Dissertations / Theses on the topic 'Simulation games'
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Gustafsson, Christoffer, and Filip Björklund. "Wind Simulation in Networked Games." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-420299.
Full textFernandez, Vara Clara. "The tribulations of adventure games integrating story into simulation through performance/." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31756.
Full textCommittee Chair: Murray, Janet H.; Committee Member: Bolter, Jay; Committee Member: Montfort, Nick; Committee Member: Nitsche, Michael; Committee Member: Pearce, Celia. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Brown, Benjamin J. "A training transfer study of simulation games." Thesis, Monterey, California : Naval Postgraduate School, 2010. http://edocs.nps.edu/npspubs/scholarly/theses/2010/Mar/10Mar%5FBrown.pdf.
Full textThesis Advisor(s): Becker, William ; Darken, Rudolp. "March 2010." Description based on title screen as viewed on April 28, 2010. Author(s) subject terms: Training transfer, virtual battespace 2, serious games. Includes bibliographical references (p. 279-284). Also available in print.
Wilcox, Andreas. "Simulation av Xbox Live Indie Games gränssnittet." Thesis, Örebro universitet, Akademin för naturvetenskap och teknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-15978.
Full textDetta examensarbete utfördes som uppdrag åt Ludosity Interactive där målet var att utveckla en kopia av Xbox Live Indie Games-marknadsplatsens gränssnittet från Xbox 360:n. Ludosity Interactive hade ett behov av att enkelt kunna testa ett spels attraktionskraft hos potentiella kunder med hjälp av utomstående testpersoner i en simulerad testmiljö; utöver detta systemet finns det inget sätt att kunna göra en sådan analys utan att släppa produkten på Xbox Live Indie Games-marknaden och sedan analysera försäljningen av produkten. Det färdiga systemet var tvunget att vara såpass snarlikt originalförlagan att en användare skulle kunna förbi se själva gränssnittet och använda det precis som de använder den riktiga marknadsplatsen. Det skulle också vara enkelt att kunna förändra och lägga spel i systemet så att som Ludosity Interactive lätt kan visa de spelen och den data de anser intressant för sina tester. Den färdiga produkten utvecklades med hjälp av C#, XNA och XML samt en Agile-inspirerad utvecklingsmetod i kombination med Pivotal Tracker. Denna rapport beskriver hur den produkten definierades och utvecklades.
Robles, David. "Simulation-based search and learning in games." Thesis, University of Essex, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.605563.
Full textLundell, Christian. "Water simulation for cell based sandbox games." Thesis, Linköpings universitet, Institutionen för systemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108828.
Full textMETELLO, MARCELO GOMES. "PROCESS-ORIENTED MODELING AND SIMULATION FOR SERIOUS GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2011. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=28915@1.
Full textCONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
Esta tese é focada em jogos sérios que simulam situações realistas. O objetivo destes jogos vai além do mero entretenimento para outras áreas, tais como treinamento, por exemplo. Como algumas áreas da Ciência da Computação já fornecem métodos e ferramentas para a simulação de situações realistas, é altamente desejável que possamos usá-los neste tipo de jogos sérios. Esta tese introduz um novo framework no qual técnicas de simulação oriundas de diferentes áreas, tais como modelagem e simulação, sistemas de informação geográfica e sistemas multi-agentes, podem ser integradas em uma arquitetura de jogos sérios. A solução proposta resultou na concepção de um novo paradigma para modelagem de simulações chamado de simulação orientada a processos, que combina aspectos diferentes dos paradigmas mais tradicionais de simulação orientada a objetos e simulação orientada a agentes. A ideia principal da simulação orientada a processos é a separação entre o estado e o comportamento das entidades envolvidas na simulação. Esta característica favorece a modularização de comportamentos complexos e a integração em uma única simulação de diferentes modelos de simulação que interferem entre si. Baseado no paradigma de simulação orientada a processos, foi desenvolvida uma extensão do conhecido formalismo de simulações DEVS, chamada Process-DEVS, para a modelagem de simulações baseadas em eventos discretos. Alguns formalismos, tais como workflows e processos em espaços celulares, foram mapeados para o Process-DEVS e testados na implementação de dois sistemas: um jogo de treinamento e um sistema de planejamento de contingência, ambos projetados para a indústria de gás e petróleo.
