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1

Goh, Ci'an. "The psychology of gaming and gambling". Thesis, University of Birmingham, 2017. http://etheses.bham.ac.uk//id/eprint/7950/.

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Volume I: This volume consists of a systematic literature review investigating the evidence of computer-assisted cognitive behavioural therapy and motivational feedback interventions for problem gamblers. This is followed by an empirical study exploring the mediating effects of motivators for playing online games on play time and psychological wellbeing. Increased play time was associated with poorer psychological wellbeing, especially when there is a greater motivation for escapism. The negative impact of 'escapist' gaming was strengthened for individuals with low self-esteem. Volume II: Five clinical practice reports are presented in this volume. The first report details the case of a 39-year-old male experiencing social anxiety and low-mood, formulated from cognitive-behavioural and systemic perspectives. The second report presents a service development project, designed to evaluate the long-term conditions training for staff. The third report details a single-experimental design applied to the case of an 86 year-old male with panic attacks and low mood to evaluate a cognitive-behavioural intervention. The fourth report describes a case study of a 16-year-old male with social anxiety and low mood. The fifth is an abstract of an oral presentation given to describe the case of a 40-year-old male with mild learning disability, low mood and anger difficulties.
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Perez, Michael. "MMO gaming culture| An online gaming family". Thesis, Florida Atlantic University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10096029.

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This study examines the social organization of Gaiscíoch, a large online gaming community that exists within the simulated world of a massively multiplayer online role playing game (MMORPG). It provides an ethnographic account of an online gaming community that is open to any player without skill or time commitment requirements, but still maintains high status within the game world. This project identifies eight elements that make this inclusive, friendly, and casual community successful in virtual worlds that tend to be dominated by communities that have a competitive, strict, and exclusive approach to online gaming (social interaction, code of values, leadership, rank system, events, community building, population size, gameplay). Lastly, this project briefly inquires about the nature of the border between the virtual and the physical and establishes that gamers can be considered pseudo-border-inhabitants that are in control of the community they place adjacent to them in the cyber world.

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McGivern, Paul R. "Risk-taking and expenditure in digital roulette : examining the impact of tailored dynamic information and warnings on gambling attitudes and behaviours". Thesis, University of Derby, 2018. http://hdl.handle.net/10545/622837.

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Digital gambling is the fastest growing form of gambling in the world (Reilly & Smith, 2013a). Technological advancements continually increase access to gambling, which has led to increased social acceptance and uptake (Dragicevic & Tsogas, 2014) with Roulette being among the most popular games played both online and on Electronic Gaming Machines. In response, gambling stakeholders have drawn on the structural characteristics of gambling platforms to develop and improve Responsible Gambling (RG) devices for casual gamblers. Many RG data-tracking systems employ intuitive ‘traffic-light’ metaphors that enable gamblers to monitor their gambling (e.g. Wood & Griffiths, 2008), though uptake of voluntary RG devices is low (Schellinck & Schrans, 2011), leading to calls for mandatory RG systems. Another area that has received considerable RG research focus involves the use of pop-up messages (Auer & Griffiths, 2014). Studies have examined various message content, such as correcting erroneous beliefs, encouraging self-appraisal, gambling cessation, and the provision of personalised feedback. To date, findings have been inconsistent but promising. A shift towards the use of personalised information has become the preferred RG strategy, though message content and timing/frequency requires improvement (Griffiths, 2014). Moreover, warning messages are unable to provide continuous feedback to gamblers. In response to this, and calls for a ‘risk meter’ to improve monitoring of gambling behaviours (Wiebe & Philander, 2013), this thesis tested the impact of a risk meter alongside improved pop-up warning messages as RG devices for within-session roulette gambling. The thesis aimed to establish the optimal application of these devices for facilitating safer gambling behaviours. In support of the aims of RG research to evaluate the impact of devices on gambling attitudes and behaviours, the Elaboration Likelihood Model was identified as a suitable framework to test the proposed RG devices (Petty & Cacioppo, 1986). Both the interactive risk meter and pop-up messages were developed based on existing methods and recommendations in the RG literature, and examined via a series of laboratory-based roulette simulation experiments. Overall, results found the risk meter to be most effective when used as an interactive probability meter. Self-appraisal/Informative pop-up warnings were examined alongside expenditure-specific and hyrbid warnings. Findings showed that hybrid messages containing both types of information to be most effective, with optimal display points at 75%, 50%, 25% and 10% of remaining gambling credit. The final study tested both optimised devices (probability meter and hybrid messages). Results showed that using both RG devices in combination was most effective in facilitating reduced gambling risk and early within-session gambling cessation. Findings support the use of personalised, interactive RG devices using accurate context-specific information for the facilitation of safer gambling. The ELM was shown to be an effective model for testing RG devices, though findings suggested only temporary shifts in attitude change and a lack of impact on future gambling intentions. Overall, support for the implementation of RG devices that facilitate positive, temporary behaviour change that do not negatively impact on broader gambling attitudes or gambling enjoyment. Implications for theory, implementation, and RG frameworks are discussed, alongside recommendations for future research.
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Золотова, Світлана Григорівна, Светлана Григорьевна Золотова, Svitlana Hryhorivna Zolotova i T. M. Shabelnyk. "3D gaming". Thesis, Вид-во СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/22501.

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Chhina, Gagun S. "Video gaming parlours : the emergence of video gaming in India". Thesis, University of Manchester, 2016. https://www.research.manchester.ac.uk/portal/en/theses/video-gaming-parlours-the-emergence-of-video-gaming-in-india(75217f0f-c060-4c68-b708-ed496b3988e1).html.

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This thesis critically interrogates the role of local context in the adoption and interpretation of video technology and gaming practices in the little studied locale of India. Video gaming is a recent phenomenon in India which has been rapidly increasing in popularity, yet it has gained little academic attention in digital gaming research. The project seeks to understand the emergence of practices of consumption of video games in India from the point of view of Indians themselves through the exploration of how Indian video gamers situate, interpret and negotiate the practice of video game play. In his book Video Gamers (2012), Gary Crawford makes a case for analysing game play as a practice, situated within everyday experiences and social networks. Crawford identifies two deficiencies in gaming studies: the dominance of a Western-centric viewpoint and the disregard for player context. This research addresses these shortcomings in two ways. First, through situating the field research in Chandigarh. Second, by employing a mixed methods qualitative approach - observations, interviews, focus groups, field notes, pictures and video recordings – to elicit the detail of the gamers' cultural context. Situating these practices within the broader social, historical, geographical and cultural milieu allows for the conceptualisation of contextual factors in terms of their influence on the adoption and interpretation of the global gaming practice in a local setting. These methods allow for the examination of, first, multiple culturally embedded factors and, second, the players' processes of sense making applied to video gaming. Each method makes the social world of the gamers visible in different ways. Fieldwork predominantly took place in video gaming parlours. Investigating game players in the space of the video gaming parlour enabled a more honed understanding of how the practice of video gaming was ‘glocalised’ within particular social, geographical and cultural contexts. A smaller second study was conducted in Manchester, to collect data in a setting that is culturally different from India. This contrasting data provided greater sensitivity to cultural factors in India which might have otherwise been overlooked or which had been obscured. The research draws theoretically upon Bourdieu’s theories of social field, habitus, and capital, combining these with Goffman’s notions of dramaturgy and framing, and Robertson’s concept of glocalisation. These concepts provided a theoretical framework that enabled a interrogation of the data to reveal the sociocultural processes embedded in the gaming parlours, and the individual’s creative engagements with video game products themselves. The methodological and theoretical framework, then, were complementary, offering both an experiential and contextual approach. This study found that video gamers interpret and make sense of the practice of video gaming through their contextual situation, and that they will both consciously and unconsciously attempt to glocalise the practice of video gaming so that it becomes culturally more acceptable.
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6

Westermark, Christian. "Mobile Multiplayer Gaming". Thesis, KTH, Kommunikationssystem, CoS, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-91990.

