Дисертації з теми "Gamos"
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Berretil, Slimane. "Propriétés électroniques des semi-conducteurs magnétiques GaMoS, GaMoSe, GaMoSeTe et GaNbS." Grenoble 2 : ANRT, 1987. http://catalogue.bnf.fr/ark:/12148/cb37602939c.
Повний текст джерелаŠperbelis, Gediminas. "Rašalinio spausdintuvo spalvų gamos tyrimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2005. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2005~D_20050621_092021-21158.
Повний текст джерелаPapastamati, S. "Gamos in archaic and classical Greek poetry : theme, ritual and metaphor." Thesis, University College London (University of London), 2013. http://discovery.ucl.ac.uk/1389425/.
Повний текст джерелаMermoz, Julien. "La vie religieuse des Cyclades de l’HR IIIC à la fin de la période archaïque." Thesis, Lyon 2, 2010. http://www.theses.fr/2010LYO20023/document.
Повний текст джерелаThe topic of our thesis is the history of the sanctuaries, and the evolution of the worships and mythology in the transition, which leads end of the Mycenaean world to classical Greece. Our first part (pp. 13-445) makes up of a continuation of monographs recalling the changes, which affect the settlements and the worship places of the various islands of the archipelago between XIIe to VIe Century B.C. The second part (pp. 446-558) contains a test of synthesis and an interpretation of the data presented before. More exactly, a reflection on the mechanisms of recombining of the religious heritage of the Bronze Age, which take part in the definition of archaic insulars pantheons. The third part (pp. 559-628) is an assai of religious anthropology, in which the concept of creation in the mythology of Cyclades is examined, in the search of an islander imaginary. The first chapter starts with the analysis and the interpretation of the Cosmogony of Pherekydes of Syros. The second chapter aims at highlighting how the topics symbolic systems specific to the system of Pherekydes are also found declined in the other regional myths and find their origin in the local agrarian worships oldest
Suetsugu, Koki. "Multiplayer Games as Extension of Misère Games." Kyoto University, 2019. http://hdl.handle.net/2433/242740.
Повний текст джерела0048
新制・課程博士
博士(人間・環境学)
甲第21863号
人博第892号
新制||人||213(附属図書館)
2018||人博||892(吉田南総合図書館)
京都大学大学院人間・環境学研究科共生人間学専攻
(主査)教授 立木 秀樹, 教授 日置 尋久, 准教授 櫻川 貴司, 特定講師 DE BRECHT Matthew
学位規則第4条第1項該当
Marques, Rodrigo Dorta. "Games e arte : processos em games alternativos /." São Paulo, 2019. http://hdl.handle.net/11449/191080.
Повний текст джерелаResumo: Nesta pesquisa de caráter teórico-pratica, procuramos discutir os processos do desenvolvimento de games, mais especificamente aqueles que existem em paralelo da grande indústria de games. Para contextualizar sua linguagem construímos um breve panorama da sua história e suas manifestações no campo da Arte. Refletimos sobre processos utilizados na produção de games alternativos através da modificação, subversão e apropriação de ferramentas, valores e tecnologias dos games comerciais, através de exemplos e reflexões sobre a Game Art e games independentes. Nossa prática utiliza esses processos e abordagens para desenvolver uma produção de games experimentais. Foram produzidos 4 jogos, entre 2 projetos individuais e 2 coletivos.
Abstract: In this theoretical-practical research, we seek to discuss the processes of game development, more specifically those that exist in parallel to the game industry. To contextualize its language we build a brief overview of its history and its manifestations in the field of Art. We reflect on processes used in the production of alternative games through modification, subversion, and appropriation of commercial game tools, values and technologies in tandem with examples and reflection on Game Art and independent games. Our practice uses these processes and approaches to develop an experimental game production. Four games were made, between 2 individual and 2 collaborative projects.
Mestre
El, Obadi Saadia. "Generalizations of assignment games and information market games." Doctoral thesis, Universitat de Lleida, 2019. http://hdl.handle.net/10803/667893.