This thesis focuses on serious games that simulate realistic situations. The objectives of such games go beyond mere entertainment to fields such as training, for example. Since other areas of Computer Science provide methods and tools for simulating and reasoning about real situations, it is highly desirable to use them in this kind of serious games. This thesis introduces a new framework on which simulation techniques from different areas, such as modeling and simulation, geographic information systems and multi-agent systems, can be integrated into a serious game architecture. The proposed solution resulted in the conception of a novel simulation modeling paradigm, named process-oriented simulation (POS), which combines different aspects of the more traditional object-oriented simulation (OOS) and agent-oriented simulation (AOS) paradigms. The main idea of POS is the separation between state and behavior of the entities involved in the simulation. This characteristic favours the modularization of complex behaviors and the integration of different and interfering simulation models into a single simulation. Based on the POS paradigm, a discrete-event simulation formalism named Process-DEVS was developed as an extension of the well-known DEVS simulation formalism. Some formalisms, such as workflows and cell space processes, were mapped to Process-DEVS and tested in the implementation of two systems: an emergency training game and a contingency planning system, both designed for the oil and gas industry.
Han, Jennifer Ching-Wen. "Using system dynamics in business simulation training games." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/42762.
Full textIncludes bibliographical references (leaves 57-58).
by Jennifer Ching-Wen Han.
M.Eng.
Lee, Benjamin Nelson. "Lude behavior designing contexts for playing out the kingdom of God /." Theological Research Exchange Network (TREN), 2005. http://www.tren.com/search.cfm?p062-0272.
Full textSchanda, Florian. "A modular physics methodology for games." Thesis, University of Bath, 2012. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.557817.
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 textLlovera, Gonzalez M. (Margarita). "Use of simulation games to learn negotiations in project business." Master's thesis, University of Oulu, 2015. http://urn.fi/URN:NBN:fi:oulu-201504021276.
Full textSotomayor, Teresita. "EVALUATING TACTICAL COMBAT CASUALTY CARE TRAINING TREATMENTS EFFECTS ON COMBAT MEDIC TRAINEES IN LIGHT OF SELECT HUMAN DESCRIPTI." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3017.
Full textPh.D.
Other
Engineering and Computer Science
Modeling and Simulation PhD
Belik, Ivan. "MODELING THE EFFECTS OF NETWORK GAMES ON SOCIAL REASONING." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/558.
Full textEliasson, Daniel. "Game contingent claims." Thesis, KTH, Matematisk statistik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-103080.
Full textErickson, Darald Eugene. "The games teachers play: Students' opinions of educational games in the secondary classroom." CSUSB ScholarWorks, 2000. https://scholarworks.lib.csusb.edu/etd-project/1650.
Full textSingh, Ashish C. "Improving the survivability of agents in a first-person shooter urban combat simulation by incorporating military skills." Online access for everyone, 2007. http://www.dissertations.wsu.edu/Thesis/Fall2007/a_singh_111607.pdf.
Full textTouzet, Léo. "Jouer à faire des affaires : une sociologie des business games." Thesis, Toulouse 2, 2016. http://www.theses.fr/2016TOU20113.