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The last ten years, online multiplayer games have become very popular. During the same time period mobile terminals and cellular networks have undergone a tremendous technical evolution. Therefore it is natural to wonder why we have not seen an online mobile multiplayer gaming revolution yet. The answer to this question is of great value for companies selling mobile systems. This answer is important in order to understand how to fill up today’s empty networks with traffic and what kind of traffic these games will generate. This thesis is a continuation of Mattias Åkervik’s thesis. It gives the reader an understanding of what kind of wireless technologies are on the market today and how they perform. Given this performance background, some suitable games were chosen to examine how they perform over a particular cellular network and to determine the perceived gaming quality that a user experience. The thesis also examines the particular packet traffic characteristics generated by these games to gain a better understanding of how to better adapt cellular networks towards gaming. Finally the market will be analyzed. Not only how large this potential market is, but to examine if there are some market issues preventing the revolution in network cellular on-line multiplayer games.
De senaste tio åren har multiplayer gaming blivit väldigt populärt. Under samma tidsperiod har cellulära terminaler och de mobile nätverken genomgått en stor teknisk evolution. Därför kan man undra varför inte mobile multiplayer gaming har slagit igenom än. Svaret på denna fåga är värdefullt för föreatag som säljer mobila system, men även mobiloperatörerna, dådet kan ge en hint hur man bättre kan fylla ut dagens tomma 3G system med trafik. Detta examensarbete är en fortsättning på Mattias Åkerviks arbete. Det ger läsaren en förståelse i dagens trådlösa teknologier och vad de kan prestera. Med detta i bagaget kommer ett antal spel undersökas och hur deras spelupplevelse influeras av begräsningarna som de mobila nätverken har. Arbetet kommer också att behandla vilken trafik dessa spel genererar, då detta kan ge en bättre förståelse i hur man kan anpassa nätverken i ett gamingsyfte. Slutligen kommer marknaden att analyseras. Inte bara det potentiella värdet av gamingmarknaden, men även om det finns några marknadsstrukturella orsaker som bromsar utvecklingen av mobila multiplayer spel.
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7

Lundqvist, Joakim. "Training through gaming : The effect of frequent gaming on cognitive performance". Thesis, Umeå universitet, Institutionen för psykologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136554.

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8

ROGEFELT, JOAKIM, i ADAM LUNDSTRÖM. "Mobile Gaming Earbud. : Design and functionality investigation of mobile gaming headphones". Thesis, KTH, Skolan för industriell teknik och management (ITM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263155.

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Today there are a vast amount of headphones models, brands and types – each trying their bestto differentiate themselves from the rest. In collaboration with Defunc the thesis project soughtto investigate how one can develop a pair of mobile gaming headphones that meet the needsand wants of mobile gamers. The project was divided into three stages - Exploration,Validation, and Implementation – with focus on human centred design, ergonomics, branding,and most importantly headphone technology. User studies and market analysis revealed that there was a market gap for mobile gaming, andthat gaming needs were dependant on four main categories of personal value creation ingaming. Fishbone diagrams and QFD analysis were used to identify prioritized productproperties for customer values. Competitive gamers were chosen as the intended user group,as they had the most to gain from gaming headphones, and set the standard for the gamingcommunity as a whole. Modules were created and used as a tool for generating concepts. These were then testedthrough rapid prototyping and trigger interviews, with respect to usability and ergonomics. Theinsights from these together with price points from the manufacturers guided the conceptselection process. An initial design proposal was created and verified through a collaborationwith manufacturers at site in China. The result was a portable mobile gaming earbud (MGE) which featured hybrid drivers,adjustable MEMS microphone, 15 h battery time, BT 5.0 with aptX ll and ACC support, 3Dsurroundsound simulation, compressor functionality, mic mute, memory foam tips, andmagnetic backplates featuring on/off functionality. All features comply with identified wantsand needs of the user studies – including a design that suits on-the-go use of mobile gamingwhile differentiating itself from market competition.
På dagens marknad finns det en otrolig mängd hörlurstyper, modeller och varumärken – däralla gör sitt bästa för att differentiera sig från de andra. I samarbete med Defunc ämnade dettaexamensarbete att undersöka hur ett par hörlurar för mobil gaming kan utvecklas somtillmötesgår behov och önskemål hos dess användare. Projektet var indelat i tre faser –Utforskning, Validering och Implementering – med fokusområdena användarcentrerad design,ergonomi, varumärkesstrategi, och framförallt hörlursteknologi. Användarstudier och marknadsanalyser visade att det fanns ett potentiellt utrymme för mobilgaming, och att spelbehov främst berodde av fyra kategorier av personligt värdeskapande undersjälva spelandet. Fiskbensdiagram och en QFD analys användes för att identifiera och prioriteraproduktegenskaper gentemot användarvärden. Tävlingsinriktade spelare valdes som denslutgiltiga användargruppen då dessa hade mest att gynna av ett par gaming-hörlurar, men ävendå de sätter standarden för den övriga gaming-världen. Moduler skapades och användes som verktyg i konceptgenereringsprocessen. De genereradekoncepten testades därefter med hjälp av rapid prototyping och triggerintervjuer med avseendepå användarvänlighet och ergonomi. Samlade insikter vägledde tillsammans medprisuppskattningar från tillverkare konceptvalet. En första design skapades och verifieradessedan i samarbete med tillverkare på plats i Kina. Projektet resulterade i en portabel mobil gaming-hörlur (MGE) med hybrida drivare, justerbarMEMS-mick, 15 timmars batteritid, BT 5.0 med stöd för aptX ll och ACC, 3D-simulerat ljud,kompressor, mickavstängning, memory foam-proppar, och magnetiska hörlursryggar medinbyggd av/på-funktionalitet. Alla dessa egenskaper följer de behov och önskemål somidentifierats i användarstudierna – inkluderat en design som passar spelande utanför hemmetoch som differentierar sig från konkurrenterna
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9

Crane, yuliya. "New casinos in the United Kingdom: costs, benefits and other considerations". Thesis, University of Salford, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.492417.

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There is a growing trend to liberalisation of the gambling industry around the world. This originated during the late 1980s in the USA. The European Commission is currently considering policies that might standardise regulations in the industry across the EU, while governments in several Asian countries have been considering legalisation of casinos faced with the rapid growth of gaming.
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Kjellson, Emma. "Eco2Trainer möter serious gaming". Thesis, University of Kalmar, School of Communication and Design, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-2028.

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Arbetets syfte är att studera om en ansats baserad på serious gaming kan göra ett datorbaserat träningsverktyg mer självständigt och mer motiverande för användaren.  I detta arbete beskrivs erfarenheterna från en fallstudie där ett speciellt träningsverktyg, Eco2Trainer, utvärderades med hjälp av användartest. Eco2Trainer är ett träningsverktyg för sparsam körning med buss. Träningen görs framför en dator med en ratt och pedaler. Arbetets syfte är att med hjälp av serious gaming göra Eco2Trainer självständig och mer motiverande för användaren. Arbetet baseras på ett uppdrag av StageIT AB och innefattar flera intressanta och aktuella delar. Serious gaming är en aktuell ansats som lämpar sig bra för just detta projekt och även psykologiska faktorer som driver en tv- och datorspelare generellt och hur dessa gynnsamma faktorer kan implementeras i ett träningsverktyg som Eco2Trainer beskrivs. Arbetet innefattar litteraturstudier men också användarstudier i form av två användartest med personer i målgruppen. Under användartesten gjordes observationer och frågeformulär besvarades av testdeltagarna. All information samlades ihop och analyserades för att sedan användas för vidare utveckling. Resultatet av arbetet blev en ny version av Eco2Trainer som bygger på ett upplägg baserat på serious gaming. Det nya upplägget testades i ett andra användartest och fick gott betyg av deltagarna. Eco2Trainer visade sig vara självständig och testdeltagarna var motiverade och tyckte det var underhållande. Slutsatsen är därför att projektet har lyckats uppnå sina mål och varit med och skapat en produkt som kan bidraga till en mer miljömedveten framtid.