Повний текст джерелаEsta tesis consta de cuatro capítulos principales. El primer capítulo analiza el comportamiento cooperativo de las empresas cuando se desea introducir cierta tecnología que es esencial para la fabricación de un nuevo producto. En el modelo consideramos más de un jugador con parte de la tecnología necesaria para producir el bien. Estudiamos la existencia de PMAS y mostramos que el valor τ de este juego tiene propiedades de monotonicidad. También proporcionamos condiciones sobre el mercado, bajo las cuales el valor de Shapley pertenece al núcleo. En el segundo capítulo, consideramos incertidumbre sobre el beneficio que se puede obtener en cada submercado. Éste no se conoce con certeza aunque si se conoce entre qué valores puede estar. De esta forma consideramos un modelo de juegos definidos por intervalos. El objetivo del capítulo consiste en proporcionar soluciones de intervalo para el modelo bajo incertidumbre. En el tercer capítulo, estudiamos una clase de juegos de asignación donde hay un jugador central, necesario para cualquier intercambio que tenga lugar. Estudiamos el núcleo de este juego y analizamos si es un conjunto estable. Proporcionamos algunas soluciones puntuales en términos de los datos de mercado. También generalizamos el modelo permitiendo al jugador especial vender y comprar más de un artículo. Finalmente, consideramos el caso donde hay más de un intermediario que no produce bienes, ni tampoco consume. Compra los productos de los vendedores y los vende a los compradores de forma que, sin esos intermediarios, el comercio no es posible. Además, cada intermediario puede intercambiar más de una unidad. Proporcionamos condiciones suficientes para que el núcleo del juego cooperativo correspondiente no sea vacío y estudiamos los equilibrios competitivos.
This thesis consists of four main chapters. The first chapter, entitled Clan information market games, analyzes the cooperative behavior of firms, faced with the introduction of some technology with its ownership divided among several patent holders. All of them are necessary for manufacturing a new product. We study the existence of PMAS of the corresponding cooperative game and show that the τ-value of this game has some monotonicity properties. We also provide conditions on the market, under which the Shapley value belongs to the core. In the second chapter, we consider uncertainty on the profit obtainable in each submarket into which the information market is divided. We only know the lower and upper bounds of that profits. The aim of the chapter consists in providing interval solutions for the associated interval game. In the third chapter, we study a class of assignment games where there is a central player, with a double role as a buyer and as a seller, such that the trade is not possible without him. We provide some point solutions in terms of the market data. Further, we generalize the model allowing the special player to sell and buy more than one item. Finally, we consider the case where there is more than one player with a double role as a seller and as a buyer. They buy the goods from the sellers and sell them to the buyers. So, without any middleman, the trade is not possible. However, they don't add value to the trade. We provide sufficient conditions for the non-emptiness of the core of the corresponding cooperative game and we study the competitive equilibrium.
Hansson, Aneer Sebastian, and Douglas Gidlöf. "Social Insecurity & Games : Games for self-reflection." Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14650.
Повний текст джерелаLIVET.exe
Nguyen, Thi Van Anh. "Constraint Games : Modeling and Solving Games with Constraint." Caen, 2014. http://www.theses.fr/2014CAEN2054.
Повний текст джерелаThis thesis presents a topic at the interface of game theory and constraint programming. More precisely, we focus on modeling games in a succinct way and then computing their solutions on these compactly encoded games thanks to constraint programming. For a long period of time, game theory has suffered a modeling difficulty due to the lack of compact representations for encoding arbitrary games. The basic game representation is still an n-dimensional matrix called normal form which stores utilities of all players with all joint strategy profiles. The matrix however exponentially grows with the number of players. This also causes a solving difficulty for computing solutions in games. In the thesis, we introduce a novel framework of Constraint Games to model strategic interaction between players. A constraint game is composed of a set of variables shared by all the players. Among these variables, each player owns a set of decision variables he can control and constraints expressing his utility function. Constraint games is a generic tool to model general games and can be exponentially more succinct than their normal form. We also show the usefulness of the framework by modeling a few classical games as well as realistic problems. The main solution concept defined for constraint games is Pure Nash Equilibrium. It is a situation in which no player has an incentive to deviate unilaterally. It has been well-known that finding pure Nash equilibrium is computationally complex. Nevertheless, we have achieved to build an efficient solver called ConGa which includes various ways for solving constraint games
Sinha, Arunesh. "Audit Games." Research Showcase @ CMU, 2014. http://repository.cmu.edu/dissertations/487.
Повний текст джерелаKelly, Christopher Patrick. "Incubation games." Thesis, University of Cambridge, 1989. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.315906.
Повний текст джерелаPereira, Elisa Patrícia Garanito. "Gatos Seniores." Bachelor's thesis, Escola Superior Agrária de Elvas - Instituto Politécnico de Portalegre, 2021. http://hdl.handle.net/10400.26/39916.
