Tesis sobre el tema "Digital game worlds"
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Gustafsson, Viktor. "Designing persistent player narratives in digital game worlds". Electronic Thesis or Diss., université Paris-Saclay, 2021. http://www.theses.fr/2021UPASG102.
Texto completoPlayers in digital game worlds, such as Massively Multiplayer Online Games (MMO), generate long standing histories with their characters, but cannot express or see persisted traces of their adventures within the environment. I argue that understanding the role of persistence and the emergence of player narratives in digital game worlds can lead to novel systems and tools for increasing players'engagement and help game designers produce content. I combine multiple methods for understanding player narratives, and present We Ride, an MMO that embodies and tests the Narrative Substrates framework for building game architectures and mechanics that leverage persistent player narratives. Multiple studies show how Narrative Substrates successfully encourages players to codesign new content from their own persisted narratives, letting them shape the world and contribute novel content. Finally, I discuss the challenges of this work and suggest several promising directions for future work
Lõugas, Marilin. "Weaving Mental Threads: Exploring the Touchpoints Between Parallel Game Worlds in an Ended World Setting". Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22784.
Texto completoCaldwell, Kyrie Eleison Hartsough. "Fake the dawn : digital game mechanics and the construction of gender in fictional worlds". Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106745.
Texto completoCataloged from PDF version of thesis. "September 2016."
Includes bibliographical references (pages 93-105).
This thesis considers the ways in which digital game mechanics (interactive inputs) contribute to games' worldbuilding. In particular, this work is concerned with the replication and reinforcement of problematic gender roles through game mechanics that express positive ("warm") interactions between characters, namely healing, protection, and building relationships. The method used has been adapted from structural analysis via literary theory, as informed by game studies, media studies methodologies, and feminist epistemologies. Game mechanics are analyzed both across and within primary texts (consisting of Japanese-developed games from the action and role-playing genres) in relation to characters' representation. Through this analysis, I found that characters who are women and girls are often associated with physical weakness, nature-based magic, and nurturing (or absent) personalities, whereas characters who are men and boys often protect women through physical combat, heal through medical means, and keep an emotional distance from others. Relationships built through game mechanics rely on one-sided agency and potential that renders lovers and friends as characters who exist to support the player character in achieving the primary goals of the game. Through these findings, I conclude that even warm interactions in games carry negative, even potentially violent and oppressive, representations and that there is thusly a need for design interventions on the mechanical level to mitigate violence in game worlds and the reinforcement of negative real world stereotypes.
by Kyrie Eleison Hartsough Caldwell.
S.M. in Comparative Media Studies and Writing
Perkins, Kyle Eric. "Lifesigns: Successful Storytelling in Open-World Games". Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1290205847.
Texto completoChan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games". Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.
Texto completoPearce, Celia. "Playing ethnography : a study of emergent behaviour in online games and virtual worlds". Thesis, University of the Arts London, 2006. http://ualresearchonline.arts.ac.uk/2300/.
Texto completoAnad, Donya y Haojue Gong. "Situated Gaming: The story of the past, present and future in women's digital game world". Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16550.
Texto completoI det här kandidatarbetet undersökes det ett problem som har varit centrum för många feministiska figurer och grupper i båda äldre och senaste innehåll där man har försökt på flera år och sätt att hitta lösning till; vilket är brist på mångfald inom spelutvecklingsföretag och skapandet, särskild när det gäller kvinnor. Då vår fråga blev; hur kan vi inkludera eller uppmuntra fler kvinnor att komma in i den digitala världen och delta i programmering samt spelframställning. Metoderna som har valts för denna avhandling sträcker sig från Critical Design: Att utforma och skapa ett unikt spel med hjälp av konceptet. Intervjuer: Fråga kvinnor från olika bakgrunder och åldrar för att ta reda på vad de vill / önskar med avseende på spel, till Kanban: där vi använder det här projektmetoden för att få vårt projekt ihop. Samtidigt kopplas hela arbetet till Situated-knowledge konceptet där vi fördjupar oss i om vad det betyder i diskussionsdelen med sambandet av resultat där upptäcker vi en väg/ potentiell lösning som kan användas enskild för att förändra spelbranschen.