Full textThe dissertation offers an economic, historical and pragmatic sociological study of business games, i.e. educational simulation games used to train future managers. Through a long history of business games on an international scale, the research specifies some important issues related to economics and management performativity. It suggests that a study of the alternatives for knowledge acquisition – among which gaming – and of the devices that support them, is central for a better understanding of the functioning of market economy. A genealogy of war games exposes the ancient origins and the elementary principles of business gaming. A study of the “simulated business operations” project initiated by Vital Roux in 1800 shows that they were a forerunner version of modern business games. A discussion on the pedagogical works of the pragmatist philosopher John Dewey presents the introduction of the first business games designated as such, which were created in the USSR as from 1932. Then, a focus on the interconnected developments of Operational Research, Game Theory and Computer Science is taken alongside a study of the very first computerized business games (1956, 1957). A sociological approach to the contemporary conception of business games reveals how they articulate economics and management, gathering the model and rules of the simulated market on one hand and a space of freedom with possibilities for strategic intervention on the other. Finally, a video-ethnography of business games shows their implementation within French business schools and explores the emotional dimension of management simulations
Benson, Karen L. 1958. "Simulation-game enactment for heightened motivation and enhanced retention in the discipline-based classroom." Thesis, The University of Arizona, 1989. http://hdl.handle.net/10150/277232.
Full textLeigh, Elyssebeth. "A practitioner researcher perspective on facilitating an open, infinite, chaordic simulation : learning to engage in theory while putting myself into practice /." Electronic version, 2003. http://adt.lib.uts.edu.au/public/adt-NTSM20040831.172032/index.html.
Full textRichardson, Thomas J. "First responder weapons of mass destrution thrining using massively multiplayer on-line gaming /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Jun%5FRichardson.pdf.
Full textThesis advisor(s): Ted Lewis, Rudy Darken. Includes bibliographical references (p. 105-113). Also available online.
Öhman, Sebastian. "Game mechanics, Role play, and Narrative - Critically learning values through games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20585.
Full textSen, Mahasweta. "A procedural comparison of combat tactics: a simulation approach." Thesis, Virginia Polytechnic Institute and State University, 1989. http://hdl.handle.net/10919/53245.
Full textMaster of Science
Dondlinger, Mary Jo Warren Scott J. "The global village playground a qualitative case study of designing an ARG as a capstone learning experience /." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-10995.
Full textWood, Kevin R. "Simulation Video Games as Learning Tools: An Examination of Instructor Guided Reflection on Cognitive Outcomes." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/msit_diss/77.
Full textTiitto, Markus. "THERAPEUTIC VIDEO GAMES AND THE SIMULATION OF EXECUTIVE FUNCTION DEFICITS IN ADHD." UKnowledge, 2019. https://uknowledge.uky.edu/pharmacy_etds/101.
Full textBruhn, Cecilia, and Linda Mozgira. "What is the Perception of Computer-Based Business Simulation Games as a Tool for Learning?" Thesis, Jönköping University, JIBS, Business Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-865.
Full textComputer-based business simulation games are rather commonly used tools for learning in business courses in Sweden. However, not always expectations of teachers are achieved with respect to the simulation game as a learning tool. There are number of aspects that students are not satisfied with when it comes down to the use of simulation game and as a result, a gap between these parties evolves. Thus, we have tried to identify the benefits and drawbacks seen by teachers and students and derived critical success factors for achieving higher learning outcome from the use of simulation games.
In order to do that, we have carried out 6 interviews with teachers across Sweden who have been using simulation games in their courses. Furthermore, student opinions were gathered through questionnaire and class observation.
It was concluded that teachers see the simulation game as a very good tool for learning. Still, students are not fully satisfied, since they are expecting more feedback and support from teachers when they are using the game. Further-more, although the game is supposed to give a good reflection of reality, not always it was seen so by students. Thus, it is important to communicate and introduce the game properly in the course as well as have an assignment that en-courage learning and helps students to apply their theoretical knowledge in practice that would be closely linked to reality.
Harney, James William. "Analyzing anti-terrorist tactical effectiveness of picket boats for force protection of Navy ships using X3D graphics and agent-based simulation." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Mar%5FHarney.pdf.
Full textThesis advisor(s): Donald P. Brutzman, Curtis L. Blais, Gordon Schacher, John Hiles. Includes bibliographical references (p. 216-224). Also available online.