Eco2Trainer is a tool for practicing Ecodriving, developed for busses. In front of a computer screen, with a steering wheel and pedals the training is performed. This method has advantages compared to practicing Ecodriving in a vehicle. No CO2 discharge, no exhaust fumes and no fuel expenses makes Eco2Trainer a tool of today. Making Eco2Trainer more independent and motivating for the user is the purpose of this paper. The project is an assignment for StageIT AB and contains interesting and current topics. Environmental matters are the background of the whole Eco2Trainer project. Serious gaming is another current subject that is brought up and adapt to the project as well as the psychology behind what makes a videogame player, play on. The paper includes literary studies and user studies. The result of this project is a new version of Eco2Trainer were the structure is based on serious gaming. The new version of Eco2Trainer was well liked at the last user test and therefore the conclusion is that the project was successful. The test also shows that the project reaches its goals and helped creating a tool for a more aware future.  

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Jagad, Lakshmi Ms. "Online Gaming and Teamwork". Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/communication_theses/83.

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This thesis aims to find out the relationship, if any, between playing multi-player online games and developing teamwork qualities. Online multi-player games involve thousands of players who play in teams (or solo, as the preference may be) in sophisticated gaming environments. As gamers team together to complete missions within the game, teamwork concepts such as communication skills, leadership, coordination, negotiation and other similar qualities come to the fore. The research component of this thesis consists of a survey where respondents answered questions about their online gaming behavior. They also answered questions about their experience working in teams in the offline environment. A total of 202 responses were collected and analyzed. There was a significant negative association found between autocratic leadership ability and hours spent per week playing online games in teams/groups. Team communication skills and leadership communication skills were significantly related to the degree of involvement in the gaming community, but only for individuals with low leadership-work experience. A significant relationship was also seen between democratic leadership skills and the degree of involvement in the gaming community. In addition, a significant negative relationship was found between autocratic leadership ability and degree of involvement in the gaming community.
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Jöneros, Jenny, i Hugo Tinglöf. "Social roles in gaming". Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20833.

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Detta arbete undersöker kommunikation och gruppdynamik inom spel. Syftet är att kunna få en bild av hur dessa påverkar spelupplevelsen. Kommunikation har i tidigare forskning visat sig ha påverkan på spelares prestation i grupper. Det finns relativt lite tidigare forskning kring gruppdynamik och hur det relaterar till kommunikation och prestation inom spel, däremot finns det en hel del om roller inom grupper och spel. Därför undersöks roller och hur olika roller påverkar gruppdynamiken. För att undersöka detta utförs fyra experiment. Fyra deltagare får spela tillsammans under en viss tid, så att man tydligt kan observera vilka roller som uppstår och senare analysera hur dessa påverkar resultaten och kommunikationen. Vi såg ett samband mellan kommunikation och gruppdynamik och hur det påverkade spelarnas prestation. Vidare har vi redovisat olika roller som dök upp och vad de önskar sig av ett spel.
This paper explores communication and group dynamics in digital gaming. The purpose of doing this is to establish if there is a correlation between these and the player´s ultimate experience. Past research has shown that communication has a direct influence on the player´s performance, while in a group setting. There is relatively limited amounts of research into group dynamics and how it relates to communication and performance in games. However there is a vast amount of research that relates to roles within a multiplayer setting. Therefor experiments were performed to observe various roles and what impact they had upon the dynamic of the each group. Each group consisted of four candidates that were asked to play a game. During play they were observed and recorded for further analysis in regards to their performance, communication and ultimately what roles they all filled. We saw a connection between communication and group-dynamics and how it affected the player’s performance. Furthermore, we have presented the different roles that appeared and what they want from a game.
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Anderson, Joanna M. "Gaming in Library Instruction". Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/393.

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An increasing amount of coursework, both at the secondary and postsecondary level, is being conducted online. This shift in the delivery method of education which began at the college level is now occurring throughout the K-16 continuum. Because many of the students in these classes and programs will never set foot into the host institution, this transformation has necessitated a great deal of change in all aspects of library services, including information literacy instruction. This conference program will spotlight some innovative ways that libraries are conducting and delivering instruction to this new cohort.
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Hellström, Charlotta. "Adolescent Gaming and Gambling in Relation to Negative Social Consequences and Health". Doctoral thesis, Uppsala universitet, Centrum för klinisk forskning, Västerås, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-261156.

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The aims of the thesis were to study relationships between the effects of online gaming and gambling and negative social consequences and ill health among adolescents and to determine whether gaming and gambling activities occur together. The papers in this thesis used epidemiological methods to obtain self-report information from Swedish adolescents aged 13–18 years. Time spent in online gaming was associated with negative social consequences, and this relationship was explained by online gaming motives. Gaming for fun and social motives was associated with a reduced risk of negative social consequences, whereas gaming to escape problems, gain status, or meet demands from others was associated with an increased risk. Increased online gaming time on weekdays increased the probability of having depressive, musculoskeletal, or psychosomatic symptoms, and was related to online gaming motives. The probability of ill health was low in those who reported gaming for fun or social motives. Adolescents with symptoms of attention deficit hyperactivity disorder (ADHD) were more sensitive to gambling frequency and to developing a gambling problem. However, among those identified as susceptible, adolescents with ADHD were equally affected compared with other susceptible participants in terms of their gambling frequency. Boys had a higher probability than girls of participating in online gambling in association with online gaming. Having at least one parent born outside Scandinavia was associated with a higher probability of online gambling, especially among girls. The effect of alcohol use as a factor contributing to online gambling was greater among boys than among girls. The results of this thesis contribute new knowledge about sex differences in online gaming and gambling behaviours and add to the limited research on online gaming and online gambling behaviours among adolescent girls. Gaming motives may be helpful for identifying online gamers needing support to reduce their unhealthy gaming behaviour. Information about factors related to gaming and gambling problems may be of interest to clinicians in psychiatry, psychology and social work, as well as to policymakers, parents and teachers involved in adolescent health and development. Effect preventive strategies should consider the sex differences in gaming and gambling behaviour in adolescents.
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Männikkö, N. (Niko). "Problematic gaming behavior among adolescents and young adults:relationship between gaming behavior and health". Doctoral thesis, Oulun yliopisto, 2017. http://urn.fi/urn:isbn:9789526216584.

