussed and linked against a theoretical framework which also has been used in the analysis in this paper. Based on the results of the case study it appears that nostalgia was a major factor in the hype, many had prior knowledge of the concept and was triggered by it. Nostalgia was also a factor that lead people to refrain from the hype. The game did not meet up to everyone’s expectations regarding the functionality which existed earlier in Pokémon but not now.  It also emerged that the social environment affects both users and non-users in several ways. The investigation of the case study showed that non-users often had to wait for players due to different reasons. This could be while on walks with the player or that users could completely block roads. To be able completely separating non-users and users is complex as the real world is used as the platform of the game. Both previous studies and this paper demonstrates how important it can be to understand non-users. They have the opportunity to present an overall perspective of a product that users might condone. In summary, the future will become more complex in the area, especially with new technologies that make the real world a game field.
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Hill, Warren D. "Ballcourts, competitive games and the emergence of complex society." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ38896.pdf.

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Paulauskas, Rokas. "The reasons that contributed to the different success stories of space RTS games Homeworld and O.R.B." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446472.

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Sometimes games that belong to the same genre achieve different levels of success among the playerbase of the genre. As an example, of two space RTS games Homeworld (released in 1999) and O.R.B. (releasedin 2002), which feature a similar setting and similar gameplay mechanics, Homeworld has beenmore successful. The purpose of this paper is to investigate the reasons for the different popularityof the two games, using game reviews as the primary source of data to learn about the strengths andthe weaknesses of the two games. Thematic analysis has been applied to a total of 27 game reviewsof space RTS games Homeworld and O.R.B. Codes describing various strong and weak aspects of bothgames have been extracted from the texts. The codes have been grouped into various categories traditionallydescribed in game reviews, such as the story line, the UI, the graphics, etc. Using these codesas a basis, a number of explanations have been suggested as to why the game Homeworld has beenmore successful than the game O.R.B. The main reasons discovered are that Homeworld was releasedseveral years before its competitor and that some of important game features of O.R.B. suffered frompoorer technical execution in comparison to equivalent features in Homeworld.
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Wagner, Alan Richard. "The role of trust and relationships in human-robot social interaction." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31776.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.
Committee Chair: Arkin, Ronald C.; Committee Member: Christensen, Henrik I.; Committee Member: Fisk, Arthur D.; Committee Member: Ram, Ashwin; Committee Member: Thomaz, Andrea. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Tay, Lee Y. "Engaging academically at-risk primary school students in an after-school ICT-mediated program." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2008. https://ro.ecu.edu.au/theses/168.

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This case study documented how a group of 14 academically at-risk Primary 5 students were engaged in academic related tasks in an after-school program mediated by a game-like 3D Multi User Virtual Environment (MUVE), Quest Atlantis (QA). Although there was no significant difference in the students' academic performance, they were observed to be more engaged in the-learning tasks and had acquired a range of information and communication technology (lCT) skills. The program started off with irregular students' attendance. However, this situation gradually improved over the year long program. It had also attracted other Primary 5 students to enrol themselves in the program. The planned schedule of the after-school program and the 3D MUVE provided the structures and online learning environment to engage these students. Adopting an activity theoretical perspective, this thesis reported on the after-school program from the perspectives of the students and teacher, emphasising on the context that was made up of rules, community, and roles. Activity theory was used to organise and analyse the actions, repair actions, and identify the disturbances in the activity systems of both teacher-researcher and students and through this, the more systemic contradictions were identified. Activity theory provided the framework to reveal and illuminate the disturbances and contradictions during the implementation of the after-school program. The insights and findings from this study emerged through the analysis of the disturbances and contradictions. A case study approach was used in this thesis to look into the effectiveness of the intervention of the use of a 3D MUVE to re-engage a group of academically at-risk students in an after-school program, using both quantitative and qualitative methods. The main findings suggested that: (1) the importance of the less visible social mediators - the rules, community, and division of labour - in this after school activity system; (2) the pivotal role of the teacher; (3) that QA is both a tool and an object to the students; (4) the importance of the object of the activity in determining focus and direction of an activity; and (5) that authenticity of learning tasks enhances learning engagement. This study illuminated the possibilities and potentials of the use of a game-like 3D MUVE for the re-engagement of this group of academically at-risk students. However, the context, the teacher, and the design of the learning tasks also played crucial roles in the engagement of these students.
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Aho, Lind Hanna. "What are the needs and use of educational games in the modern workplace? : A case study on the prospects of equality, diversity, and inclusion education in a multinational business, through the use of a serious game." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20002.

