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10364 Uppsatser om Two-Level Game Theory - Sida 4 av 691

Interaktiv vittneskonfrontation : Utvecklandet av ett Directorspel för Internet

This final-year project has been performed at Strix production Efterlyst. The task has been to make a page under their homepage, with a game application that?s supposed to be interesting and also have a strong connection to the TV- program. In the first part of the report, the reader will learn about the preparing work that was done before the work with the final game began. It is in these two test versions all the technical problems were tested, to finally be used or thrown away.

Vi kallar personlighetstypen för kreativa dagdrömmare : En kvalitativ studie av professionellas erfarenheter och åsikter kring ungas dataspelsproblematik

Dataspelsproblematik är ett eskalerande problem som har visat sig påverka många unga människors utveckling och välbefinnande. Syftet med denna studie var därför att undersöka ungas dataspelsproblematik, vilka konsekvenser ett överdrivet dataspelande medför samt vilken behandling som ges till unga med dataspelsproblematik. Empirin erhölls genom kvalitativa intervjuer med professionella som arbetar med denna typ av problematik vid verksamheterna Game Over och Theory in Action. Resultatet visade att dataspelsproblematik idag inte har en bestämd definition och att det är ett problem som inte är tillräckligt uppmärksammat. Synen på orsaker till dataspelsproblematik hos unga är komplext då det kan tänkas bero på många olika faktorer.

Designa Koncept för Spelvärlden

The process of producing a video game is one that goes through a number of phasesduring the span of the entire production. One of these phases is the concept design phase,which is part of the pre-production. This phase is an important aspect of the productionas it is where all the different parts and ideas concerning the game are brought togetherto define what the game is going to be. Though a clearly important part of the videogame production surprisingly little research have been done on the subject of conceptdesign. This thesis presents what place concept design has in the overall game productionand how the design process is handled.

Hearty Horror

I denna text diskuterar jag produktionen av Hearty Horrors, ett spel programmerat och designat helt i flash. Jag diskuterar svårigheterna för de olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda karaktärer och vad man, som speldesigner, bör och inte bör göra för att få spelare att känna sig manade att spela vidare. In this text I discuss the production of Hearty Horrors, a game programmed and designed completly in flash. I discuss the difficulties of diffrent parts in the making of a game. Thoughts and comparances are made between evil and good characters and what you, as a gamedesigner, should and should not do to make the player want to continue playing..

Spelreferenser i akademiska publikationer. En kartläggning av referenspraktiker inom spelvetenskap.

This is an empirical study mapping out different citation practices to games in the fieldof game studies. From an analysis of 7 journals, 3 conferences and 22 canonical bookswithin game studies, 5 different strategies for game referencing have been identified.Games scholars can either totally refrain from referring to the games they discuss, onlyreference some specific games, cite them as something special and deviant from othersources, refer to them in accordance with other sources or refer to games with regard totheir unique properties as a reference. For the reference librarian working with issuesrelating to game studies the diverse reference practices among game scholars pose aspecific challenge. A challenge that partly can be overcome by knowing how gamescholars frame games and how these frameworks are in conflict with the ways librariansframe and classify sources due their physical properties..

GAME OVER

En studie av svensk e-sportjournalistik. Undersökning av DN, GP, AB. Vi har genomfört en kvalitativ studie av Dagens Nyheter, Göteborgs-Posten och Aftonbladet. Genom att använda oss av Mediearkivet och dess sökfunktion plockade vi fram de artiklar som behandlade e-sport och dataspel..

"Tears are not a Momans Only Weapon" : En historiebruksanalys av HBOs tv-serie Game of Thrones

The middle ages is a time in our history that is often used as a frame when portraying fantasy on tv. HBOs immensely popular series Game of Thrones could easily be counted as one of these. But to what extent does the creators of the series approach the history of our world while creating their own? The aim of this essay is to analyse a number of characters from the tv- series out of gender- and their place in the social structure and then compare the findings with the image of the middle ages that is given in academic research. By analysing the two released seasons of Game of Thrones the study has shown that there are many similarities between the fictional world and the actual world but that it also differs through choices made by the creators of the series. .