Generazio, Hòa. "Consistency of representation for disaggregation from constructive to virtual combat simulations." Diss., Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/30773.
Full textHodges, Tracey L. Witte Maria Margarita. "Examination of gaming in nursing education and the effects on learning and retention." Auburn, Ala., 2008. http://hdl.handle.net/10415/1446.
Full textCraighead, Jeff David. "Improving ad-hoc team performance using video games." [Tampa, Fla] : University of South Florida, 2009. http://purl.fcla.edu/usf/dc/et/SFE0003000.
Full textHallros, Per, and Niklas Pålsson. "SIMULATING A SYSTEM : Using video games as tools to promote self-directed learning." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447884.
Full textSom ett svar på att hitta innovativa sätt att använda spel som verktyg för lärande undersöker vi designprocessen för skapandet av ett spelsystem som är avsett att främja självstyrd inlärning. Denna uppsats undersöker vilka designpelare ett spelsystem behöver följa när man skapar ett spel som är avsett att främja självstyrd inlärning genom reflektion över orsaks- och påverkansrelationer. Vi använder ett teoretisk ramverk baserat på procedurell retorik och självstyrd inlärning i datorspel för att informera vår designprocess när vi skapar ett eko-adapterat spelsystem som ger experimenteringsmöjligheter. Vi anpassar ett ekosystem som en simulerad verklig omgivning till vår spelmiljö och identifierar viktiga designpelare som datorspel som vill främja självstyrd inlärning behöver bestå av. De huvudsakliga pelarna som vi fann viktigast är; 1, aktivera deltagande, för att engagera spelarna genom att låta dem experimentera med olika perspektiv och spelets tillstånd. 2, undvik korrelerande retoriska argument, för att inte påverka spelarna när de sätter sina egna mål medan de spelar i en informell miljö. 3, ge observationsklarhet, så att spelarna lär sig hur handlingarna de utför påverkar aktörerna och händelserna i spelsystemet. 4, möjliggör försök och misstag, för att ge spelarna tid att utforska flera tillvägagångssätt i en säker miljö där de kan misslyckas och försöka igen utan straff. Denna uppsats fokuserar främst på designprocessen och dokumentationen kring skapandet av ett spelsystem som tillämpar självstyrda inlärningsprinciper som ett centralt designdirektiv. I vår designdokumentation ger vi en öppen diskussion om vår designprocess kring de beslut, resultat och implementeringar som utgör vår simulering.
Maroon, Kenneth J. "Genetic algorithms in the Battlespace Terrain Reasoning and Awareness-Battle Command (Btra-Bc) battle engine." Thesis, Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Sep/09Sep%5FMaroon.pdf.
Full textThesis Advisor(s): Blais, Curtis ; Appleget, Jeff. "September 2009." Description based on title screen as viewed on 5 November 2009. Author(s) subject terms: Genetic algorithms, military decision making process, mission planning, course of action, wargaming, battle simulation. Includes bibliographical references (p. 97-98). Also available in print.
Pofahl, Geoffrey Michael. "Essays on horizontal merger simulation: the curse of dimensionality, retail price discrimination, and supply channel stage-games." Texas A&M University, 2006. http://hdl.handle.net/1969.1/4833.
Full textCheung, Siu-Wing. "On the design and integration of education simulation games in engineering business management." Thesis, University of Warwick, 1996. http://wrap.warwick.ac.uk/2545/.
Full textGrove, Wouter Johannes. "Competencies for successful use of social online simulation games within organisational leadership development." University of the Western Cape, 2014. http://hdl.handle.net/11394/8217.
