Global ETD Search
Search theses and dissertations gathered from participating repositories worldwide. Every result links back to the library that holds it. No account is needed.
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Showing 1 to 20 of 31 for “"Playing the game"”.
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Illusio in lesson observation: making policy work by playing the game
… in lesson observation: making policy work by playing the game by Sasha Pleasance Lesson observation is an established part of teachers’ professional lives within a rational policy discourse which problematises teaching. The problematisation of teaching in official documentation and …
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The Cost of Playing the Game: Modeling In-Game Purchase Intention and Investigating Purchase Behavior of Mobile Gamers
<p>Free-to-play games typically have a monetization model that relies on players to purchase in-game items or virtual goods to generate revenue (Nguyen, 2015). There have been several empirical efforts to investigate purchase intention of virtual goods in video games with some focusing on …
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Playing the Game: Violence and the Revolt Against Normative Masculinity in John Updike's Rabbit Run, Norman Mailer's an American Dream, and Phil Andros's $tud
<p>This thesis will examine two high-brow examples of Cold War literature by white male authors, Norman Mailer's An American Dream (1965) and John Updike's Rabbit, Run (1960), and examine them through the lens of the lesser-known gay pulp $tud (1966) by Phil Andros. Although $tud's gay hustler …
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Learning while producing : the use of games in teaching statistical process control
… Control is used daily in factories throughout the world and its use improves the quality of manufacturing parts. But while it is widely used, it is not widely understood by the workers implementing these techniques. Without a strong understanding of Statistical Process Control, it can be …
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A move towards studying both pavlovian & instrumental contributions to conditioning abnormalities in the anxiety disorders
… on passive- emotional, Pavlovian conditioning, rather than active-behavioral, instrumental conditioning. Paradigms capable of eliciting both Pavlovian and instrumental conditioning are thus needed to experimentally study the maladaptive behavioral consequences of Pavlovian abnormalities. One such …
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Gamification in Environmental Education
Gamification, the use of game-based elements to engage people, motivate action, promote learning, and solve problems, is an educational technique that may have merit at the university level. A watershed restoration game was created and played with a junior level college class in order to test the …
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Gamification in Environmental Education
Gamification, the use of game-based elements to engage people, motivate action, promote learning, and solve problems, is an educational technique that may have merit at the university level. A watershed restoration game was created and played with a junior level college class in order to test the …
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Application of Retrograde Analysis to Fighting Games
<p>With the advent of the fighting game AI competition, there has been recent interest in two-player fighting games. Monte-Carlo Tree-Search approaches currently dominate the competition, but it is unclear if this is the best approach for all fighting games. In this thesis we study the design of …
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Developing an intelligent ultimate Frisbee player
The goal of this thesis project was to develop an intelligent agent capable of playing ultimate frisbee, a popular disc sport. An execution component capable of handling the physical and technical aspects of the game, such as running, throwing, and game rules, was first developed. Using the …
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The User Experience of Disney Infinity: Do Smart Toys Matter?
… what factors come into play when looking at the user experience involved with the commercial video game Disney Infinity (2.0 Edition), and sought to determine if the unique combination between sandbox and smart toy based gameplay present in gameplay offers an additional level of immersion. …
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COUNTERFACTUAL VIEWPOINTS: HOW OUR VIEWPOINT OF UNDOING THE PAST SHAPES OUR FUTURE EXPECTATIONS AND PERFORMANCE
Increasing research attention has been given to the impact of visual viewpoints involved in imagination and memory, as well as the perceived likelihood of counterfactual alternatives (i.e., counterfactual potency), on subsequent psychological and behavioral reactions. Yet, the possibility of …
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Games People Play: Identity and Relationships in an Online Role-Playing Game
The following is a study of online relationships and identity formation in Everquest, a multiplayer online role-playing game. Using a phenomenological and reflexive approach, the study seeks to explicate the attractions of this type of online forum, which draws hundreds of thousands of players who …
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Supporting spatial skill learning with gesture-based embodied interaction
… are crucial for STEM achievement and attainment. The connection between the digital and physical worlds provided by embodied interaction has been shown to enhance performance and engagement in educational contexts. Spatial reasoning is a domain that lends itself naturally to embodied, physical …
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ARIMAA: developing a higher ranked fall back move generator using a relational database
Our approach to playing the game of Arimaa understands that the game was created to showcase the limits of brute force computing power. Using a relational database, we will be able to view similar situations that have already been played out, inventory a number of suitable reactions and make the …
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Exertion interfaces : sports over a distance for social bonding and fun
… essential part of human communication, however the participants are often miles apart. Technological advances strive to bridge the physical distances between people, but generally lack the social potential offered through activities such as sports and games. An Exertion Interface combines the …
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Age differences in risky decision making: the effects of explicitness, personality, and working memory
In the current study, I examined the effects of age, explicitness of instructional materials, and personality differences on risky decision making while playing the Game of Dice Task (GDT). Participants were randomly assigned to one of two instruction conditions: Explicit vs. Standard. In the …
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The future of game Al : learning to use human tactics
Many video games require artificial players that can act as replacements for human players. With today's constant increases in the complexity of games and the prevalence of user-created content, creating an Al that is sufficiently adaptable is becoming more challenging than ever. This thesis …
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Breaking the Walls: Exploring Inclusion Through Video Gaming
… where my interests didn’t always align with the majority group. Video games were my entry into an included community. But there was limited research on the use of video games to improve interactions between able bodied and disabled people. Some research suggested that video games might be bad …
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A computational model of learning in Go
This thesis presents a new computational learning algorithm that is capable of learning new concepts for the game of Go from both textual descriptions and pictorial examples. The 'GOaL' (GO and Learn) computational model uses this algorithm to learn descriptions of concepts that it studies. These …
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SSVEP-based BCI performance in children
"The first contribution of this thesis is to show that children (9-11 years old) can achieve good performance when using a Brain-Computer Interface (BCI) based on the steady-state visually evoked potential (SSVEP). In our study, ten children (mean 9.9 years old) used an SSVEP-based BCI with a mean …
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