Yeadon, Michelle. "The Nether Worlds of Jennifer Haley — A Case Study of Virtuality Theatre". Thesis, University of Oregon, 2018. http://hdl.handle.net/1794/23726.
Texto completoBäcke, Maria. "Power Games : Rules and Roles in Second Life". Doctoral thesis, Karlskrona : Blekinge Institute of Technology, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00496.
Texto completoMarone, Vittorio. "Constructing Meanings by Designing Worlds: Digital Games as Participatory Platforms for Interest-Driven Learning and Creativity". Doctoral thesis, Università degli studi di Padova, 2013. http://hdl.handle.net/11577/3423639.
Texto completoQuesta ricerca nasce dalla constatazione di un crescente divario tra generazioni: una mancanza di terreno comune che comporta profonde implicazioni sociali, culturali ed educative. In particolare, le differenze tra approcci formali e informali all’apprendimento e alla creatività sembrano inibire la costruzione di un linguaggio condiviso tra docenti e studenti, e, più in generale, tra generazioni, ostacolando così lo sviluppo di qualsiasi discorso educativo. In questa ricerca qualitativa ho analizzato le interazioni in uno spazio on-line informale i cui partecipanti, guidati dal loro interesse per i videogiochi e il game design, progettano, condividono, e commentano livelli di gioco digitali (cioè “mini-giochi”) creati con LittleBigPlanet (un videogioco e uno strumento creativo per la PlayStation 3) e discussi nella sezione “Forum” del sito LittleBigPlanet Central (www.lbpcentral.com). In questo studio ho utilizzato una metodologia intertestuale ibrida basata sull’analisi del discorso, sulla “studio critique”, e sull’analisi di processo nel campo del design, per analizzare i testi discorsivi (i thread/post nel forum), gli artefatti interattivi (i livelli di gioco creati dagli utenti) e le pratiche costruttive (progettare, condividere e commentare i livelli di gioco). I risultati di questa ricerca dimostrano che i partecipanti del forum costruiscono socialmente l’apprendimento e la creatività attraverso specifiche funzioni discorsive che comportano l’impiego di humor e linguaggio specialistico e la negoziazione sociale di impegno e auto-apprezzamento. Gli utenti del forum, immersi in una comunità attenta e competente, cimentandosi in pratiche multimodali e intertestuali, creano uno spazio sociale che favorisce lo sviluppo di fiducia reciproca, unità, partecipazione, pianificazione, e riflettività. Questa ricerca amplia la nostra comprensione degli spazi partecipativi informali in cui l’apprendimento e la creatività emergono come fenomeni interconnessi che si sviluppano attraverso pratiche socio-costruttive che scaturiscono dagli interessi e dalle passioni delle persone.
Moser, Shelby. "Digitally interactive works and video games : a philosophical exploration". Thesis, University of Kent, 2017. https://kar.kent.ac.uk/66616/.
Texto completoJakobsson, Joel y Sara Ullman. "The role-playing game Final Fantasy 7 and English vocabulary development". Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30830.
Texto completoNilsson, Jakob. "Berättelsens labyrinter : Interaktiv fiktion och dess narrativa aspekter". Thesis, Södertörns högskola, Institutionen för genus, kultur och historia, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15297.
Texto completoEklund, Lina. "The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity". Doctoral thesis, Stockholms universitet, Sociologiska institutionen, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-83163.
Texto completoAt the time of the doctoral defense, the following papers were unpublished and had a status as follows: Paper 1: Manuscript. Paper 2: Manuscript. Paper 3: Manuscript.
Pelan, Justin Darrell. "Modular Multi-Signal Tracking Pulse Descriptor Word (PDW) Generator WithField Programmable Gate Array (FPGA) Implementation". Wright State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=wright1472223866.
Texto completoFletcher, Kathryn DeWitt. "Geographies of the underworld". Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24613.