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Abstract The aim of the study was to describe and explain the problematic gaming behavior and the relationship between the digital gaming behavior (gaming time, medium, genres and motives), health (psychological, social and physical) and problematic gaming behavior among young people aged from 13 to 24 years. Information received can be used for developing practices to identify individuals with problematic gaming behavior, promote their lifestyle change and subsequently to increase knowledge of the nature of the condition within healthcare education. In this study, digital games means electronic games that can be played through console, computer, network and mobile devices. In the first sub-study, a systematic literature review with synthesis from previous empirical studies (n = 50) about the health outcomes related to problematic gaming behavior was conducted. In the second sub-study, cross-sectional and national survey design with a randomly selected sample (N = 3 000) was used to identify problematic gaming behavior and to examine its associations with the digital gaming behavior (gaming time, genres and motives) and health (psychological, social and physical) among Finnish adolescents and young adults (n = 293). In the third sub-study, a descriptive, regional cross-sectional study was conducted to examine adolescents’ (n = 560) digital gaming behavior and its relationship to problematic gaming behavior symptoms. The data from empirical studies two and three were collected by using an internet-based survey. Statistical methods were used to analyse the data. The findings of the systematic review and empirical study showed that problematic gaming behavior was especially related to adverse psychosocial health outcomes, namely, anxiety, depression and a preference for online social interaction. Problematic gaming behavior was also linked to the use of a cluster of games-characterized features of role playing, action, progression and strategy. Moreover, the gaming motives, such as entertainment achievement, social and escapism, correlated significantly to problematic gaming behavior. Among the sample of adolescents, the blended family structure might predict problematic gaming behavior symptoms. The study significantly added understanding of gaming and health characteristics in the role of problematic gaming behavior among young people. The findings may help to advance in the areas of screening and counselling for PGB
Tiivistelmä Tutkimuksen tarkoituksena oli kuvata ja selittää 13–24-vuotiaiden nuorten ongelmallisen digipelaamiskäyttäytymisen yhteyksiä psyykkiseen, sosiaaliseen ja fyysiseen terveyteen. Tutkimuksen tavoitteena oli tuottaa uutta tietoa ongelmallisesta digipelaamisesta, helpottaa ilmiön tunnistamista ja edistää terveyskasvatusta. Digipeleillä tarkoitetaan tässä tutkimuksessa tietokone-, konsoli-, verkko- ja mobiililaitteilla pelattavia pelejä. Ensimmäisessä osatutkimuksessa arvioitiin ja tiivistettiin systemaattisen kirjallisuuskatsauksen avulla tämän hetkinen tutkimustieto (n = 50) ongelmallisen digipelaamisen ja terveyden välisistä yhteyksistä. Toisessa osatutkimuksessa tutkittiin ositettuna satunnaisotantana (N = 3 000) kerätyn aineiston avulla suomalaisten nuorten (n = 293) digipelaamista, ongelmallisen digipelaamisen esiintyvyyttä sekä ongelmallisen digipelaamisen yhteyksiä nuorten pelaamiskäyttäytymiseen ja terveyteen. Kolmannessa osatutkimuksessa kuvattiin alueellisen poikkileikkaustutkimuksen avulla nuorten (n = 560) digipelaamiskäyttäytymistä ja sen yhteyksiä ongelmalliseen digipelaamiseen. Empiiristen osatutkimusten aineisto kerättiin verkkopohjaisen kyselyn avulla, ja saatu aineisto analysoitiin tilastollisilla menetelmillä. Katsauksen ja empiirisen tutkimuksen tulokset osoittivat, että ongelmallinen digipelaaminen oli erityisesti yhteydessä psykologisiin ja sosiaalisiin oireisiin, kuten masennukseen ja ahdistukseen, sekä korostuneeseen mieltymykseen olla vuorovaikutuksessa verkkoympäristön välityksellä. Ongelmallisen digipelaamisen riski-ryhmään kuuluneet henkilöt suosivat digipelityyppejä, jotka sisälsivät rooli-, toiminta- ja strategiapelaamisen ominaisuuksia. Digipelaamisen motiiveista edistymispyrkimys, sosiaalisuus ja todellisuuspako olivat yhteydessä ongelmalliseen digipelaamiseen. Nuorilla uusioperhetilanne saattoi lisätä ongelmallisen pelaa-misen oireita. Tutkimus lisäsi tietoperustaa nuorten ongelmallisesta digipelaamisesta, pelaamiskäyttäytymisestä ja terveysominaisuuksien merkityksestä. Tuloksia voidaan hyödyntää ongelmallisen digipelaamisen seulonnan ja ilmiöön liittyvän ohjauksen kehittämisessä
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16

Collie, Christin. "Gaming Behaviors in Day-to-Day Life: Exploring a Problematic Gaming Behavior Scale". Digital Commons @ East Tennessee State University, 2018. https://dc.etsu.edu/etd/3496.

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Growing concern for the problematic use of video games has prompted new research in a now growing field of literature. Internet Gaming Disorder (IGD) is a proposed behavioral addiction in the Diagnostic and Statistical Manual of Mental Disorders, fifth edition (DSM-5). To examine the proposed criteria for IGD, a self-report problematic gaming behavior scale (PGBS) was developed for adults residing in the United States. One hundred eighty-nine participants completed an online questionnaire comprised of demographic items, general gaming information, the PGBS, and the Internet Gaming Disorder-20 Test (IGD-20 Test). Statistical analyses conducted at the conclusion of the study were consistent with previous research on the PGBS. Cronbach’s alpha was .908 for the 19-item PGBS, one item was removed to improve reliability. Exploratory factor analysis strongly indicated a 1-factor structure to the PGBS. Logistic regression models were fit to analyze the predictive value of the PGBS total score. The PBGS total score did not predict positive endorsement of any of the four outcome items.
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17

D'Ascoli, Joseph. "The Lure of Gambling: What State Governments Can Gain from the Legalization and Expansion of Gambling". Thesis, Boston College, 2006. http://hdl.handle.net/2345/372.

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Thesis advisor: Richard McGowan
Gambling, both in the casino-style and lottery forms, has risen to become a major component of the entertainment industry in the United States. State governments are the gatekeepers of this growing industry, holding the power to legalize and regulate all aspects of gambling. This thesis explores the rationale state governments have for legalizing gambling as well as the impact gambling tax revenues have for state budgets. The main focus is casino-style gambling, as casino-style gambling in particular is being pursued for expansion by numerous states in a variety of forms. As various forms of gambling are legalized throughout the country, a state's gambling interests begin to face competition from both neighboring states and other forms of gambling within the state. Econometric models attempted to predict the tax revenues a state can obtain from legalized gambling based on such competition and a states own demographics. The results support a first-mover advantage for states expanding casino-style gambling and finds that new forms of gambling significantly erode established gambling industries
Thesis (BS) — Boston College, 2006
Submitted to: Boston College. College of Arts and Sciences
Discipline: Economics Honors Program
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18

Höschele, Modic Bernard. "Serious Games and Affective Gaming : Affective avatars and the play-motivation in serious gaming". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13803.

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This study aims to explore the question, how the use of applied gaming aspects through affective gaming, specifically as affective avatars, can promote an increment in play-motivation compared to today’s serious gaming. Similar studies in different fields have already shown, that the use of serious gaming can have a very positive impact on the motivation. This study should provide an initial step towards applying serious gaming and gamification through affective computing, for a more efficient motivational educating. By combining the fun of gaming, serious part and the affective avatar gaming, a much higher informational and motivational result could be achieved. A quantitative method was used to collect the data from 18 participants, participating in the research study. The participants were separated into three groups, equally distributed between experienced video game players and non-experienced ones, playing three different game versions, including and excluding affective elements. The collected and analysed data indicates, that participants do seemingly show a slightly higher play-motivation by having an affective avatar interaction. The gained result from this study could potentially show a new path of using affective avatars in a serious gaming setting and strengthen its possible potential.
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19

Burenheide, Bradley J. "Instructional gaming in elementary schools /". Search for this dissertation online, 2006. http://wwwlib.umi.com/cr/ksu/main.

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20

Sundman, Jan. "Website Globalization in Monetary Gaming". Thesis, Uppsala University, Department of Information Technology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-98278.