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Workplace diversity is an increasingly important topic for all companies who wish to stay in business. The purpose of this master’s thesis is to evaluate the needs and usage of a serious game in the form of an educational tool when teaching employees at a multinational business about equality, diversity, and inclusion topics. The study also involves an evaluation of the development of soft skills through an artificial environment offered through a team-based game experience. This was done by conducting a quasi-quantitative with a pre-test/post-test design, inspired by the work of Parker and Du Plooy (2021). The data gathered was analysed, where the results suggested that there is a growing need for serious games as an educational tool in the modern workplace, and if executed correctly, they can be of use for training soft skills regarding equality, diversity and inclusion matters in the employees. Notable connections between earlier research and this thesis’s findings arealsopresented and analysed.
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Berg, Marklund Björn. "Games in Formal Educational Settings : Obstacles for the development and use of learning games." Licentiate thesis, Högskolan i Skövde, Forskningscentrum för Informationsteknologi, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8627.

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From the perspective of educators, games are viewed as a medium in which the younger generation both thrive and excel. Students navigate game environments with ease and regularly solve problems, engage in advanced collaborative efforts, and communicate complex concepts and strategies to one another during their private gaming sessions at home. Games invite the player to form an understanding of intricate systems and mechanics based on participation and experimentation rather than mere observation, and on these merits games are often prophesized as a medium that will significantly change the face of education as we know it. However, while teacher interest in using games is increasing, wide-spread and successful examples of games being implemented in formal educational contexts (e.g. schools and university courses) remain rare. This thesis aims to examine why this is the case and identifies some of the more prevalent obstacles educators and developers both face when embarking on learning game projects as users and creators. In order to examine the situation from both of these perspectives, the research takes a mixed-method approach that entails extensive literature studies coupled with several studies with both educators and developers. Interviews were conducted in order to investigate attitudes and experiences, and more direct researcher participation and case studies were used to examine the processes of implementing and developing learning games as they were carried out. The studied cases and literature have revealed obstacles that indicate that “traditional” entertainment game development is incommensurable with learning game development, and that the use of games in formal educational settings introduces heavy demands on the recipient organization’s infrastructure, culture, and working processes. The conclusion of this research is that learning games embody a unique mixture of utility and game experience, and the formal context which they are to be used in significantly influence the process of developing and using them. Learning games can’t be understood if they’re solely seen as a teaching utility or solely as a game experience and to make them viable both educators and developers need to change their internal processes, their own perceptions of games and teaching, as well as the way they collaborate and communicate with each other. There are also several obstacles that are outside individual institutions and developers’ control, for example the practicalities of the economic constraints that both developers and educators work under that put the sustainability of pursuing learning games for formal education as a business into question. However, the continuous incremental improvements on the infrastructure of educational institutions (e.g. availability of technology and teachers’ familiarity with technology) can likely alleviate many of the obstacles currently inhibiting the impact learning games can potentially have in formal education.
Scandinavian Game Developers
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Luck, Kelly. "Contested rights : the impact of game farming on farm workers in the Bushmen's River area." Thesis, Rhodes University, 2004. http://hdl.handle.net/10962/d1004144.