Повний текст джерелаThis report was carried out as part of the final internship of the veterinary nursing course, at the AlcabidecheVet veterinary clinic. The internship lasted 3 months and its goal was to develop and apply the knowledge acquired throughout the course. During the internship, the activities developed by the student included areas such as, internal and preventive medicine, complementary diagnostic exams, surgery and hospitalization, with the student following 162 consultations, assisting in 48 surgeries, and having contact with 224 animals in hospitalization, of which 72 cats, being this the area where she most participated. Senior cats are a growing population in the daily clinical practice, and as a veterinary nurse it is important to understand the physiological changes that come with aging, to know the main diseases to which they are predisposing, and the nutritional needs and environmental adaptations, so that it is possible to provide the best care for the animal and, also, educate the owners for such. During the internship, the student recorded data from 22 cats classified as seniors and concluded that there is a predisposition to the development of urinary tract diseases in these animals. She, also, followed two clinical cases, one patient with chronic kidney disease and ureterolithiasis, and another with diabetes mellitus. The report made it possible to expand knowledge about senior care in cats and the internship allowed professional and personal development for the student, as she acquired new knowledge and work skills.
info:eu-repo/semantics/publishedVersion
Horn, Florian. "Random Games." Paris 7, 2008. http://www.theses.fr/2008PA077235.
Повний текст джерелаIn this thesis, we study games as a tool for the synthesis of controllers for reactive Systems. In this setting, a game is defined by an arena, representing the System and its evolution as a graph; and a winning condition, which models the specification that the controller must ensure In each state, the choice of the outgoing transition is done by either Eve (the controller), Adam (an hostile environment), or Random (uncontrollable evolution obeying a stochastic law). This process is repeated for an infinite number of times, leading to an infinite play whose winner depends on the winning condition. Our first object of study is the simplest case of Computing the optimal values of reachability games. We present a new effective approach, based on permutations of random states, to solve this classical problem. In terms of complexity, the resulting "permutation algorithm" is orthogonal to the classical, strategy-based algorithms: it is exponential in the number of random states, rather than in the number of controlled states. We also present an improvement heuristic for this algorithm, inspired by the "strategy improvement" algorithm. We turn next to a much more general class of problems, covering ail fie cases where the winning condition is prefix-independent. We prove the existence of optimal strategies for these games, and show that our permutation algorithm can be extended into a "meta-algorithm", changing any qualitative algorithm into a quantitative algorithm. Lastly, we study the complexity of optimal strategies for regular winning conditions represented as Muller games, and especially the amount of memory that can be saved by using randomised strategies. Using the Zielonka tree, we show tight bounds on the necessary and sufficient memory needed to define randomised optimal strategies for any single Muller condition
Mehta, Nishali. "Graph Games." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1275073614.
Повний текст джерелаDamián, Ortega Eiderd Axcel, Osorio Ruth Stephany Gallardo, Amaya Mara Alejandra García, Diaz Lucia Jimena Lucar, and Aguilar Müller Iván Yamunaqué. "History Games." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656925.
Повний текст джерелаThis research project consists of the development of the History Games application, which consists of the creation of the game with the theme of Peruvian history as a new learning methodology. This work allows us to see the viability of the project in the short, medium and long term, through the different studies carried out in metropolitan Lima, to children and young people from 8 to 17 years of age from the socioeconomic sector A and B. Therefore, it was possible to show that The target audience wants to learn a little more about our Peru through the experience of this application. When developing this project, online interviews, surveys and digital marketing were carried out on social networks. So it was an in-depth investigation of the educational games market in order to carry out this project, where interest has been seen on the part of educational institutions that want to adopt History Games as a teaching methodology. We analyze the project in depth as we seek to make it sustainable in all aspects in the long term and that it can meet the objectives set from the beginning. All the knowledge acquired during our university stage was applied in each part of the work such as the marketing, financial, and administrative part, among others. Being a diverse racing team, it gave us a broader picture of the points that we must continue to improve and implement as the project continues to grow. History Games is an idea that will undoubtedly help many people in their learning and in the new way of seeing history in each of their classes.
Trabajo de investigación
Pühler, Simon. "Funny games." Doctoral thesis, Humboldt-Universität zu Berlin, Philosophische Fakultät III, 2014. http://dx.doi.org/10.18452/17063.