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To be able to reach new audiences and to be able to target new markets, companiesnowadays find great need for localizing content of their online gaming sites. Thisreport highlights the different pitfalls and best practices that need to be consideredwhile targeting an online gaming site towards international customers. These bestpractices have been extracted from contemporary literature and reports and havethen been used to evaluate the work of a company providing an online gaming site.This evaluation has only taken into account the work done by the teams developingthe site, thus no managerial and marketing staff have been approached. The evaluationof the company globalization work has shown that their main problems lie in theprocesses and communication surrounding this kind of work. Many of the pitfalls thatthe company have fallen into may very well be removed by deciding on neededartifacts, processes, and software solutions that could remedy these problems. Suchsoftware could be for example translation memory software that may aid translatorsin their day to day work, providing more consistent translations to the site.

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21

Cai, Wei. "Optimizing cloud gaming service delivery". Thesis, University of British Columbia, 2016. http://hdl.handle.net/2429/57861.

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The high-profit digital gaming industry has merged with the increasing interest in transforming everything into cloud services, which leads to a novel concept called cloud gaming. In this thesis, we aim to investigate the optimization of quality of experience (QoE) for cloud gaming system, while considering different challenges, system constraints and service requirements. First, we investigate video compression technologies based on existing cloud gaming system, in which the cloud hosts the game engine and streams rendered gaming videos to players through the Internet. We propose to cooperatively encode cloud gaming videos of different players in the same game session, in order to leverage inter-gamer redundancy. This is based on an observation that game scenes of close-by gamers have non-trivial overlapping areas, and thus adding inter-gamer predictive video frames may improve the coding efficiency. Selected games are analyzed and the trace-driven simulations demonstrate the efficiency of proposed system. Second, we introduce a novel decomposed cloud gaming paradigm, which supports flexible migrations of gaming components between the cloud server and the players' terminals. We present the blueprint of the proposed system and discussed the cognitive resource optimization for the proposed decomposed cloud gaming system under distinct targets. This includes the minimization of cloud, network, and terminal resources and response delay, subject to QoE assurance, which is formulated as a graph partitioning problem that is solved by exhaustive searches. Extensive simulation results show the feasibility of cognitive resource management in a cloud gaming system to efficiently adapt itself to variations in the service environments, while satisfying different QoE requirements for gaming sessions. Finally, we explore the practical approach for the decomposed cloud gaming paradigm. We design the system framework and seek the engineering solutions for practical issues. Following these discussions, we implement the very first experimental testbed called ubiquitous cloud gaming platform. Three game prototypes are built on our testbed, which can demonstrate the feasibility and efficiency of our proposal. Experiments have been conducted to show that intelligent partitioning leads to better system performance, such as lower response latency and higher frame rate.
Applied Science, Faculty of
Electrical and Computer Engineering, Department of
Graduate
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22

Koh, Sunny. "Stratified protocols for mobile gaming". University of Southern Queensland, Faculty of Sciences, 2006. http://eprints.usq.edu.au/archive/00003851/.

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[Abstract]: Mobile Games are becoming very popular. Players play games under various conditions and so we need protocols which can adapt. However, unlike the desktop, there are many issues with that of mobile communication. This dissertation proposes a stratified protocol to be implemented in order to solve these communication problems more effectively. The protocol itself dynamically adapts to the changing bandwidth capacity of the network. The term stratified means that the payload in the protocol packets is subdivided into different categories, or strata, of data which are handled differently dependingon network conditions. Such a protocol needs to be responsible as it must make decisions which do notworsen the problem of network congestion when it arises.An experiment was conducted with a view to determining whether it is important to address difficulties with technical quality of communication. This experiment showedthat gaming satisfaction of players does depend on technical quality of communication and that the way in which this dependence on technical quality is exhibited depends upon the particular gaming genre. This dependence on genre and the fact that different games make use of communication services differently suggests that stratification of communication protocols could be useful.
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23

Zhang, Dan. "Gaming Realism in Second Life". Digital Archive @ GSU, 2009. http://digitalarchive.gsu.edu/communication_theses/49.

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Virtual worlds are online communities that enable user interaction via avatars in a computer-based simulated environment. In recent years, the fast growth of virtual worlds and their enormous potential for various applications have attracted much attention. Though the uses of virtual worlds are becoming numerous in diverse fields, the core issue for their development from the perspective of gamers is to maximize user immersion. This paper tackles the issue from the perspective of game designers and explores the immersive dimensions of users via an experiment. The experimental platform is a specific virtual world, Second Life, and a particular gaming situation, dancing. The main manipulation involves altering the graphic realism level of both the avatar¡¯s appearance and the dancing environment. The research aims to find out whether there is a correlation between graphic realism and user immersion and, if there is, what element(s) or degrees of realism will lead to different levels of user immersion.
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24

Alaa, Alaqra. "The Thing about gaming experience". Thesis, Umeå universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73161.

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Despite the increasing popularity in the academic and practical fields of digital gaming, little has been explored and documented about gaming experience, especially firsthand account. This study uses Bruno Latour’s concept of the Thing while investigating digital gaming experience from frequent gamers’ standpoint using focus groups methodology. Additionally in-depth interviews were conducted with developers in order to gain a business perspective on the status of digital games development with regard to gamers. From the findings, Reality, Game, and Player were identified as agencies and their associations with the experiences of the gamers were gathered in making the Thing about gaming experience a matter of concern providing new meanings and further understandings of the abstract sets of experiences.
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25

Hanig, Marco. "Differential gaming models of oligopoly". Thesis, Massachusetts Institute of Technology, 1986. http://hdl.handle.net/1721.1/14869.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Economics, 1987.
Title as it appeared in the Massachusetts Institute of Technology Graduate List, June 1987: Differential game models of oligopoly.
Bibliography: leaves 242-249.
by Marco Hanig.
Ph.D.
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26

Gaffney, Bradley R. "Cooperative learning in educational gaming". Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85420.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (page 59).
This thesis analyzes Herbo Hunt, an educational game that aims to teach variables to students. By assigning unknown point values to creatures that must be caught in groups, we subtly encourage students to solve mental equations to achieve their goals. In addition to the formal study, the creation of the game itself utilized intelligent and flexible design techniques. Two main focuses were modularity of design and opportunity for procedural generation of content. Two versions of the game were used to explore the difference in learning between them; we created both a single-player experience and a cooperative version. We expected that players of the cooperative game would learn more quickly through discussion and coordination. Students played both versions, and then answered short questions regarding their experience. Contrary to our expectations students did not appear to show a difference in learning between the two versions; understanding seemed to take place at the same point regardless of game type.
by Bradley R. Gaffney.
M. Eng.
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27

Pöyhtäri, A. (Aleksi). "Social gaming in online games". Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201605221858.

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The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social construct and how social interaction changes the gaming experience. Social interaction in games brings people together. Online games have been researched from many points of view. However, the research done from social perspective is relatively new and this is why I wanted to write my thesis from the social interaction perspective. Games are created more and more social. Gaming culture has changed from single player games to games where gamers interact with the world and each other with the help of different technologies. Social contacts from games extend outside the game world. Social media and gaming communities in the internet bring people together to share their experiences and find company to play with. The world of online games is not just playing games. Gaming has become a way of life and a culture. Gamers converse in their own communities about games, gaming related affairs and everything else. Even though most conversations in the communities relate to games, gamers exchange a lot of information about themselves and things related to them. The research utilizes scientific articles as a base for the theory and a questionnaire that has been distributed among Finnish gamers.
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Hall, Amy Conlin. "Gaming as a Literacy Practice". Diss., Virginia Tech, 2011. http://hdl.handle.net/10919/28700.

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This descriptive study was designed to be a detailed, informative study of a group of adult males who have been gamers since adolescence. The purposes of the study are to provide information regarding gaming as a literacy practice and to explore other vernacular technological literacy practices. The study sheds light on the merits of gaming and other new literacies by examining the literacy development of a select group of adult males. This research was centered on vernacular technological literacy practices, the evolution of gaming practices, gaming intersections, and supporting school-based literacy. Through extensive interviews with the researcher, the selected participants disclosed their gaming experiences as both adolescents and adults. They also shared their personal connections to gaming, and the technological literacy practices they are using in their present lives.
Ed. D.
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29

Weil, Stefan. "Vermarktungsstrategien im Mobile-Gaming-Markt". [S.l. : s.n.], 2007. http://digbib.ubka.uni-karlsruhe.de/volltexte/1000006232.