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This thesis is an investigation of the impact of commercial game farming on former farm workers in the Bushman's River area of the Eastern Cape. In its examination of the broader economic and political changes that have facilitated a move from agriculture to game farming, it analyses how these changes affect farm workers. The main concern of the thesis is the ways in which farm workers (at the local level) respond to changes at the national and global level (legal and political changes, the advent of tourism, and the injection of foreign capital and businessmen into the area). Lack of knowledge about their rights under the current political dispensation, as well as the perceived need for mediation between themselves and foreign landowners, points to a general sense of powerlessness. Feelings of alienation from local government structures aimed at fulfilling this function indicate a significant gap between the statute at the national level and the local reality. Local reality is informed by a strong conservatism which is generated by African Independent Church structures and local Xhosa perceptions of manhood and respectability. This conservative discourse leads to a frame of reference which is largely informed by pre-1994 interactions with farmers and government. This results in a situation in which farm workers, largely unaware of their rights in the new dispensation, operate as they did in the past; waiting for landowners to decide their fate for them. What ensues is a lack of meaningful interaction with government and landowners, perpetuating their subjugation and cynicism as to whether government structures are in fact working in their interests. The thesis comes to three main conclusions. The first is that game farming has been negatively received by farm workers due to the associated threats of unemployment and eviction. The second is that despite high levels of subjugation, even the very poor are agents to some degree. The creation of a masculine identity which is internally articulated, as opposed to outwardly expressed, and the grounding of reputation in the family suggest that farm workers have developed mechanisms to deal with their disempowered position. Lastly, farm workers are in possession of social capital which has made it possible for them to deal with their low status in the societal hierarchy. This includes the Church, family and fellow community members. These coping strategies have however proved a disadvantage in the current era because they prevent direct communication with landowners, government and NGOs.
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Acarsoy, Sara Nil. "Effects of interactivity on narrative-driven games : A heuristic approach for narrative-driven games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19844.

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In narrative-driven games, the story is an essential part of the gameplay, and understanding the story is of great importance. Given that what separates this genre from other storytelling media is interactivity, this thesis focuses on the elements in narrative-driven video games that effects the players' perception of narrative through interactivity. Using players' likes and dislikes from their previous experiences in narrative-driven games, this thesis aims to develop a heuristic approach for interactive narrative elements that offer the narrative through players' input to the game's system and create an effective gameplay experience that delivers the story to the players.
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Waller, Vanja. "Gender representation through the horrors of Fatal frame (2001) : Textual analysis into female gender representation in the Japanese survival horror game, Fatal Frame (2001)." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20087.

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Gender representation in the horror genre has many interesting discussions surrounding it through multiple perspectives such as psychoanalysis and culture. This article intends to expand the investigation of how female characters are portrayed in horror games. The research on female representation will investigate the potential connections between horror cinema and horror games in the survival horror game Fatal Frame (2001, Koei Tecmo), the first title of a series that is iconic f0r drawing inspiration from Japanese mythology and horror tropes while simultaneously using a large cast of female characters. To gather information about the audience to support the game analysis, an online survey will be released targeting players of the games. Thereafter, recorded, non-commentary footage of the first game, Fatal Frame (2001), will be observed and textually analysed through a framework with data points, based on the background of psychoanalysis, horror cinema, culture, and game theory.
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Svedborg, Andersson Felix. "Reklam i mobila spel : Hur dess faktorer påverkar användarupplevelsen och vad utvecklare kan göra åt det." Thesis, Uppsala universitet, Institutionen för informatik och media, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-325208.

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Smartphones have become a staple in many people's day to day lives and we’re playing more games on them than ever before. This has lead to the gaming market being filled with thousands upon thousands of games to choose from. A lot of these games are using commercials and advertisement as a way to generate income for the developers. This can however have a negative impact on the player's user experience. In order to gain a deeper understanding of the impact different factors of advertisements have on user experience and how developers can minimize the negative impact of their advertisements, a survey of advertisements in mobile games was done, followed by a series of semi-structured interviews with users of mobile games.The result was better knowledge of which factors affected aspects of the user experience, as well as three guidelines that developers can follow when implementing advertisement in their games, to minimize the negative impact their ads have on the player's user experience.
Smartphones har blivit en central del av många personers dagliga liv och många av användarna spelar spel på sina smartphones. Detta har lett till en marknad som kryllar av spel för användare att välja och vraka mellan. Många av de här spelen använder sig av reklam för att generera intäkter till utvecklarna. Den här reklamen kan dock medföra en negativ påverkan på spelarnas användarupplevelse. För att bättre förstå hur olika faktorer hos reklamen påverkar aspekter hos användarupplevelsen och vilka åtgärder utvecklare kan ta för att minimera den negativa påverkan som deras reklam har så utfördes en kartläggning av mobila spel, följt av en rad semistrukturerade intervjuer med användare av mobila spel. Arbetet resulterade i djupare förståelse för hur olika faktorer hos reklamen påverkar användarupplevelsen, samt tre stycken riktlinjer som utvecklare kan följa när de implementerar reklam i sina spel, för att minimera den negativa påverkan som reklamen har på spelarens användarupplevelse.
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Nylander, Robin. "Spelbaseratlärande i undervisningen. : Enkvalitativ studie om studenters syn på spelbaserat lärande i undervisningen." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-38024.