Повний текст джерела"FUNNY GAMES. Spielräume des Sadomasochismus in Film und Medien" aims to reconstruct a history of pleasure and gratification through pain in the media since the end of the eighteenth century. In addition to classical sado-masochistic literature, the thesis focuses on movies in which modern forms of experiencing and desiring pain such as VIDEODROME (1983), I AM GUILTY (2005), THE HURT LOCKER (2008) and SHORTBUS (2006) manifest themselves. Central to the study are concepts of techno-imaginary wish machines and infernal devices, dynamised ego-apparatuses, that are experienced and expressed through the media of their time by writers, philosophers, psychoanalysts and film directors such as Donatien-Alphonse-François de Sade, Leopold and Wanda von Sacher-Masoch, Ernst Kapp, Sigmund Freud, Daniel Paul Schreber, Jacques Lacan, Gilles Deleuze and Félix Guattari, David Cronenberg, Michael Haneke and Kathryn Bigelow. The present study, an attempt to secure the medial evidence and try it out at the same time, is meant most of all as an invitation to participate: to experience positive desire and lust while obsessively progressing through virtual worlds of dreams and nightmares and the real world of the human body, to open oneself to new experiences in order to gain both new knowledge and new desires. Anti-Oedipus as a textual videogame. The analytical tools employed in this study include findings from (structural) psychoanalysis, media sciences, (movie) philosophy, gender theory, the theory of violence, fetish theory and game theory as applied in cultural studies. They have proven to be very helpful in illuminating at least some aspects of the mystery that is the sado-masochist desire for pain.
Yan, Jingjing. "Gender and computer games / video games : girls’ perspective orientation." Thesis, Gotland University, Institutionen för humaniora och samhällsvetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-575.
Повний текст джерелаThe topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies which have enormous contributions to gender issue in computer games area. A simple model is established by summarizing factors mentioned and discussed in those two books. The main purpose consists of two comparisons under Gender Differences: one comparison is between the current data with the previous one, in order to check whether there are any changes during the past 10 years. The other one compares the young people in two regions, Sweden and China, in computer games perspective.Model designing, test, questionnaire and interview methods are used in this paper aiming to collect and categorize the data, which facilitates to analyze the results of the comparisons. The results reflect that although computer becomes a familiar “friend” in modern daily life, there are not obvious changes of girls‟ perspectives in computer game industry. Certainly, there are some differences between the young people coming from two regions which will be expounded in the thesis.
Brenguier, Romain. "Nash equilibria in concurrent games : application to timed games." Phd thesis, École normale supérieure de Cachan - ENS Cachan, 2012. http://tel.archives-ouvertes.fr/tel-00827027.
Повний текст джерелаSmith, Hannah. "Learning Through Games: How Math Games Can Enhance Education." Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-theses/1373.
Повний текст джерелаJonsson, Sandra. "Are games more than fun? : Motivational aspects on digital games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-63288.
Повний текст джерелаLankoski, Petri, Annika Waern, and Anne Mette Thorhauge. "Introduction to special Issue : Experiencing games: Games, play and players." Södertörns högskola, Medieteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-12968.
Повний текст джерелаShui, Zhonghao. "Three Essays on Repeated Games and Games with Incomplete Information." Kyoto University, 2020. http://hdl.handle.net/2433/253057.
Повний текст джерелаGirina, Ivan. "Cinematic games : the aesthetic influence of cinema on video games." Thesis, University of Warwick, 2015. http://wrap.warwick.ac.uk/74038/.
Повний текст джерелаAlparslan, Gok Sirma Zeynep. "Cooperative Interval Games." Phd thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/3/12610337/index.pdf.
Повний текст джерелаJonna, Grönlund, and Kalami Kasra. "Symbolism in Games." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4815.
Повний текст джерелаNordvall, Mathias. "Communication in Games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-73869.
Повний текст джерелаLee, Sung Yun. "Beyond guerilla games." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp05/MQ63534.pdf.
Повний текст джерелаGyllingberg, Linnéa. "Evolutionary Language Games." Thesis, Uppsala universitet, Analys och tillämpad matematik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-208854.
Повний текст джерелаNax, Heinrich Harald. "Evolutionary cooperative games." Thesis, University of Oxford, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.543633.
Повний текст джерелаJeng, Ji-Tian. "Bayesian aggregative games." Thesis, Keele University, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.417848.
Повний текст джерелаWahlberg, Fredrik. "Partizan Poset Games." Thesis, KTH, Matematik (Avd.), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-149180.