Full textThe humble Pong arcade game at the corner store ignited a fundamental culture shift in the 1970s and it is increasingly gaining momentum. A generation of gamers is already permeating organisations. The socio-cultural phenomenon of digital gaming has become pervasive. The intersection point of the three trends, Ubiquitous Computing, Ubiquitous Gaming and Social Networking, is the focus point of this study. It is at this intersection point that both social online gaming and cutting-edge leadership competencies co-exist and have the potential to flourish when implemented with caution and circumspection. Leadership is frequently touted as an almost mystical holy grail in modern business. Leadership :pevelopment is therefore often recognised as a critical pivot for business success. If business leaders can successfully utilise game-based learning to maximise their return on investment in Leadership Development initiatives, this may not only increase business metrics, but also enable business leaders to leave a lasting legacy by sculpting new generations of leaders who are ready and able to face the future. Social Online Simulation Gaming (SOSG) as a learning design and learning technology can prove particularly valuable as a leadership and skills development tool within the "digimodem" world. Current literature, however, does not provide a clearly focused framework for the implementation of ICT supported game-based Leadership Development technologies within the information economy. Current literature fails to integrate and take into account aspects critical to the successful utilisation of SOSG, such as the principles of "Flow Design", the often "Puppet Master" role and the interrelatedness, even interdependence, of the required utilisation competencies There is currently not a clear and specific framework for evaluating the Information and Communication Technology (ICT) competencies, knowledge, skills and attitudes required to successfully use Socia1 ·bnline Simulation Games software within the context of Organisational Leaden;hip Development. This study aimed to create and refine a framework for evaluating the ICT competencies required to successfully implement SOSG as Leadership Development tool.
Dominguez, Angel E. "The hotel management simulation/game : an evaluation of game mechanics and learning outcomes /." Online version of thesis, 1993. http://hdl.handle.net/1850/11572.
Full textJuve, Kambra. "The use of massive multiplayer online games to evaluate C4I systems /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FJuve.pdf.
Full textNeves, Ana Barbara Vieira Sinay. "Effect of Resource Availability on Dyadic Fitness." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc30499/.
Full textAlrashdan, Khaled Rasheed. "A virtual environment for the modelling, simulation and manufacturing of orthopaedic devices." Thesis, Brunel University, 2011. http://bura.brunel.ac.uk/handle/2438/8840.
Full textSchumacher, Terry Robert. "Simulation Design, Role Identification and Attitude Change in a High Technology Culture." PDXScholar, 1992. https://pdxscholar.library.pdx.edu/open_access_etds/1223.
Full textSunebäck, Isabel. "Adding realism to abstract simulation games : A study about mechanics in a virtual aquarium." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19662.
Full textVu, Tuong Manh. "A software engineering approach for agent-based modelling and simulation of public goods games." Thesis, University of Nottingham, 2017. http://eprints.nottingham.ac.uk/42988/.
Full textStirrat, Michael. "Sexual selection and trust games." Thesis, University of St Andrews, 2010. http://hdl.handle.net/10023/1014.
Full textTaskinen, Leo Tapani. "Measuring change management in manufacturing processes : a measurement method for simulation-game-based process development /." Espoo [Finland] : Technical Research Centre of Finland, 2002. http://www.vtt.fi/inf/pdf/publications/2002/P474.pdf.
Full textDondlinger, Mary Jo. "The Global Village Playground: A qualitative case study of designing an ARG as a capstone learning experience." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc10995/.
Full textDymek, Mikolaj. "Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation." Doctoral thesis, KTH, Industriell ekonomi och organisation (Avd.), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-13084.
Full textQC20100708
Prayaga, Lakshmi. "Game development environment to teach computer science concepts." [Pensacola, Fla.] : University of West Florida, 2007. http://purl.fcla.edu/fcla/etd/WFE0000089.
Full textWalonoski, Jason A. "Visual feedback for gaming prevention in intelligent tutoring systems." Link to electronic thesis, 2005. http://www.wpi.edu/Pubs/ETD/Available/etd-010806-205001/.
Full textSotomayor, Teresita M. "Evaluating tactical combat casualty care training treatments effects on combat medic trainees in light of select human descriptive characteristics." Orlando, Fla. : University of Central Florida, 2008. http://purl.fcla.edu/fcla/etd/CFE0002396.
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