Flow i fokus : processen att göra ett spel genom research through design

Starting out as a minor form of amusement, the game industry has become one of the most lucrative andsuccessful in the entertainment business competing against giants such as television, movies and music.As the internal competition within the developer community grows companies work hard at discoveringnew ways to attract and keep customers. By having a playcentric approach focusing on user experiencethey hope to achieve that goal. This thesis describes the process of designing a game with focus on theplayer. We apply the concept of flow on game development and investigate through research throughdesign if we are able to create a game that keeps the player in flow.Play tests showed several elements such as control issues and too difficult challenges early in the game,affecting the possibility for players to experience flow while playing. These negative factors came to becalled flowleakers.

Brandskydd i bevarandevärda byggnader : Under ombyggnads- och reparationsarbeten

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.

När spelen blev farliga: konstruktionen av dataspel som ett socialt problem i svensk press 2000-2006

This essay focuses on the construction of so called "computer game addiction" or "computer game abuse" in the Swedish press during 2000-2006. During this period computer game addiction went from an obscure phenomenon to a legit reason for the involuntary commitment of a fourteen-year-old.The study's theory is based on several social constructionist ideas. Kitsuse and Spector's theories about constructing social problems as claims-making activities are used for understanding the actions of the individual and groups involved. Hewitt and Hall's article about quasi-theory is used to explain the construction of explainations for the new social phenomenon. Blumer's five-stage model is used for categorizing the construction of the new social problem.

Battle of Life : Spelprojekt till Swedish Game Awards

Vi beskriver i denna rapport hur vi, som två studenter vidÖrebro universitet, utvecklade ett nätverksbaserat action-spel för datorer i Windows-miljösomsedanvarmed ochtävladei nordens största spelutvecklar-tävling, Swedish Game Awards. I spelet,som vi döpt till Battle of Life, tar sig spelaren an en farlig och oförlåtande värld och måste slåss mot andra spelareför att överleva. Vi förklarar i denna rapport hur vi, under tio veckors tid,utvecklar ett spel från grundenoch vilka verktyg och metoder vi använde oss av för att genomföra uppgiften. Vi beskriver projektets mot-och framgångar samt hur vi löste de problem vi komi kontakt med under utveklingens gång.Vi går in djupare på varför vi gjordevissa designbeslut och hur de påverkade vårt slutliga resultat.Avslutningsvis diskuterarviom utveklingsprocessen och spelets eventuella framtid, både från vårt eget perspektivsom utvecklaremen även från ett samhällsenligt perspektiv..

Spelarupplevelser i Azeroth : Immersion och Presence i World of Warcraft

This study examines the players experience, environments and objects in the videogame World of Warcraft. The purpose of this study is to get more knowledge about the players experience in the game with the focus on factors contributing to some form of immersion or/and presence. The data for this study were gathered using interviews as method and then analyzed with relevant literature in the chosen field. A game content analysis and a group of questions are tested with the results of the study which is presented at the end in with an analytic discussion. .

Lärsituationens komplexitet för elever som upplever svårigheter i matematik : Rutiga Familjen i en ny lärmiljö

The Squares Family is a game developed as a learning aid in mathematics. With its graphical representation of the decimal system, the four basic arithmetic operations and positive and negative numbers together with a learning agent as pedagogical approach, the game?s primary purpose is to motivate students in their learning of mathematics. Although the game is strictly based on mathematical rules it attempts to encourage students to play and work with math without experiencing it as mathematics as this is initially not obvious. The game being internationally tested on normal performing students, this project introduced the game to six Swedish students who experience low motivation for and/or difficulties in mathematics.

Så mycket på spel. En studie om spels narrativa förmåga och funktion i skolan

The purpose of this essay is to investigate and discuss the current state of game research and its potential usage in didactic situations. The essay is divided in two parts. Part one consists of an attempt to comment preceding contemporary game research and address possible myths that have been established. Part two aims to discuss games narrative capacity and function in education using the theories and terms laid down by Wolfgang Iser and Gérard Genette.Contemporary game research tends to focus on classic retro games, trying to form theories for a general understanding of the media. This is a useful method as long as the purpose of the study is to define how game mechanics and layout are formed.

Att spela ett yrke : En kvantitativ studie om svenska speljournalister och deras professionalisering

This work aims to improve our knowledge about Swedish video game journalists, a new occupation in a quickly expanding business. Through a survey sent out to over 50 Swedish video game journalists, the result indicate some unexpected facts. Men largely dominate the profession; just 10 % of the work forces are females. This relation was notable in our survey, as well as in earlier studies. Video game journalists between 26 and 35 years old seems to be the largest age group, which we think is a bit surprising considering how new this form of journalism is, and the fact the internet provides opportunities for every enthusiastic video game writer.

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