Повний текст джерелаI den här uppsatsen analyseras en klass av partiska spel som spelas på färgade pomängder. Spelen spelas i omgångar mellan två spelare där spelaren under sin tur väljer ut ett element i pomängden som är i spelarens färg och avlägsnar det elementet och alla större element i pomängden. En spelare förlorar om den inte längre har något element att avlägsna. I uppsatsen visas det att alla sådana spel är tal och att de dominerande spelalternativen är att avlägsna element som inte är mindre än något annat element av samma färg. I synnerhet fokuserar denna uppsats på spel som spelas på pomängder som är schackfärgade Young-diagram. Det visas att det är lätt att beräkna värdet på alla sådana spel med < 3 rader genom att bevisa en föreslagen formel för att räkna ut värdet.
Wilson, Elaine Marcia Kate. "Parental effort games." Thesis, University of Bristol, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.440038.
Повний текст джерелаRowat, Colin Ian. "Additive externality games." Thesis, University of Cambridge, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.621130.
Повний текст джерелаБашлак, Ірина Анатоліївна, Ирина Анатольевна Башлак, Iryna Anatoliivna Bashlak, and Z. Kozlov. "Video games addiction." Thesis, Видавництво СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/13503.
Повний текст джерелаAl, Shehabi Ahmad, and Cecil Quiroga. "Queerness In Games." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19856.
Повний текст джерелаTemat för detta kandidatarbetet var Queer Spel. Vi diskuterade hur queerhet appliceras i digitala spel för HBTQ personer. Vi gjorde några observeringar kring hur HBTQ karaktärer representerades inom några spel som innehöll representationer av queer upplevelser. Vi undersökte ämnet “Queer Mechanics” som presenterades av spelskaparen Avery Mcdaldno (2014) och undersökte diskussioner från vissa forskare om Queerhet i Spel. Nämligen, Bonnie Ruberg (Campus Gotland GAME, 2017), Naomi Clark (2017, Kapitel 1) and Edmond. Y. Chang (2017, Kapitel 2). Vi förklarade varför vi använde “Gay Memes” som vår huvudämne för vår Queer-Spelgestaltning och sedan tydliggjorde våra metoder och designprocess som vi hade under utvecklingen av vår Queer-Spelgestaltning. Dessa metoder inkluderade Innovation By Boundary Shifting (Löwgren and Stolterman, 2004), Design Pillars (Max Pears, 2017) och The Crystal Clear method (New Line Technologies, 2018). Sedan bröt vi ner designprocessen till sina olika steg från hur vi kom fram till spelkonceptet till vilka “Design Pillars” vi använde och vilka datorprogram och verktyg vi använde för att utveckla spelgestaltningen. Vi förklarade också relationen mellan designprocessen och informationen vi lärde oss från de sistnämnda forskare och spelskapare. I slutet av detta kandidatarbetet diskuterade vi hur bra de valda metoderna fungerade och resultaten vi hittade genom vår undersökning. Dessa inkluderade att ifrågasätta rollen av empati och vikten av att ha roligt i spel, att lägga mindre fokus på ytliga former av representation och att skapa spelmekanik som är Queer. Vi beskrev den färdiga spelgestaltningen som vi skapade och introducerade våra egna idéer för framtida undersökningar om Queer Speldesign.
Arbetets resultat ledde till ett digitalt spel som kan laddas ner via denna länken https://ahmad-al-shehabi.itch.io/boyles-queer-quest-for-tea
Benkar, Rohan Sudhir. "Configurable Persuasive Games." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1373323538.
Повний текст джерелаRossin, Samuel. "Steiner Tree Games." Oberlin College Honors Theses / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=oberlin1464700445.
Повний текст джерелаBenson, Roy Michael. "Games based learning." Thesis, University of Warwick, 2014. http://wrap.warwick.ac.uk/76586/.
Повний текст джерелаCasanova, Vilela Alexis Agustin, Márquez Alex Javier León, Infante Cynthia Bertila Mosqueira, and Canales Erick Dyan Pflucker. "Video Games Xchange." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/626325.
