Sökresultat:
1117 Uppsatser om Game balance - Sida 4 av 75
Förmedling och framställning av historia i Tv-spel : En analys av den historiska miljön och atmosfären i Red Dead Redemption
This bachelor´s thesis analyzes the video game Red Dead Redemption and the historical use of the environment and atmosphere in the game. The theory and method used is media research and social memory studies. Two questions were asked: how does Red Dead Redemeption convey and produce the historical environment and the historical atmosphere. Furthermore subqueries/criterias were used to help answer the main questions.The analysis was divided into two parts, the first part we analyze and discuss the games historical environment and the second part analyzes and discusses the historical atmosphere of the game.The conclusion is that both the historical environment and the historical atmosphere is present in the game through picture and sound, the text only works as a guide. The picture and sound live in a symbiotic relationship and depend on each other to fully immerse the player to the game.
Truppgymnastik
According to recent research the basics for a good body posture is balance between the muscles, if unbalance originates this can be strengthen by gymnastics when most of the practise performs only in one direction. Because of limited research in the area was an explorative study conducted. The purpose of the study was to inquire if exercise adjusted to the individual contributes for balanced muscles and if it contributes for a positive or negative development for the team.On the basics of that the team is not equable an other team in the area has the results for two different periods been measured, during the first period the exercise continued as usual but during the second period each gymnast (n=9) received an individual strength- and stretch program that was performed during the teampractise twice a week. The gymnasts were tested in areas that are imported for them as body posture, balance between the muscles, vigour, range of movement, balance, the running and coordination. The results showed on that the difference is largest between test two and three, except the coordination and balance which did not show any particular change.
"Ska vi leka?" : En kvalitativ undersökning av inkludering och exkludering i fri lek i förskolan
The aim of this studyhas been to capture preschool children's strategies, when they include and exclude each other in play. My aim was also to find out how children choose to integrate into an already existing game. My questions were: What strategies are used by the children at the preschool when they want to exclude or include each other? How to integrate the children when they want to be involved in an ongoing game and how they will be received during the time of play? My theoretical starting points are from Vygotsky's theory of proximal development zone, and Michel Foucault's perspective on power, and also research on the subject.The empirical study was conducted using the observations at two preschools. The children I observed were between four to five years old.The results show that children used different strategies, and when the strategy did not work so the child could switch to another.
Spelentusiasters val av analoga spel : En kvalitativ studie om användare på boardgamegeek.com
This qualitative study examines how users of boardgamegeek.com chooses which analogue game to buy. The purpose of the study is to find out which factors constitutes the choice of games and how the information of these factors reach the consumer. The investigation is executed by users of boardgamegeek.com explaining their latest game purchase in a questionnaire survey online. The results show that many of the respondents research the games they are interrested in beforehand and based on this information make their choice. Despite of this we can see that many game developers and distributors does not make this information available for the consumers, but leaves this task to the public..
dotNet som multimediaplattform
As the speed and complexity of computers have increased so have software and the expectations of users. Software development follows a straightforward evolution where complicated tasks are made easier by better tools; this repeats itself as those tasks in turn are automated.Software mechanics that were seen as revolutionary a decade ago are seen as obvious requirements that no multimedia application can be without.dotNet is the next step in line and makes it easier and faster to build software.This report focuses on the development of a multimedia platform developed in dotNet. It does this by developing the tools and framework from which a complete game can be built.A game is selected because it combines the most aspects of multimedia development, such as interaction, graphics, sound & music. The report goes further by describing why the game looks like it does as well as the mechanics of the game and the benefits of the dotNet platform..
Varelsedesign : en metod
My aim in this case study has been to create a method for creature design to test this method in a production and evaluate the results. To achieve this I studied and analyzed the methods of three concept artists and illustrators named James Gurney, Neville Page and Iain McCaig. From the analysis of these artist´s methods, combined with my own personal experience, a new method was formed. To test this method a creature was designed based on directives given by a game design group in the process of creating a table top role playing game in a fictitious world. These directives where given for the creature´s role and its living conditions.
Migrating Mesh SkinningDeformation Functionality fromRSX to SPUs on thePlayStation ® 3
In game development, performance is everything and the Playstation 3 provides a unique platform for utilizing parallelization of code to achieve extremely high performance. In this master?s thesis the issue of animation with smooth skinning is migrated from being a GPU process to becoming a parallelized and 358% faster process. This method is incorporated in an existing commercial game engine and integrated in a currently in development title for the Playstation 3. An in-depth study covers parallel processors, the CELL processor, used in the Playstation 3, and how contemporary industry leading game developers are utilizing the same unique architecture to increase their own games? performance..
