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21281 Uppsatser om Game study - Sida 1 av 1419
Skapande av animationer för interaktiv spelmedia genom motion capture
In this thesis I will propose and test a pipeline for creating in-game animations using motion capture technology, with the aim to export to a 3D game engine, such as UDK or similar. Even though there are already established pipelines for creating in-game animations in the game industry, they are not of public knowledge and dissemination of information is hindered by the severe NDA (non-disclosure agreements) imposed on the studios and artists. I will therefore use my experience with game production and as a student, to research and propose an optimal pipeline for developing in-game animation that may be used by other students, researchers and independent game developers. The methodology used to test the pipeline will be a case study based on the student project Synergy, which I am developing with other third year students also attending the Game design Education at Gotland University..
Jag kan själv : Spelmanualer för mellanstadiebarn
Todays board game manuals have many shortcomings. One of them is that they are not always adapted to the game's target audience.Adapting the language and shape of a game manual for the the target group children, can save time for both parents and teachers, and give the children a chance to conquer the game by themselves. In addition, playing board games can lead to children developing other important properties such as problem solving and independence.This study found that the game manuals inconsistency, tone and the way they adress the reader makes it difficult for children to grasp the content. Many game manuals do not speak directly to the reader, and often describes gameplay in a passive way, which has been shown by this study.This study has resulted in 12 guidelines for writing game manuals for children. In addition, they have been tested with a sample study.
Pluginramverk för webbaserade spel
In order to attract talented consultants, Sigma, a consultant company, wanted an online game for recruitment. In the game, potential employees? skills could be tested to determine whether they are qualified for the job. This paper presents a general technique for creating such a recruitment game. The report generalizes the recruitment game to a level-based game for the web, where a player should be able to progress from one level to the next by solving a given problem.
Minimalist design for children?s games
The aim of this report is to see whether the graphic design of a game influences children?s will to play games. I am especially looking at minimalist graphic design and how well it works for a game aimed at children age 7-9. Does the style of the game design have any impact at all concerning the children?s wish to play the game or is the game mechanic all that matters.
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. .
En studie i röj
This paper presents a study of the computer game ?Minesweeper?. The aim of the game is to search through a rectangular area of mined squares without hitting any mines. By using a strategy based on making every operation as safe as possible, series of the game have been simulated. The size of the playground is four times four squares.
Utveckling och tillämpning av det muskelstyrda datorspelet EMG Track Game.
Electromyography (EMG) is a technique that measures muscle activity, whichmeans detecting the electrical signals that travel through the muscle in connectionwith muscle contraction. This project deals with how EMG can be used tocontrol a computer game.The project is centered around the game 'EMG Track Game' which has beenconstructed as part of this work. 'EMG Track Game' is controlled by twoelectrodes fastened on the player. These are attached to two selected musclesand control the motion in one direction each, one up and the other one down.The game is constructed in the purpose of being used in several elds of application.Among these are as entertainment, training equipment and a tool inresearch related to EMG and muscles.To highlight a possible application a study concerning muscle control has beenconducted. It answers the question of whether players score better with theirdominant arm in comparison with their non-dominant one.
Spelifiering ? ett nytt sätt att motivera
To have motivated employees is important for companies so that they are able to keep valuable competence within the organization. This report treats a relatively new concept for increasing the motivation of employees. It is however, a concept that gets more and more attention. It is called gamification.Gamification is defined as ?using game design elements in non-gaming contexts?, i.e.
Budgetens roll innan och efter finanskrisen
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.
Upprustning av miljonprogram : En undersökning om kommunala bostadsbolag
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.
Fantasy War Game : Spelmotor i PHP
Fantasy War Game är en spelmotor gjort i PHP med inslag av Java. Själva striden är uppbyggd med objektorienterad programmeringsmetodik. Spelet är ett textbaserat rollspel i high fantasy-miljö. Sidan är ett interaktivt konfliktspel där spelarna kan utveckla sitt gäng, slåss mot monster eller andra spelare..
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.
Frihet i datorspel
A game designer has to consider several aspects when he or she is designing a game. One of those aspects is the perceived freedom in the game by the player. There exist several methods to facilitate this perceived freedom in the design phase of the game. This thesis presents, in a qualitative methodology, a number of these methods a game designer might utilize to give the player a heightened sense of freedom for an improved gaming experience. Included herein are such elements as indirect control, linearity, storytelling and level design..
Spelimmersion & död : En undersökning av hur spelupplevelse och immersion påverkas av döden i nätbaserade multiplayerspel
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.
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..