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Spelbaserat lärande är ett exempel på ett område som intresset har ökatför under 2010-talet och forskning har påvisat positiva effekter medspelbaserat lärande. Pellas, et al. (2018) förklarar att det är svårt att hållastudenter motiverade och engagerade i klassrummen när de anser att lärarnas pedagogiskaval och lärandemetoder är tråkig och oinspirerande. Ett återkommande problem äratt det finns många studenter som av diverse anledningar inte genomför olikamoment inom kurser eller till och med hoppar av en pågående utbildning. Syftet med denna studie är att undersöka hurstudenter med tidigare erfarenhet av spel ser på spelbaserat lärande för attskapa ett underlag som kan användas som stöd vid implementation av denlärandemetoden. Studien baseras på en kvalitativmetod som innefattar semistrukturerade intervjuer med sex olika respondentersom valdes tack vare deras unika erfarenheter. Studien utgår från ettteoretiskt ramverk som består av kategorierna Motivation, Prestation, Attityd,Utmaningar och Nyttor. Frågor till intervjuerna baserades på teorin ochkompletterades med scenarion som innehöll specifika uppgifter från kurserrespondenterna deltagit i för att de skulle ha något att relatera till.Resultatet i studien visar att studenterna har en positiv syn på spelbaseratlärande i studierna och känner att det hade varit roligt att införa spelbaseratlärande i undervisningen. De menar på att det skulle kunna bidra till attmotivationen ökar och prestationen förbättras mende ser samtidigt utmaningar som kommer med spelbaserat lärande där utformningenav spelet tydligt pekas ut. Studenterna förklarar att ett spel bör varautformat för att vara anpassat tillaktuell målgrupp och för att kunna möta individens behov. Spelbaserat lärandehar visat sig ha en plats i skolbänken enligt den spelande generationeneftersom det faller naturligt för dem att interagera på det sättet.
Game-based learning is an example of an area where   interest has increased during the 2010s and research has shown positive   effects with game-based learning. Pellas, et al. (2018) explains that it is   difficult to keep students motivated and engaged in the classrooms when they   believe that the teachers' educational choices and learning methods are   boring and uninspiring. A recurring problem is that there are many students   who, for various reasons, do not carry out various parts of courses or even   skip an ongoing education. The purpose of this study is to investigate how   students with previous experience of games view game-based learning in order   to create a foundation that can be used as support in implementing the   learning method. The study is based on a qualitative method that includes   semi-structured interviews with six different respondents who were chosen due   to their unique experiences. The study is based on a theoretical framework   consisting of the categories Motivation, Achievement, Attitude, Challenges   and Benefits. Questions for the interviews were based on the theory and were   supplemented with scenarios which contained specific information from the   courses the respondents participated in, in order for them to have something   to relate to. The results of the study show that the students have a positive   view of game-based learning in the studies and feel that it would be fun to   introduce game-based learning in the teaching. They argue that it could   contribute to increasing motivation and improving performance, but at the   same time they see challenges that come with game-based learning where the   design of the game is clearly pointed out. The students explain that a game   should be designed to be adapted to the current target group and be able to   meet the individual's needs. Game-based learning has proven to have a place   in the school bench according to the gaming generation because it comes naturally   to them to interact in that way.
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Lind, Jim, and Lingegård Axel. "Spelifiering och matsvinn : En kvalitativ undersökning om spelelement som kan reducera matsvinn." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446866.