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30

Wingo, Rebecca Shirley. "Indian Gaming the Montana stalemate /". Thesis, Montana State University, 2009. http://etd.lib.montana.edu/etd/2009/wingo/WingoR0509.pdf.

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Butt, Mahli-Ann Rakkomkaew. "Gaming Lifeworlds: Videogames in Culture". Thesis, The University of Sydney, 2022. https://hdl.handle.net/2123/27979.

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This thesis examines gaming lifeworlds and seeks interventions into the hegemony of gaming culture tied to a persistent imaginary of ‘Gamers’ as young white heterosexual males. Despite attempts to cultivate diversity, most approaches to improving representation in videogames do not demand significant structural or environmental change, and thus generally continue to foster precarity. In thinking about precarity, I establish the concept of ‘(not)coping’ to challenge the assumed dichotomy by which every instance of ‘not coping’ designates a failure ‘to cope’. Rather than viewing ‘coping’ and ‘not coping’ as positive and negative binaries, I write ‘(not)coping’ to highlight the liminal zone in between these affective states. (Not)coping is thus used to further describe the transformative affective spaces necessary for the refusal to cope within and against hegemony. I use qualitative mixed methods, combining semi-structured interviews, ethnographic participant observation, and discourse analysis to examine everyday struggles and how people can become affectively (re)orientated towards and away from certain videogame assemblages – assemblages of objects, communities, and practices. My findings are presented as three main chapters, which investigate videogames in relationship conflicts, videogames in drunk spaces, and videogames in self-care discourses. In the field of game studies, methods of investigation are frequently configured around studying play, players, or the creation of play. However, this focus can ignore non-players, non-play relationship dynamics, and non-play-centric spaces that themselves also significantly shape videogame and play assemblages. Since the study of gaming lifeworlds crucially apprehends videogame assemblages as embedded in materiality, rather than separate from everyday life, I hope to demonstrate its use as a generative framework and model for feminist games, media, internet, cultural researchers to study videogames in culture.
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32

Ershov, Igor. "Blockchain gaming: An analysis of the use of blockchain technology in the video gaming industry". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20533/.

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Gaming is increasingly becoming a popular use-case for blockchain technologies. Video game development has often pushed technology to its limits, discovering optimal solutions to common problems. This study aims to determine what limitations does this application have and what are the benefits of blockchain integration, ascertaining whether gaming dApps are a topic of consequence. In this context, dApps are applications without a centralized server that are based on a blockchain. An analysis was made on the most exciting projects, identifying the advantages and limitations that come from the use of a blockchain. The main advantages found are the true ownership of digital assets and enhanced user engagement, while the main limitations are the scalability and the speed of transactions. The results indicate that gaming dApps work at their best when they are only an addition to games instead of being the predominant factor, especially in games where an in-game economy is prevalent.
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33

Jarrett, Martin, i Eivind Sorteberg. "Real-Time Online Multiplayer Mobile Gaming". Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8804.

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Gaming on mobile phones is a business with a great growth potential both in profit and popularity. In today's modern world, the number of potential users of online multiplayer mobile games is enormous. This is because of the wide deployment of mobile phones and the increasing general interest in gaming. For game developers, this is an interesting business area, since mobile games are faster and easier to develop than console or computer games, due to the mobile games' smaller size and reduced complexity. Telecom companies, on the other hand, may profit from this both by attracting users through exclusive contents only available to their subscribers, and trough the potential network traffic generated by online multiplayer games. Some multiplayer mobile games are available on the market today. However, few of these can be played real-time, which often involves a more entertaining and attractive gameplay compared to slower, turn-based games. This project has focused on two main areas. Firstly, different network technologies and transport protocols have been tested to evaluate whether these are suitable for real-time multiplayer mobile games or not. This was done by testing the different networks' response times and transfer speeds. Secondly, a framework for developing this kind of games has been developed. Also, a game prototype has been implemented based on this framework, and the experience from this development has been recorded to provide assistance for future development projects within the same scope. The results from the tests show that, among the widely available mobile networks today, only UMTS (3G) and EDGE offer performance sufficient for a fast and stable real-time multiplayer mobile game. GPRS is too slow and unstable, and using this technology for real-time game communication is likely to lead to lags and an incoherent gameplay. Furthermore, the tests have clearly shown that UDP is far better suited for in-game communication than TCP, because of UDP's superior response time. For developers of such games, there are several challenges that have to be closely considered. Synchronization of clients is a very difficult task because of high network latencies. Furthermore, mobile phones are weak in terms of available resources. Managing these problems requires distribution of calculations and efficient algorithms. The game framework developed in this project has proved to provide a good basis for developing different game concepts within real-time multiplayer mobile gaming. Common functionality for such games is implemented in the framework, thus helping game developers avoid having to reinvent the wheel. This project has shown that successful real-time multiplayer mobile games are definitely possible to implement. However, doing this is a great challenge, both for developers, distributors, and telecom companies offering such games to their subscribers. A middle way has to be found between the complexity of the game, the need for frequent network updates, and the user cost involved with playing the game. If this middle way is found, it is very likely that such a game could be a great success.

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34

Åkervik, Mattias. "Network Gaming : Performance and Traffic Modeling". Thesis, KTH, Kommunikationssystem, CoS, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-92181.

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There are several different types of games that are played in multiplayer mode over networks. The type of network games that, from a network’s perspective, are the most demanding is real-time based multiplayer games. Users of such games both assume and require that game play interaction happens in near real-time and these games often support a large number of simultaneous players. Most networks are specialized to either voice traffic (such as the first and second generation of mobile networks) or data traffic (such as wired data networks). It is not clear that the requirements for such real time games can always be met on either type of network. The core of this thesis investigates the performance requirements real-time multiplayer games place on packet switched data networks and the connection between network impairments and game quality degradation. Traffic generated by network games distinguishes itself from other traffic both regarding its general characteristics and the requirements it places on the network. Understanding these traffic characteristics, requirements, and what consequences failures to support such requirements entail are of great importance when designing new networks in order to guarantee suitable quality of service for such real-time games.
Det finns idag en stor mängd datorspel som spelas i flerspelarläge över nätverk. De spel som från ett hårdvaru- och nätverksperspektiv ställer högst krav är realtidsbaserade flerspelarspel. Slutanvändare av dessa realtidsspel både förutsätter och tar för givet att interaktionen sker i så nära realtid som möjligt samtidigt som dessa spel ofta stödjer ett stort antal samtidiga användare. De flesta nätverk är i första hand anpassade för rösttrafik (som första och andra generationens mobilnät) eller datatrafik (som trådade datanätverk). Det står inte klart huruvida någon av dessa nätverk kan garantera tillräcklig prestanda för att en acceptabel spelkvalité skall uppnås för slutanvändaren. Kärnan i denna rapport utreder vilka krav som dagens mest krävande realtidsbaserade flerspelarspel ställer på nätverken de spelas över samt kopplingen mellan brister i dessa nätverk och den upplevda spelkvalitén för användarna. Trafik genererad av realtidsbaserade flerspelarspel särskiljer sig från annan trafik både när det gäller generell karaktäristik och när det gäller de krav som de ställer på nätverken. Det är viktigt att ha en förståelse kring den trafik som dessa spel skapar, kraven de ställer, samt de konsekvenser ett misslyckande av upprätthållande av sådana krav medför. Denna förståelse är av yttersta vikt när man designar nya nätverk för att kunna erbjuda en passande Quality of Service för denna typ av interaktiva multimediatjänster.
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35

Tosney, N. B. "Gaming in England, c. 1540-1760". Thesis, University of York, 2008. http://etheses.whiterose.ac.uk/14152/.