Reflektion genom interaktion : En analys av förbindelsen mellan spelarens moraliska handlingar och karaktärernas utveckling i tv/datorspelet Dragon Age: Origins.
The aim of this essay is to investigate the function and development of non-player characters (NPC) in the TV/computer game Dragon Age: Origins. The NPCs are analysed in order to see if their development is affected by the player character?s (PC) background and interactions. The game?s ethics is also investigated by studying how the NPCs treat the PC and what significance they give to his background and actions.The results show that the NPCs are affected by the PC?s interactions, and furthermore, that they are round characters, which is unusual in TV/computer games.
Undersökning om spelares uppfattning om latency i realtidsstrategispel
In this study we examine how much latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this.
Karaktärsskapandets potential och begränsningar
This project report describes a supplement for character creation in a tabletop role-playing game ?Dragons and Demons." The purpose of this project is to improve the character creation for the players? trough the narrative elements such as character?s background story. The applied qualitative methods such as a test panel and a questionnaire were conducted for the evaluation of theories used during character creation and to get feedback on the supplement?s creative value for the players. The aim of the questionnaire was to see how the method for the character creation differs from the regular way of making a character for a tabletop role-playing game and if this idea improves user experience during the tabletop role-playing game.The results of the evaluation are based on answers from novice and experienced players, and conclude that the additional background story creates an insight into the character's past, which makes it easier for novice players to get quick started with character creation.
Besittning av och rådighet över medel innestående på konto
The possession over bills and coins has, on the whole, been replaced with a credit balance on an account. Almost all payments today are processed by transmitting digital data and not by using cash. The credit balance on an account is a demand that the holder ofthe account have towards his bank. Law regarding three part relationships: By using Göranson?s theory you can say that the credit balance on an account may be object of possession.
Spelindustrins Paradox : En eventstudie om lansering av tv-spels påverkan på aktiekursen
Purpose: To examine how video-game releases affect the share price, and if video-game reviews have any impact on the share price of gaming corporations. Method: A quantitative deductive research approach is applied with event study methodology used as basis. The investigated companies were the five largest gaming companies listed on the U.S. NASDAQ exchange. A total of 29 video-game launches and 85 reviews where examined. Theory: The study is based on The Efficient Market Hypothesis, Agent Theory, Public Relations Theory, Nextopia and previous research.Results: The result contains 114 observations in five companies.
Vård av arbete : En undersökning om work-life-balance, jämställdhet och genus
Abstract"The Care of Work" is a study whose background comes from the problems surrounding work-life balance and equality that permeates social debates today. The problematic work-life-balance and gender equality are just as relevant today as they were 35 years ago. The aim of the study was to investigate whether or not men and women have a satisfactory work-life balance and if the organization they work for is doing something to make their life puzzles function. Last, but not least, the purpose is to see if gender equality is in the interest of the individual or the state.The study is based on work-life balance, gender equality and gender as the theoretical frames of reference. Eight respondents, four men and four women, from established IT companies were interviewed.
Man blir lite taggad men också frustrerad : En explorativ studie av checkpoints i spelet A Story About My Uncle
In this study we pose the question if you through finding patterns in implementation of checkpoints can find ways to tailor the experience of the game A Story About My Uncle to hardcore gamers. To find out the answer we had hardcore players playing a modified level from the game A Story About My Uncle that was used as stimulus material for the following focus group interview. The analysis of the gathered material resulted in four patterns that can be used when implementing checkpoints to tailor the experience of the game A Story About My Uncle to hardcore gamers. Elements of checkpoints that our study showed to be important when it comes to how the game is experienced are density, placement and clearness..
Heuristiker för digitala spel : En studie om Game Approachability Principles
Detta arbete har utformats för att besvara frågeställningen: ?Kan Game Approachability Principles (GAP) upptäcka användbarhets-, spelbarhets- och åtkomlighetsproblem i tidiga stadier av utvecklingsprocessen av ett spel??. Teorier om användbarhet, åtkomlighet, spelbarhet, olika utvärderingsmetoder och användartestning samt Game Approachability Principles studerades för att skapa en teoribildning inom området. Två prototyper av ett spel skapades: en hi-fi prototyp och en lo-fi prototyp. Den första representerar det senare stadiet i utvecklingen av ett spel och den andra representerar det tidigare stadiet.