Повний текст джерелаVideo Games Xchange (VGX) was created with the idea of implementing a platform that allows people, who enjoy video games in our country, to connect and interact, given that such industry (video gaming) in Peru has generated about $138 million dollars in last the year, placing Peru in 49th place worldwide in this industry. The idea of the business starts with a market study of the gaming industry in the different sectors of the Peruvian population, segregated by the different regions, given that the preferences vary based on the local culture. Furthermore, we have analyzed and compared the local and international market to fully understand and forecast the development of our gaming platform and their futures grow in the global market. Nowadays and while reviewing the statistical data, we have identified that in Peru about 76% of gamers are men and 24%, are women. Of this population, approximately 32% use video consoles such as Play Station, XBOX and Nintendo Switch. This information is key for our project since it shows that a there is a solid gaming market in Perú. For the execution our business project, we will require funds in the sum of S/92,000, part of this will be financed, with an initially structured to be 40% funded by investors and 60% with paid in capital from our shareholders. The return of the invested capital is estimated to be fulfilled in the second year of operations, as it is reflected in the cash flow of our business plan.
Trabajo de investigación
Palmieri, Anthony. "Constraint games revisited." Thesis, Normandie, 2019. http://www.theses.fr/2019NORMC207/document.
Повний текст джерелаThis thesis revisits the Constraint games framework by rethinking their solving technique in terms of constraint propagation.Players preferences are considered as global constraints making transparently the integration in constraints solvers.It yields not only a more elegant but also a more efficient framework.We release our new solver ConGA in open source.Our new complete solver is faster than previous state-of-the-art and is able to find all pure Nash equilibrium for some problems with 200 players or even with 2000 players in graphical games.This new perspective enables us to tackle real-worlds Telecommunication problems.This problem is solved with a centralized perspective and a decentralized one.The comparison of the two last approaches is really important to evaluate the quality of service in multi-users application, but computationally consuming.That is why, we propose new techniques in order to improve the resolution process
COSTA, LEANDRO DEMENCIANO. "WHAT THE ENTERTAINMENT GAMES HAVE THAT THE EDUCATIONAL GAMES DO NOT HAVE: PRINCIPLES TO PROJECT EFFICIENT EDUCATIONAL GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2008. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=11728@1.
Повний текст джерелаDeterminar a diversão e o entretenimento como prioridades de projeto de um jogo com finalidade pedagógica parecia um tanto incoerente. Mas esta decisão nasceu da percepção de que jogos de entretenimento, que divertem e entretêm seus jogadores, funcionam muito bem em ambientes de ensino e aprendizagem - isto é notável no RPG e no Xadrez, por exemplo. Deste desafio, nasceu um jogo com fim pedagógico - A Dama da Música - que se mostrou mais efetivo que muitos jogos projetados com este objetivo. Isto confirmou a percepção inicial e reforçou uma hipótese a respeito dela, motivando a pesquisa desenvolvida na presente dissertação. Apoiando-se fundamentalmente na ótica estruturalista da Gestalt, com Max Wertheimer e Kurt Lewin, e com o respaldo de Jean Piaget, iniciou-se uma investigação sobre casos onde a aplicação de jogos de entretenimento para fins pedagógicos produziu resultados muito acima da média dos jogos projetados com este objetivo. Guiada pela pergunta: O que os jogos de entretenimento têm que os jogos com fins pedagógicos não têm? a pesquisa desenvolveu-se por meio do estudo detalhado de jogos existentes no mercado que têm fins pedagógicos declarados. Realizou-se, também, uma análise do projeto A Dama da Música com a finalidade de compreender o método projetual realizado.
Determining fun and entertainment as priorities of a educational game project was a little bit incoherent. However, this decision has its source in the well function perception of the entertainment games, which give its players amusement and entertainment, in an educational environment - it can be realized in RPG games and Chess, for example. This challenge resulted in a educational game - A Dama da Música - which is more effective than many other games with the same purpose. This fact confirmed the initial perception and reinforced a hypothesis about it, motivating the research that is developed in this paper. Based on the Gestalt structuralist view, defended by Max Wertheimer and Kurt Lewin, and according to Jean Piaget`s endorsement, an investigation about the cases where the use of entertainment games for pedagogical purposes produced results much better than the average produced by the games projected to this objective was started. Guided by the question: What the entertainment games have that the educational games do not have?, the research was developed through a detailed study of the games that have pedagogical purposes. An analysis of the project A Dama da Música was also developed in order to understand the method used on its project.
Unéus, Danielle, and Emil Christenson. "Transgender in Games : A Comparative Study of Transgender Characters in Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-330774.
Повний текст джерелаJärleberg, ERik. "Pomax games: A new class of partizan games played on posets." Thesis, KTH, Matematik (Avd.), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-129532.