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This thesis is the first major study of gaming in England between c. 1540 and 1760. Gaming - which may be defined loosely as games of chance played for stakes hazarded by the players, especially cards and dice - was rife in early modern England. People from virtually all social groupings played at cards and at dice and engaged with gaming in many different ways. Chapter one provides a narrative of the development of the playing card trade, and the ways in which it was taxed, in order to place gaming in a broader economic context. It shows that over one million packs of playing cards were being produced by the late seventeenth century and examines the fraud and forgery that occurred after the Stamp Act of 1710 greatly increased the tax on cards. Much gaming was illegal; and through an analysis of legislation and legal records chapter two investigates the ways in which gaming, and especially gaming houses, were policed. Chapter three focuses on the places in which gaming was conducted, including coffeehouses and alehouses. It also discusses gaming in the home and, more generally, the ways in which gaming was a part of socialising and sociability. Chapter four examines printed debates about the morality of gaming, explores attitudes towards recreation, and explains the ways in which gaming contributed to early ideas about chance, providence and probability. Seventeenth- and eighteenthcentury gaming manuals are also considered in detail. The final chapter interrogates attitudes to cheats and cheating and addresses the ways in which credit - both social and material - might be constructed or lost at the gaming table.
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36

Sjöström, Oscar, i Björn Bernfort. "Mechanical Design of a Gaming Robot". Thesis, Högskolan i Halmstad, Maskinteknisk produktframtagning (MTEK), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-28739.

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37

Yousupova, M. F. "Oculus rift-change the gaming forever". Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40513.

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The creator of one of the most talked-about VR goggles is a young virtual-reality enthusiast Palmer Luckey. His passion about games and dream to play video games in simulated 3D-worlds helped him to become the owner of one of the largest collections of head-mounted displays in the world in search of the experience of actually being in the game. However, there was nothing to bring the experience from dreams to reality. Luckey set up to change it.
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38

Salie, Rushdi. "The social context of LAN gaming". Master's thesis, University of Cape Town, 2011. http://hdl.handle.net/11427/11556.

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Includes abstract.
Includes bibliographical references (leaves 58-61).
Playing video games at a Local Area Network (LAN) has become a complex social activity. Engaging with these games requires more than simply accomplishing the games’ objectives: it is also a process of socialisation within a community of gamers. Through my observation of players' activities at a Cape Town based LAN event, I begin to outline where, when and how social learning and sharing occurs at these events. I will show how playing games in a LAN setting can teach valuable interpersonal and social skills.
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39

Palazzi, Claudio Enrico. "Fast online gaming over wireless networks". Diss., Restricted to subscribing institutions, 2007. http://proquest.umi.com/pqdweb?did=1414134591&sid=1&Fmt=2&clientId=1564&RQT=309&VName=PQD.

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40

Kato, Brigitta Andrea, i Lisa Derman. "Problematic gaming habits, perceived stigma and help-seeking behavior among gamers". Thesis, Linköpings universitet, Institutionen för kultur och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-167722.

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Exaggerated gaming is a rising issue both in Sweden and internationally that has a negative effect on many lives. It can be a cause of isolation which leads to various social consequences. It can cause economic problems due to large amounts of money being spent on games or in-game purchases or because of prioritizing gaming before going to work or studying. Excessive gaming has been categorized as a disorder/addiction since mid-2018 by the World Health Organisation based on reviews done on the available evidence and consensus among experts from different disciplines. However, there are not a lot of studies regarding the kind of help that is available as well as how likely those that have gaming disorder seek help nor are there many studies about stigma around the phenomenon. The aim of our study was to investigate if perceived stigma has any effect on whether or not and to what extent people who have problematic gaming habits decide to seek help as well as where they turn, should they have gaming disorder. We also want to see if problematic gaming habits increase the level of perceived stigma. Our hypotheses were therefore the following: H1: the more someone’s gaming habits are close to those of someone with a gaming disorder, the higher the perceived stigma becomes around the phenomenon. H2: the greater the perceived stigma is, the less likely a person is to seek help for their problem H3: the greater the perceived stigma, the less likely a person is to turn to professionals for help. We constructed a survey and distributed it on forums that discuss gaming related issues hoping to reach as many gamers as possible and we got a total of 177 responses. After having done the analysis in SPSS, our result showed that there was a weak positive correlation between problematic gaming habits and perceived stigma. We also found that the level of perceived stigma did not influence whether they would seek help or not. When it came to seeking help from professionals, we found statistically significant data relating to stigma and seeking professional help in that the higher the perceived stigma was, the more likely the individual was to seek professional help.
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Eklund, 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.

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This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. Applying an everyday perspective, focus is on gamers’ day-to-day practices and experiences. Studies I and II enquire into relational aspects of social gaming based on interviews and survey data. Study III investigates the relationship between game design and gamer agency and its importance for social interaction with strangers, using in-game participant observation. Lastly in Study IV, building on interviews, female gamers come to the fore as their gender construction in an online game is examined with the aim of understanding the connection between online and offline. The main result concerns how social gaming takes place in various social relations. How gaming comes to be―what it means―is dependent on the relations between gamers, be they family members, real life friends, Internet friends or strangers. In these interactions, gender and sexual identity are realized; in the relations between gamers, physical proximate or online. Finally, virtuality is shown to be a social accomplishment of the people engaging in games rather than a property of the games themselves. Focus on the relational unveils how gaming comes to be in the process of interaction, a process at the same time dependent on underlying structures, i.e. games as designed platforms with certain affordances for social behaviour. We are able, thus, to reconcile the social constructivist position that (social) gaming is created in the relations between gamers engaging in games with the more formalist approach that games are rule based structures. Games create a foundation for interaction that can further develop into the creation/maintenance of relationships and identity.

At 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.

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42

Bikov, Maja, i Ramström Nikky. "Gaming, genus och journalistik - En jämförande studie av nyhetsartiklar inriktade på gaming med betoning på skribenternas genus". Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21773.

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Denna studie har haft för avsikt att jämföra nyhetsartiklar inriktade på gaming och vidare undersöka vilka likheter eller skillnader som kunde identifieras i de olika texterna beroende på skribenternas genus. Detta tillämpades genom kvalitativa textanalyser och semiotiska bildanalyser på sex jämförelser av totalt 12 artiklar från hemsidorna MyoGaming och Fragbite. Genom att applicera Bourdieus fältteori, Halls teori encoding/decoding och Butlers feministiska teori på den analyserade empirin kunde flera skillnader och likheter identifieras.Huvudresultatet visade på skillnader som grundas i de rådande maktförhållandena inom det journalistiska fältet och gamingkulturen. De kvinnliga skribenterna påvisade mindre kunskap och kapital med ett undantag, skribenten Mårtensson. Vidare identifierades flera taktiker hos de kvinnliga skribenterna, varpå majoriteten av dessa i något mån försöker bekämpa maktstrukturerna som de finner sig i.
The purpose of this study was to compare news articles about gaming and further to investigate what differences and similarities could be identified in the different texts depending on the gender of the writer. This was done through qualitative text analysis and semiotic image analysis on six different comparisons of 12 articles from the news sites MyoGaming and Fragbite. By applying the theories of Bourdieu’s field theory, Halls theory encoding/decoding and Butlers feminist theory on the analyzed comparisons several differences and similarities could be identified. The main results showed differences based on the prevailing power conditions in the journalistic field and gamingculture. The female writers demonstrated less knowledge and capital with one exception, the writer Mårtensson. Furthermore, several tactics from the female writers were identified, with many of them trying to fight the power structures they find themselves in.
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43

Auer, M. "Behavioural tracking and the effects of responsible gaming tools and personalized feedback in online gambling". Thesis, Nottingham Trent University, 2015. http://irep.ntu.ac.uk/id/eprint/29002/.