Texto completoCommittee Chair: Michael Nitsche, Ph.D.; Committee Member: Celia Pearce, Ph.D.; Committee Member: Eugene Thacker, Ph.D.; Committee Member: T. Hugh Crawford, Ph.D.
Hammad, Hayssam Mohammed Saber Abdallah. "Ownership and authorship in copyright law : a proposal to re-categorise works and a digital implementation". Thesis, University of Exeter, 2015. http://hdl.handle.net/10871/17636.
Texto completoIlar, Sandra. "The Hunger Games Viral Marketing Campaign : A Study of Viral Marketing and Fan Labor". Thesis, Stockholms universitet, Institutionen för mediestudier, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-105864.
Texto completoYamazaki, Kasumi. "Learning to Communicate in a Virtual World: The Case of a JFL Classroom". University of Toledo / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1430389814.
Texto completovon, Wenckstern Michael. "Web applications using the Google Web Toolkit". Master's thesis, Technische Universitaet Bergakademie Freiberg Universitaetsbibliothek "Georgius Agricola", 2013. http://nbn-resolving.de/urn:nbn:de:bsz:105-qucosa-115009.
Texto completoDiese Diplomarbeit beschreibt die Erzeugung desktopähnlicher Anwendungen mit dem Google Web Toolkit und die Umwandlung klassischer Java-Programme in diese. Das Google Web Toolkit ist eine Open-Source-Entwicklungsumgebung, die Java-Code in browserunabhängiges als auch in geräteübergreifendes HTML und JavaScript übersetzt. Vorgestellt wird der Großteil des GWT Frameworks inklusive des Java zu JavaScript-Compilers sowie wichtige Sicherheitsaspekte von Internetseiten. Um zu zeigen, dass auch komplizierte graphische Oberflächen mit dem Google Web Toolkit erzeugt werden können, wird das bekannte Brettspiel Agricola mittels Model-View-Presenter Designmuster implementiert. Zur Ermittlung der richtigen Technologie für das nächste Webprojekt findet ein Vergleich zwischen dem Google Web Toolkit und JavaServer Faces statt
Blackman, Tyler Andrew. "Digital worlds: performativity and immersion in VR videogames". Thesis, 2019. http://hdl.handle.net/1828/11408.
Texto completoGraduate
WONG, CHI-LONG y 黃子龍. "Modern Chinese Ink Painting Used in the Visual Creation of Digital Fantasy Game: Using "Possible Worlds" As an Example". Thesis, 2016. http://ndltd.ncl.edu.tw/handle/8e492y.
Texto completo國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
104
Chinese Ink painting art is the unique art style. Different from the Western art as a realist-based, Chinese ink painting is the expression of the mood-based. Today, Chinese ink painting art combines with Western art. Developed modern Chinese ink painting, digital Chinese ink painting and other innovative art form. In today's gaming market has no shortage of all kinds of Chinese ink painting style game, but since early in the game industry has been developing a set of fixed-art models, even with the use of Chinese ink art games, mostly seen in the use of the visual concept. Some games as the main use of the visual, which is only used in conjunction with the subject matter limited to Eastern mythology and other traditional Oriental culture, which makes those Chinese ink painting style games are very similar, and gradually feel nothing new. This study attempts to show the concept of modern Chinese ink painting creation of a fantasy view of the world Western game, in addition to experimenting with new Chinese ink art style as the game's main visual, but also choose non-oriental theme as a design theme, it is desirable to create differ, a unique visual style of the game with game market. I am hoping to offer to the game creator or artistic staff as a reference.
Neuheisl, Lukáš. "Archeogaming a kulturní dědictví hráčů digitálních her". Master's thesis, 2019. http://www.nusl.cz/ntk/nusl-404740.
Texto completoWU, CHENG-YUAN y 吳承媛. "A Creation Description of the Digital Game “Little Me Little World”". Thesis, 2017. http://ndltd.ncl.edu.tw/handle/z6j7f7.