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To counteract the climate crisis and the environmental changes that come with it, gamified systems can be implemented. Studies show that food waste is a major contributing factor to the climate crisis, and that the largest proportion of food waste occurs in households. This study examines gamification and the game elements that can contribute to motivating and creating engagement in households to reduce food waste. Gamification utilizes game elements in non-gaming contexts, and has proven useful in other areas, such as health and education. The study involves a literature review, where previous research is compiled and the need for this study is clarified. This study presents which game elements that can reduce food waste in households, based on analysis of qualitative data collected through interviews. The study contributes with guiding knowledge about which game elements a gamified system should contain to achieve reduced food waste.
För att motverka klimatkrisen och miljöförändringarna som kommer med den kan spelifierade system implementeras. Studier visar att matsvinn är en stor bidragande faktor till klimatkrisen, och att den största andel matsvinn sker i hemmet. Denna studie undersöker spelifiering och vilka spelelement som kan bidra till att motivera och skapa engagemang hos hushåll för att minska matsvinnet. Spelifiering använder sig av spelelement i icke-spelsammanhang, och har visat sig användbart inom andra områden, såsom hälsa och utbildning. Studien involverar en litteraturundersökning, där tidigare forskning sammanställs och behovet för denna studie klargörs. Denna studie presenterar vilka spelelement som kan minska matsvinn i hushåll, baserat på analys av kvalitativa data samlat genom intervjuer. Studien bidrar med vägledande kunskap om vilka spelelement ett spelifierat system bör innehålla för att uppnå reducerat matsvinn.
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Ask, Alexandra, and Emma Österlund. "Mitt jag och min avatar : Identifikation och emotionella förbindelser genom spelkaraktärer i digitala spel." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-44481.

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Emotionell design är ett fenomen som är relevant i samband med användarupplevelsen inom speldesign. Designers har möjlighet att utveckla en produkt som ger en större känslomässig upplevelse för användaren genom att ta hänsyn till emotionella förbindelser och känslor. I samband med den växande spelindustrin är det relevant för spelutvecklare att ta emotionella förbindelser till hänsyn. Då det är viktigt att förstå vart motivationen för spelandet ligger hos användaren.  Denna studie har undersökt hur användare relaterar och identifierar sig med egenskapade karaktärer. Studien har utgått ifrån massiva onlinespel rollspel (eng. massive multiplayer online role-playing games, MMORPG) där sociala och emotionella förbindelser tas till hänsyn. Arbetet utvärderar också hur relationen mellan användare och avatar förefaller. Det kommer också att presenteras teorier som sammanställer datainsamlingen vilket presenteras och diskuteras. Slutligen redovisas ett resultat som bevisligen introducerar hur relationerna ser ut och varför det ser ut som det gör.
Emotional design is a phenomenon that is relevant in connection with the user experience in game design. Designers could develop a product that provides a more emotional experience for the user by taking emotional connections and emotions to consideration. With the growing gaming industry, it is relevant for game development to take emotional connections into consideration. During the process it is important to understand where the motivation for the game lies within the user.  This study examined how users relate and identify with their own created characters. The study has been based on Massive Multiplayer Online Role-Playing Games (MMORPG) where social and emotional connections are observed. The work also evaluates how the relationship between the user and the avatar appears. Theories will also be presented that compile the data collection, which will be presented and discussed. Finally, the result is presented that demonstrably introduces what the relationship looks like and why it looks the way it does.
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44

Gharibpour, Sohrab. "Going beyond the Visual Domain : Improving the UX of Sonic Interaction." Thesis, Umeå universitet, Institutionen för informatik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105050.

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Sonic Interaction is an area of Interaction Design which has the focus on the sound related interactive system designs. This area of interaction design has not been researched as much as visual interactive systems and because of this, sonic interactive systems are not as much developed and enhanced; This study tries to examine the possibility of improving and enhancing the sonic interactive systems by combining Embodied interaction with Sonic interaction. The main concern of this study is to combine the user’s head movements in a manner of embodiment with sonic interactive systems and explore the feasibility of improvement and enhancement of sonic interactive systems in combination with embodied interaction. For this reason, data from three experiments has been gathered and evaluated into the conclusions of this study.
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45

Levin, Jakob, and Adam Lindegren. "Spelifiering inom träningsapplikationer och dess inverkan påyttre motivation." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-43210.