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Interactive technology has helped online gambling to become a more popular leisure time activity over the last decade. Alongside this development, new forms of Responsible Gaming tools such as voluntary limit setting and personalized feedback have been introduced. These interventions require a gambling environment with identified play such as online gambling and card-based land-based gambling. This thesis investigates the effects of personalized Responsible Gaming tools on subsequent gambling behaviour and also introduces a novel measure of monetary gambling involvement (i.e., 'theoretical loss'). Following reviews of the relevant literature and methodologies used, Studies 1 and 2 in Chapters 4 and 5 introduce the concept of theoretical loss, a monetary measure of gambling intensity. Study 1 utilised a simulation experiment and concluded that the theoretical loss is advantageous over bet-size with regard to measuring monetary involvement. Study 2 validated the results of Study 1 based on real-world gambling data from a large sample of 100,000 online players. Study 3 is also based on a sample of players from a real-world gambling environment and concluded that the setting of voluntary time and money limits lead to positive changes in gambling behaviour. It was also shown that the effect of time and money limits depended upon the types of games played. For instance, slot players benefited from money limits whereas poker players spent less money playing if they set time limits. Studies 4 and 5 investigated the effects of a pop-up message that appeared after 1,000 consecutive slot games. Both studies showed that only a minority of playing sessions lasted longer than 1,000 consecutive games. Study 4 compared the number of sessions that lasted 1,000 games before the pop-up was introduced with the number of sessions that lasted 1,000 games after the pop-up was introduced. Results demonstrated that the pop-up prompted a small minority of players to cease their playing session. Study 5 investigated a modified pop-up message that was formulated in a motivational way and contained normative information. Almost twice as many players ceased to play as a consequence of the enhanced pop-up message compared to the previous simple pop-up message. This led to the conclusion that the way a message is formulated is a crucial aspect of behavioural change. The hypothesis that self-appraisal messages and normative feedback have an effect on behavioural change was supported. In Study 6, players of an online gambling website who had voluntarily signed up to a behavioural feedback system (i.e., mentor) where subject to analysis. These players received elaborate visual and numerical information concerning the past six months of their gambling behaviour. The player front-end – which displayed various types of information (losses, types of games played, playing duration, etc.) – was in line with Human-Computer-Interaction (HCI) principles. Results indicated that the personalized feedback system achieved the anticipated effect and that the time and money spent gambling was significantly reduced compared to that of the control group. The main results were also validated by additional analysis showing that the individual players reacted similarly with respect to time and money spent when provided with personalized feedback. The studies in this thesis demonstrate for the first time that voluntary limit setting, interactive pop-up messages, and personalized feedback can affect player behaviour positively in a real-world environment. The studies also demonstrate differences among subpopulations of players. It is almost impossible to uncover such insights in laboratory settings or with self-recollected information because a longer history of playing behaviour is necessary in order to extract player profiles. However, this thesis did not consider cognitive information as it was purely based on behavioural tracking data. Also, the data mostly came from one operator and players were not randomly assigned to experimental conditions. Consequently, future research should try to overcome these limitations and combine cognitive and behavioural data.
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44

HÄHLE, GUSTAV. "SUSTAINABLE COMPETITIVE ADVANTAGES IN THE INDUSTRY OF MOBILE GAMBLING". Thesis, KTH, Nationalekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-199209.

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This study investigates how firms in the mobile gambling industry can develop long-term competitive advantages through utilizing firm specific resources and capabilities. The aim of this research is to connect classical theoretical knowledge with the challenges the modern industry of mobile gambling is facing. Earlier research within the subject are limited, however previously findings indicates that fast response time, logic site mapping and security are important factors when consumer are choosing supplier for mobile gambling. Data is collected through a consumer survey and interviews with three industry experts, moreover; a theoretical framework from previously conducted research are underpinning the study. The results show that firms should focus internal resources and capabilities to develop a superior technology. A superior technology can generate numerous of competitive advantages, as well as working as a leverage effect in other areas. Moreover, superior technology will also likely be sustainable over time by being governed by isolating mechanisms. Lower price is discussed as a competitive advantage in the mobile industry, however findings indicates several of long run negative effects enabled through a lower price. Future research needs to investigate how customization and dynamic offerings can optimize a firm’s profit. Future research should also investigate what kind of negative effects mobile gambling could have on the social welfare in terms of total effects.
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Chagas, José Bernardo Fonseca Pólvora Trindade. "University student gambling consumption". Master's thesis, Instituto Superior de Economia e Gestão, 2007. http://hdl.handle.net/10400.5/12142.

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Mestrado em Marketing
The present research analysed gambling activity of college students from a consumer behaviour perspective in order assess their gambling behaviour. A questionnaire was administered to 216 college students from several courses in different universities in the city of Lisbon (Portugal). No significant differences were found between men and women in gambling activity , both for players and non-players in all the types of games analysed (lottery, bingo and casino). Even tough most students were infrequent gamblers, lottery playing was found to the most played form of gambling (79.6%). Lottery playing was found to be related to parental gambling. This research also examined peer influence and addictive behaviours as gambling influential factors. No significant relationship between peer influence, addictive activities (alcohol drinking and smoking) and university student gambling was found.
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46

Svensson, Maria. "Extramural Gaming and English Language Proficiency : The potential benefits of extramural gaming as a tool for learning English". Thesis, Högskolan Dalarna, Engelska, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:du-27450.

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Today the majority of children and teenagers in many countries spend a great deal of time doing extramural English activities, where playing games is included. It is therefore important to study how extramural English activities affect students’ proficiency. This thesis aims to investigate how games as an extramural activity, and extramural English activities in general could benefit upper secondary EFL and ESL students’ English language proficiency. The method used was that of a systematic literature review where six studies from varying places and with participants of varying ages and levels of education were analyzed and compared. The results show that five of the articles found a positive correlation between time spent on extramural English activities and English grades and/or vocabulary, while on study showed that there was no correlation between time spent on extramural English activities and development of academic vocabulary in students who had already reached a high level of proficiency. More research is needed in the field, particularly studies establishing causation rather than just correlation, longitudinal studies, as well as studies investigating whether gender is an important factor affecting the potential benefits of extramural English activities.
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Jiang, Hua. "Money laundering control in Macau gaming industry". Thesis, University of Macau, 2010. http://umaclib3.umac.mo/record=b2147560.

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Lo, Sio Lai. "Determinants of gaming customer satisfaction in Macau". Thesis, University of Macau, 2009. http://umaclib3.umac.mo/record=b1950295.

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Tam, Hoi Ian. "A study of Mainland Chinese gaming behavior". Thesis, University of Macau, 2009. http://umaclib3.umac.mo/record=b1950693.

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Jönsson, Martin. "Social gaming on the Spotify app platform". Thesis, Linköpings universitet, Medie- och Informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-101987.

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Spotify wants to explore the possibilities of social gaming within their desktop client. Thanks to their Spotify Apps API it is possible to build applications that integrate with the Spotify library while using modern web technologies. This thesis work consists of exploring what is possible using the Spotify App API and the most modern web technologies available. The main theme and goal of the Spotify App is to engage users in a social context. Creating a quiz application, which users can play along with using their smartphones, does this. This is targeted towards people being in the same room, sharing the experience. There is also a focus on usability and both group discussions and think-aloud interviews have been conducted regarding the development and design of the product.
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