Texto completo國立臺灣藝術大學
多媒體動畫藝術學系新媒體藝術碩士班
106
“Little Me Little World” is a digital game app that tells the story of a father and daughter. The father’s broad back can be viewed as the daughter’s home. The father carries his daughter on his back as she gradually grows. The inspiration for this story comes from the author’s own life experiences - her own memories and sentiments of her childhood with her father serving as the core creative axis. After the daughter grows up and leaves their father’s side, the paper planes that fly throughout the entire work embody her affection and love. At the end, the daughter’s husband also aims a plane in the father’s direction, conveying how they will always be at his side. The player first watches the animation introducing the story and the entire game world, which guides players to immerse themselves into the interactive game.The player holds the tablet device with both hands and tilts it left and right to keep the game’s character balanced. The objective is to stack items on the character’s back. If successful in beating the game, the player is then able to watch the final animation clip and finish the story. Combining narrative theory with interactive gaming, the entire story is successfully integrated into the work. The work is a digital narrative work that combines animation with an interactive game, using dazzling colors that attract both parents and children. In addition to viewing the animated story, both can develop an elevated level of emotional exchange by playing the interactive game. This work generates concepts of family amongst children, while promoting understanding of the hardships and care of parents. Suitable for both parents and children to play together, this work provides both family education and action entertainment features.
Herr, Timothy Paul. "Texts and reading in virtual environments : history and prospects". Thesis, 2012. http://hdl.handle.net/2152/ETD-UT-2012-05-5611.
Texto completotext
SHIH, HUEI-JHEN y 施慧真. "A Study of Digital Game-based Learning in Social Studies Classroom for Elementary School - A Case Study of the World Culture". Thesis, 2017. http://ndltd.ncl.edu.tw/handle/mjzb9a.
Texto completo華梵大學
資訊管理學系碩士班
105
Students' ability to use technology and information is increasing with the popularity of mobile devices and the convenience of the APP. However the teaching materials of the senior social field curriculum are trivial, how to combine the APP to help students study more effectively with the relevant knowledge of the social field is worthy of study. In this study, MIT App Inventor 2 is used to design the APP of social field < World culture game >, and the teaching content of world culture in social field for the sixth grade student is integrated into the APP, which provides students with independent control of the contents of learning and adjust the progress of self review. The APP provides the time-limited game and the top list to stimulate students peer interaction, but also the design of immediate feedback function can help student learn efficiency. The App has been used in the classroom for the sixth grade students. The participants are asked to answer the ARCS Motivation Scale questionnaire, and their regular assessment results for the former and after the test are used to explore the difference of student’s learning motivation and learning effectiveness between the use of the APP to help the social teaching and traditional teaching method. The experimental result shows that the students who use the digital game-based learning APP have higher learning motivation than the students with the traditional learning method. More than 80% of the students like to participate in the digital game-based learning courses, and express a high degree of interest and affirmation for the immediate feedback and 60-second teaching game.
Chou, Yi-Chen y 周宜蓁. "The Impact of Social Media’s Posts Writing on the Television Viewing Behavior of Digital Television Viewers: An Example of Baseball World Cup for Taiwan’s Games". Thesis, 2017. http://ndltd.ncl.edu.tw/handle/nzk47x.
Texto completo國立臺北科技大學
經營管理系碩士班
105
The rise of Internet has cultivated a new type of television viewing behavior. Many viewers watch TV programs and simultaneously participate in discussions on social media such as Facebook, and therefore, it has become significant for the employees in TV industry to learn how to improve ratings in terms of Facebook. In this research, we take an example of Baseball World Cup and use Text Mining to identify keywords that affected TV program ratings from the posts and the comments in Facebook. Then, CART and VAR are applied to build up a TV program rating forecasting model based on those identified keywords. According to the result, the built model is capable of making good prediction. It, to a certain extent, captures the ratings tendency and provides TV industry an approach to understand what kind of keywords are really helpful for their program ratings.
Matuszkiewicz, Kai. "Zwischen Interaktion und Narration:". Doctoral thesis, 2017. http://hdl.handle.net/11858/00-1735-0000-002E-E458-E.
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