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Introduction: Gamification in fitness applications is aboutstimulating and motivating users to increase physicalactivity performance through implemented game elements.This study hopes to strengthen the image of gamification asan effective motivation-boosting strategy, to counteract theeffects that a sedentary lifestyle has on the health ofindividuals through the increasing digitalization of society.Purpose and Methods: The purpose of this study is toinvestigate how extrinsic motivation can affect users ofgamified fitness applications to perform physical activity.This study used mixed methods and a combination of aquantitative and a qualitative method with a parallel designused to combine the quantitative and qualitative dataanalysis results. Results: This study can provide users withsupport in choosing fitness applications based on theirtraining habits and facilitate the development of trainingapplications by helping to create an understanding ofindividual game elements that affect potential users. As wellas provide a better understanding of how gamification infitness applications can positively impact users' motivationand how to avoid the negative aspects gamification in fitnessapplications can bring. Conclusions: Game elements cancontribute to performing physical activity to varyingdegrees. Users who act after external regulation orintrojection tend to have a weaker connection to the activitybeing performed. While users who act after identification, orintegration tend to have a stronger connection to the activitybeing performed.
Introduktion: Spelifiering inom träningsapplikationerhandlar om att stimulera och motivera användare till ett ökatutförande av fysisk aktivitet genom implementeradespelelement inom applikationer. Genom den ökandedigitalisering i samhället hoppas denna studie kunna stärkabilden av spelifiering som en effektiv motivationshöjandestrategi för att motarbeta de effekter som en sedentär livsstilhar på individers hälsa. Syfte och Metod: Syftet med dennastudie är att undersöka hur yttre motivation kan påverkaanvändare av spelifierade träningsapplikationer att utförafysisk aktivitet. Denna studie nyttjade mixade metoder, en kombination av en kvantitativ och en kvalitativ metod meden parallell design som användes för att sammanföraresultaten av den kvantitativa- och den kvalitativadataanalysen. Resultat: Resultatet från denna studie kanförse användare med stöd vid valet av träningsapplikationerutifrån deras individuella träningsvanor och underlätta vidutvecklingen av träningsapplikationer genom att hjälpaskapa förståelse för individuella spelelements påverkan påpotentiella användare. Samt ge en bättre förståelse för hurspelifiering inom träningsapplikationer kan ha en positivinverkan på användares motivation och hur man kanundvika de negativa aspekter spelifiering inomträningsapplikationer kan föra med sig. Slutsats:Spelelement kan bidra till utförandet av fysisk aktivitet tillen varierande grad. Användare som agerar efter externstyrning eller introjektion tenderar att ha en svagareanknytning till den aktivitet som utförs. Medan användaresom agerar efter identifiering eller integration tenderar att haen starkare anknytning till den aktivitet som utförs.
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46

Gottschalk, Moa, and Roth Emilia Björk. "En studie om hur e-handelstjänster kan designas för att främja ett hållbart konsumtionsbeteende." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44559.

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Idag är konsumtion en av de största faktorerna till en ökad global uppvärmning, och människors negativa vanor till matkonsumtion ökar. I dagens samhälle är därför klimatet en viktig fråga, och klimatförändringarna som uppstår kan ha negativa konsekvenser på människors levnadssätt. E-handel har blivit vanligare då samhället blivit allt mer digitaliserat och detta är en av anledningarna till varför konsumtionen och människors beteende är ohållbart. Denna studie utfördes med hjälp av en designorienterad forskningsansats. Utifrån litteraturstudien identifierades de målbaserade spelelementen badges, progresionsmätare och poäng. De målbaserade spelelementen kombineras med riktlinjer för design av hållbar beteendeförändring, därefter var studiens syfte att undersöka huruvida kombinationen av dessa kan användas för att främja ett hållbart konsumtionsbeteende. Studiens resultat visar att kombinationen av målbaserade spelelement med riktlinjer för design av hållbar beteendeförändring kan leverera drivkraft, självmedvetenhet och vägledning vid konsumtionsprocessen.
Today, consumption is one of the biggest factors when it comes to increased global warming, and people’s negative habits of food consumption are increasing. In today's society the climate is an important issue, and the climate changes that occur may have negative consequences to the peoples mode of life. E-commerce has become more common because of the constant growth of digitalization, and this is one of the reasons why people's consumption behaviour is unsustainable. This study was performed with a designoriented research approach.  From the literature study we identified the goalbased game elements badges, progression meter and points. The goalbased game elements were combined with guidelines for design of sustainable behavior change, thereafter the purpose of the study was to investigate however the combination of goalbased game elements with guidelines of design for a sustainable behaviour change can promote a sustainable consumption behaviour. The results of the study shows that the combination of goalbased game elements with guidelines of design for a sustainable behaviour change can provide drive, self-awareness and guidance in the consumption process.
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47

Elund, Judith. "The gendered body in virtual space : sexuality, performance and play in four Second Life spaces." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2012. https://ro.ecu.edu.au/theses/544.

