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7266 Uppsatser om Independent game development - Sida 9 av 485
Design av interaktionsmoment för spelarmotivation
The game industry is growing by every year but for some reason the research surrounding it hasn't caught up with its rapid expansion. This study aims at expanding the knowledge surrounding one of those areas, player motivations. An empirical model has been used to identify which interaction has the highest impact on player motivation in story-driven roleplaying-games. By conducting semi-structured interviews with eight different game developers using the GameFlow model to explore the use of interactions to sustain the motivation of the player a new criteria has been identified. This additional criteria was: Alive, and it was shown to have a high impact on motivation in story-driven roleplaying-games.
Opera i Stockholm, Stadsgårdskajen
This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..
Narrativ för arenaspel : att skapa ett narrativ till ett ?mutiplayer Online Battle Arena? koncept
In 2011, I and fellow student at Gotland University created a multimedia game. To fit the time constraints a ?vertical slice? was created. This means a small sample of the game is taken which allows the user to understand how the game works, and at the same time, get a visual demonstration of how the game is designed. The goal of the project was to create a narrative for stadium games in which the backstory is told as players interact with their surroundings.
Empirecraft
I have in my thesis produced a start of a multiplayer, voxel, strategy sandbox game withadvanced AI. The world is made out of voxels in the form of blocks that both the players andother units can affect and change. In a world where every block follows the laws of physicsfor both fluids and physics. The game is designed for several players that fights for controllover land and resources..
Personal i börsbolagens hållbarhetsredovisning : en undersökning om hur upplysningar förklaras
Background and Introduction: Environmental report drew attention in the 1980s when the Va?rldskommissionen fo?r miljo? och utveckling received a mandate from the FN to investigate the relationship between economic development and environmental degradation. In connection with this, although sustainability a new item for many businesses. But to say exactly what sustainability is all about is very difficult. In 1996 the then Government Redovisningskommissionen a study on the introduction of an amendment to the Annual Accounts Act, which would force companies to report on environmental issues in their annual or consolidated accounts.
Spelifikationers potentiella värdeskapande i projektarbete
Digital games are today avaliable on all kinds of different platform. Games and game thinking is also increasingly being applied within non-traditional contexts. This thesis explores the term "gamifiation" which can be defined as "the use of game design elements in non-game contexts". The purpose of the study was to identify and give perspective on the discourse surrounding the use and applicability of the term today. More specifically, it explores the possibilities of the potentially value creating ability in the context of work, and focused on the application of gamified software in the context of project work.
Dubbelklicka på Emil - en studie av arbetet med CD-romspel med litterära förebilder på några folkbiblioteks barnavdelningar
The technical evolution has a great influence on the public libraries. Electronic media becomes more and more common. This Master´s thesis is based upon the Swedish Library law 9§ (SFS 1996:1596) which says: Public- and school libraries should pay special attention to children and teenagers by offering books, information technology and other media, adapted to their needs, to encourage development of language and stimulate reading. From this point of view we have examined why the children´s departments in public libraries offer CD-ROM games which are based upon characters from the literature, how they are used in the daily activity and how they can contribute to the development of the children´s department.We have made literary studies and empirical investigations including interviews, observation studies etc. The results from this studies shows that both young and adults appreciate the CD-ROM games.
"Digi"-war - En uppsats om att utveckla en digital handledare för ett komplext tärningsspel.
This rapport aims to examine the difficulties in presenting a complex game in a way that will invite new players by making the game more accessible. We discuss and present our process on how to create an application named ?Digi?-war that is easy and fast to, both, learn and use. Our solution to this issue includes RFID-tags and readers together with four buttons, as input devices. This simple input device, placed in a gun-type control unit, aims to provide an intuitive interaction..
Ensamkommande flyktingbarn : Upplevelser av att bo på ett gruppboende och att flytta därifrån
The purpose of this study is to investigate the unaccompanied children's experiences of the support offered at group homes intended for this group. The purpose is also to find out if they feel like the stay at the group home has prepared them for an independent life. The study has a qualitative approach and results collection occurred through semi-structured interviews. Seven young men aged 18-20 years were interviewed, all of them have lived for at least one year in a group home and are now living in their own apartment. The results have shown that the adolescents had both positive and negative experiences from their stay at the group home and that they have different views about whether they have received the support they need to cope independently.
Nätverksbaserade informationssystem : Standardprotokoll ANSI Z39.50/OSI SR
This master thesis examines the development of the two earlier independent IR protocols Z39.50 and SR (Search and Retrieve, ISO 10162/10163), now Z39.50/SR, from the beginning of the 80s to 1996 and their functionality in the client/server environment.Z39.50 applications in library systems will allow easy access to information regardless of platform or location. The use of Z39.50 will create a new user environment. Almost all the library systems of the market support the Z39.50 and surprisingly the use of it in Sweden lied on a very low leve! in 1996. This thesis was followed-up by an interview and a questioner among the Swedish Z39.50 users. They could see a huge potential of development concerning the future IR process.
Ekonomi eller politiska beslut : Vad styr fristående gymnasieskolors lokalisering?
In the beginning of the 1990s the responsibility for the schools shifted from the government to the local authorities. This started an era with a freedom of choice for students where they themselves could choose which school to go to. The new system also opened up the possibility for independent private schools to exist side by side with local authority held schools. The overall aim of this study is to determine the factors that affect the location of these independent schools and the geographical pattern these independent schools create. The study in this paper is based on materials from statistics and interviews.
Användning av förstapersonsspel vid militär simulering av strid i bebyggelse
The goal of this master thesis is to show the benefit of using computer games of the type First Person Shooter, FPS in the field of military simulations. The main focus in this is around a couple of topics. Creating the AI that controls the behaviour of the computer-controlled characters, the bots. Create an environment where it is possible to supervise the bots and also design a framework that enables cooperation between a group of bots, a squad. The result is Total Unreal Studio, TUS, a program where it is possible to add bots to a squad, connect them to a game server and inspect what the bots are doing.
Dynamisk terränggenerering med koppling till spelarhandlingar
Arbetet går genom en metod för simpel terränggenerering med koppling till
spelarhandlingar genom användning av artificiella neurala nätverk..
Utveckling av minimax-baserad agent för strategispelet Stratego
Stratego is a boardgame not very different from chess, that contains hidden information. Because of this, existing programs play at beginner level. The purpose of this thesis is to adjust a minimax algorithm so that it passes the demands of Stratego, and then build a Stratego agent around it. Tests with existing minimax algorithms leads to the development p-e-minimax. This algorithm uses two different values in its nodes to simulate the different information available to the agent and its opponent.
Marknadsföring av gymnasieskolan : En studie av kommunägda och privatägda gymnasieskolor
The authors of this paper intended to study and compare local secondary schools(municipally owned schools) and independent secondary schools(privately owned schools) in Stockholm County. The purpose oft his paper is to explore how secondary schools market themselves and whether the view and use of marketing is different between municipal and independent secondary schools. The essay is by nature multi-case study and interviews were conducted with representatives from four high schools, two municipal and two independent, one representative from Education Committee and one from Privet Schools? Association.The introduction of School reform in 1992 enabled opening of privately owned schools and empirical datas hows that before 1992 secondary schools did not have the same extent of competition and the need of marketing was not widespread, but today there is fierce competition among secondary schools. The introduction of School reform changed the conditions for the Swedish school market, greater freedom of choice led to atougherfight for the students, which in turn increases the competition between secondary schools.