Повний текст джерелаEn ny klass av partiska spel (Pomax-spel) som spelas på pomängder introduceras i detta exjobb. Vi visar att Pomax-spel är heltal, samt att det är NP-svårt att bestämma vinnaren hos godtyckliga Pomax spel. Vi visar även hur man kan lösa Pomax spel som spelas på träd, och även hur man löser Pomax-spel som spelas på Young diagram med schackfärgning.
Taylor, Nicholas. "Gamo syntax." Thesis, SOAS, University of London, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.388500.
Повний текст джерелаKarlén, Jonathan, and Oscar Sandell. "Visualization in games: How is health and health-changes visualized in games? : An analysis of game graphics in current games." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40599.
Повний текст джерелаFöljande studie ämnar att undersöka hur spel från senaste tiden (2014 - 2018) visualiserar hälsa och hälsoförändringar, med ett fokus på spelarkaraktärens hälsa, när spelarkaraktären tar skada och GUI. 50 spel kodades via s.k. “gameplay” videor på YouTube och har sedan blivit analyserade. Koderna var sedan grupperade baserad på mönster och teori. Dessa grupper var sedan undersökta med andra studier och speldesign sedvänjor.
Cahill, Shane. ""The Friendly Games"? the Melbourne Olympic Games in Australian culture, 1946-1956 /." Connect to this title online, 1989. http://repository.unimelb.edu.au/10187/2401.
Повний текст джерелаSavett, Susan Mallard. "Games as theater for soul| An archetypal psychology perspective of virtual games." Thesis, Pacifica Graduate Institute, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3686802.
Повний текст джерелаMillions of people are spending billions of hours each week playing digital games. These astonishing numbers point to a vast reservoir of psychic material that has been relatively unexamined by the field of depth psychology. Yet, in a realm of virtual games where image is primary and fantasy is played out, soul (psyche) is clearly present in its various disguises.
Through play and fantasy, unconscious content of the psyche is able to express its deep longings. Hypnogogic landscapes of video games provide immersive realms in which players enact psychological dramas. However, to date most psychological research of game experiences has been primarily empirical analysis within cognitive behavioral psychology and neuroscience. The question of soul-making within games is rarely approached.
In this qualitative interdisciplinary study of game studies and depth psychology, the relationship between digital games and psyche is explored through the lens of archetypal psychology. The overarching goal is to address whether the constructs of archetypal psychology provide an adequate psychological framework for understanding the phenomena of digital game worlds.
This study looks primarily to archetypal psychologist and Jungian psychoanalyst James Hillman, to ground the research in depth psychological concepts of archetype, image, and soul. Hillman’s four concepts of personifying, pathologizing, psychologizing, and soul-making, as conveyed in Re-Visioning Psychology (1975/1992), provide the guideposts for the structure of interviews with four prominent game narrative designers, fieldwork discussions, and hermeneutic investigation of the literature.
The results of this dissertation demonstrate games as a virtual theater where psyche can play; the psychological necessity of personification and regression through fantasy; the role of archetypes in the creation process of game experiences; and the importance of archetypal influences within game realms for broader and richer context for soul’s participation. In addition, this study provides initial languaging allowing archetypal psychologists and game designers to enter into both game analysis and exploratory conversations, resulting in deeper meaning-making in gameplay. This work introduces depth psychologists to the important domain of digital games for soul and suggests to game designers a new access path as game designs evolve in new directions.
Keywords: Archetypal psychology, Jung, Hillman, videogames, pathology, soul.
Areizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.
Повний текст джерелаKönig, Bernhard. "Trees, games and reflections." [S.l.] : [s.n.], 2001. http://deposit.ddb.de/cgi-bin/dokserv?idn=964459620.
Повний текст джерелаLångberg, Joakim. "Coevolution and turnbased games." Thesis, University of Skövde, School of Humanities and Informatics, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-958.
Повний текст джерелаArtificial intelligence plays an increasingly important role in modern computer games. As the complexity of the games increase, so does the complexity of the AI.
The aim of this dissertation is to investigate how AI for a turnbased computer game can coevolve into playing smarter by combining genetic algorithms with neural networks and using a reinforcement learning regime.
The results have shown that a coevolved AI can reach a high performance in this kind of turnbased strategy games. It also shows that how the data is coded and decoded and which strategy that is used plays a very big role in the final results