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This work is principally an investigation into visual and screen culture, using four specific regions of the three-dimensional virtual world of ‘Second Life’ as case studies. The analysis follows a thematic application of discourse analysis as a basis for critiquing Western screen culture, most importantly the cultural and social conditions that replicate dominant paradigms of power and agency. Of particular pertinence to this study are the framing, representational and spatial practices of gendered and sexual identities within ‘Second Life’ spaces. As is typical of the internet, sexual freedom is a given, yet representational performance (how one appears through their embodied avatar) is predicated on significations from the corporeal. So, within potentially subversive spaces, there is a normativity that persists which reiterates the ideological foundations of identity that are historically and culturally ascribed to. This is particularly prevalent in gendered representation – avatars tend to hyper-gendered expression and the excesses of Western bodily presentation and adornment, so that bodies are seen to move beyond all biological capacity of attainment. That these representational practices carry over into sexually diverse regions is perhaps unsurprising given that gay and lesbian culture has been in a large way subsumed into contemporary mass culture. It is the tensions that occur as a result of the normative acting upon the subversive that forms the basis of investigation, specifically the relationship between corporeal normativity and screen culture as well as the tensions between cultural conservatism, subversive representation and gender conformity.
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48

Persson, Desirée. "Design av grafiskt material till ett indiespel: Processen att utveckla en logotypoch webbsida till spelet Heathen Quest." Thesis, Högskolan Dalarna, Grafisk teknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:du-30014.

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Målet med detta arbete var att ta fram en logotyp och en webbsida till spelet Heathen Quest. Både webbsidan och logotypen skulle tilltala spelets målgrupp och förmedla spelets känsla: ”Rollspel med klassiska dungeon crawling och moderna inslag”. En visuell innehållsanalys gjordes för att undersöka hur liknande populära indiespel designat sina webbsidor och logotyper. En enkät utfördes med respondenter ur målgruppen för att utreda vad de upplevde som tilltalande. För att se om materialet skulle vara kommersiellt gångbart, utfördes semistrukturerade intervjuer med branschaktiva inom indiespelutveckling. Till sist utfördes en semistrukturerad intervju med Heavy Realm Games för att validera att materialet reflekterade den känsla som de ville förmedla. Baserat på den data som samlades in skapades designförslag som skulle både signalera att spelet var ett RPG-spel, vara tilltalande för målgruppen och visuellt representera spelets tema. Under undersökningen framgick det att det är viktigt att designa med ett tydligt mål. Författaren har också upptäckt vikten av att välja det material som ska marknadsföra ett spel baserat på den tid som finns tillgänglig till att skapa det och underhålla det. Det är möjligt att det finns andra typer av grafiskt material som skulle ha varit av högre relevans att fokusera på inför sin lansering av spelet. Resultatet av de skisser som skapades under arbetet visar att de i stor utsträckning tilltalar målgruppen, kommer vara kommersiellt gångbara och kommunicerar spelets tema väl.
The goal of this investigation was to create a logo and a website for the game Heathen Quest. Both the website and the logo would appeal to the game's target audience and convey the feeling of the game: "Role playing game with classic dungeon crawling and modern elements". A visual content analysis was used to investigate how popular indie games designed their web pages and logos. A survey was conducted with respondents from the target group to investigate what they experienced as appealing. To see if the material would be commercially viable, semi-structured interviews were conducted with industry active in indie game development. A semi-structured interview with Heavy Realm Games was performed to validate that the material reflected the feeling that the studio wanted to be conveyed. Based on the data collected, design suggestions were created that would signal that the game was an RPG game, be appealing to the target audience and visually represent the game's theme. During the investigation it became clear that it is important to design with a clear goal. The author has also discovered the importance of choosing the material to promote a game based on the time available to create and maintain it. It is possible that there are other types of marketing material that would have been more relevant to focus on before launching the game. The result of the sketches that were created during the work show that they, to a large extent, appeal to the target group, will be commercially viable and communicate the theme of the game well.
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49

Svensell, Elin, and Amanda Öberg. "Vilken karaktär väljer du? : Karaktärsval i digitala spel och klädernas roll." Thesis, Umeå universitet, Institutionen för informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-183615.

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In this study we look at character choices in digital games, what causes them and more specifically how big of an impact the character’s clothing has on this choice, and how this differs between genders. Further, we also look at differences in how partially nude characters are perceived versus fully clothed characters, as well as how all of this affects the player's user experience. With this in mind, we also want to know how game designers can use this knowledge in character choices to design for a good user experience. To answer these questions, we conducted qualitative interviews as well as a survey. Based on the results we concluded that the clothing has quite a low impact on the player’s character choice, but that they prefer to play as a fully clothed character if they get to choose. Instead, the character’s abilities are mostly what drives the choice. Furthermore, a partially nude character is most often seen as unrealistic, annoying, and/or uncomfortable for the player. This is especially true for female characters. In order to design for a good user experience in character choices, the game designer should include as many female as male characters, as this benefit both men and women. This is because women tend to play as female characters, whereas men to a greater extent plays with both male and female characters. Beyond this it is also a good idea for the colours of characters to be customizable to tailor to players specific needs, such as colour-blindness.
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50

Jademyr, Malin, and Johansson Linnéa. "Designförslag för hur spelifiering kan implementeras i LMS plattformar för att främja en känsla av kompetens hos studenter." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-39651.

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Idag finns det ett ökat behov av en digital plats där studenter kan delta i kurser och ta till sig kunskap. En typ av en sådan digital plats är lärplattformar, exempelvis Learning Management Systems (LMS). Eftersom teknik har en betydande roll i studenters liv förväntar de sig även att denna teknologin är väl fungerande. Inom utbildningskontext betraktas motivation som en av de viktigaste faktorerna för att studenter ska vara framgångsrika i sin utbildning, och känslan av kompetens är en en viktig del av motivation. Känslan av kompetens handlar om att en person skall känna sig bra, kunnig eller skicklig på något och uppleva en känsla om sin egen potential. Om känslan av kompetensen minskar eller försvinner kan en student förlora sin motivation och därmed ge upp sina studier. En designteknik som kan användas för att främja en känsla av kompetens som är en del av inre motivation är spelifiering. Dock har spelifiering inte resulterat i enbart positiva resultat där lärande och en känsla av kompetens har främjats. Tidigare forskning inom spelifiering har resulterat i blandade resultat på hur väl designtekniken fungerar för att främja en känsla av kompetens. Tidigare forskning har studerat om spelifiering fungerar istället för att studera hur spelifiering kan fungera i en studiekontext. Då en känsla av kompetens är en grundläggande del för att studenter ska klara av sina studier ämnar studien att undersöka hur spelifiering kan implementeras i LMS plattformar för att främja en känsla av kompetens hos studenter. Frågeställningen undersöktes med en designorienterad ansats där spelelement designas in i en prototyp av en LMS plattform. Utvärdering av prototypen möjliggjorde ett framtagande av fyra designförslag för hur spelifiering kan användas för att främja studenters känsla av kompetens i en LMS plattform.
Today, there is an increased need for a digital place where students can participate in courses and acquire knowledge. One type of such a digital place are learning platforms and an example of one such platform is Learning Management Systems (LMS). Technology has a significant role in students’ lives, and because of this they also expect this technology to work well. In the context of education, motivation is regarded as one of the most important factors for students to be successful and a feeling of competence is part of what needs to be achieved. A feeling of competence is about having a person feel good, knowledgeable or skilled at something and experiencing a feeling about their own potential. If the feeling of competence decreases, a student can lose their motivation and thereby give up on their studies. A design technique that can be used to foster a feeling of competence, that is part of intrinsic motivation, is gamification. However, using gamified elements which are competitive has not only resulted in positive results. Research in gamification has resulted in mixed results on how well the design technique works to foster a feeling of competence. Previous research on gamification has disregarded how competence and intrinsic motivation influence a student's performance. Previous research has studied whether gamification works instead of studying how gamification can work in a study context. Therefore, this study intends to investigate how gamification can be implemented in digital learning platforms to foster a sense of competence among students. The question was examined with a design-oriented approach where game elements were designed into a prototype of an LMS platform. Evaluation of the prototype made it possible to develop four design proposals of how gamification can be used to foster students' sense of competence in an LMS platform.
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