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.

Results

Showing 1 to 20 of 75 for “"Videogame"”.

  1. PREDICTORS AND CORRELATES OF VIDEOGAME ENGAGEMENT AND VIDEOGAME ADDICTION

    Since the late 1960s, videogames have become a staple of American culture. Currently, Massively Multiplayer Online Role-Playing Games (MMORPGs), which allow players to operate in a fantasy world through an avatar or character of their choice, are among the most popular videogames. Even though …

    houston Repository record for PREDICTORS AND CORRELATES OF VIDEOGAME ENGAGEMENT AND VIDEOGAME ADDICTION (opens in a new tab)

  2. Towards Intelligent Videogame Generation

    … and efficient media pipelines. Nevertheless, videogame development remains a resource-intensive endeavor. Videogames are complex soft real-time systems that necessitate meticulous modeling of 3D objects, animations, graphical effects, physics, and intelligent agents. The collaborative efforts …

    trento Repository record for Towards Intelligent Videogame Generation (opens in a new tab)

  3. Vitae: a videogame presentation letter

    Vitae: A Videogame Presentation Letter es un videojuego de corta duración realizado con la intención de ser mostrado como currículum y muestra de lo que es capaz su creador. Para ello, se utilizan mecánicas ya implementadas en varios juegos anteriores, pero se integran en un marco narrativo en el …

    catalunya Repository record for Vitae: a videogame presentation letter (opens in a new tab)

  4. Poetics of the videogame setpiece

    Many of today's most popular single-player videogames contain short, semi-interactive sequences of tightly scripted, visually spectacular action gameplay, which-despite being generally unrepresentative of a game's 'normal' functions-tend to receive prominent placement in the marketing campaigns …

    mit Repository record for Poetics of the videogame setpiece (opens in a new tab)

  5. Neurocorrelates of Character Choice in a Videogame Task

    … of autonomy through character choice in a videogame task. Previous research has demonstrated an important role of digital avatars on perceived autonomy and interest, and early neurological results have shown that choice of visual frame affects reward processing of task outcomes. Together, …

    nmu Repository record for Neurocorrelates of Character Choice in a Videogame Task (opens in a new tab)

  6. Adaptable videogame platform for interactive upper extremity rehabilitation

    … work is to design a recreational rehabilitation videogame platform for customizing motivating games that interactively encourage purposeful upper extremity gross motor movements. Virtual reality (VR) technology is a popular application for rehabilitation therapies but there is a constant need for …

    njit Repository record for Adaptable videogame platform for interactive upper extremity rehabilitation (opens in a new tab)

  7. Investigation of Videogame Flow: Effects of Expertise and Challenge

    … number of participants in this expertise and videogame flow test totaled 80 from multiple target locations. Participants engaged in various levels of the videogame Super Mario Bros. Twenty experts and twenty novices experienced the easier level of World 1-2 while the other twenty experts and …

    embry-riddle Repository record for Investigation of Videogame Flow: Effects of Expertise and Challenge (opens in a new tab)

  8. Hauntological Videogame Form: Nostalgia and a "High Technology" Medium

    … of examining the contemporary form of mainstream videogames. The increasing presence of nostalgia is deemed paradoxical to a forward-facing high technology medium such as videogames. Yet, this is only a symptom of an underlying problem with the medium. By expanding upon hauntology, as used by Mark …

    plymouth Repository record for Hauntological Videogame Form: Nostalgia and a "High Technology" Medium (opens in a new tab)

  9. Single-Homing and Multi-Homing in the Videogame Market

    … is a difference among the patterns of prices of videogames in time.

    east-anglia Repository record for Single-Homing and Multi-Homing in the Videogame Market (opens in a new tab)

  10. Videogame culture as transnational media: one neoliberalism, many resistances

    This dissertation analyzes two best-selling videogames, Hideo Kojima's Metal Gear Solid 4 (2008) and Square Enix' Final Fantasy 12 (2006), as sites of contestation between commercial media corporations on the one hand, and communities of artists, consumers and non-commercial digital users on the …

    uiuc Repository record for Videogame culture as transnational media: one neoliberalism, many resistances (opens in a new tab)

  11. The Adaptive Contexts of Videogame Adaptations and Franchises across Media

    Videogame adaptations have been a staple of cinema and television since the 1980s and have had a consistent presence despite receiving overwhelmingly negative reactions. Recognising the perseverance of videogame adaptations, I examine some of the key issues and debates surrounding the genre with …

    de-montfort Repository record for The Adaptive Contexts of Videogame Adaptations and Franchises across Media (opens in a new tab)

  12. The Effect of Videogame Play on Robotic Surgery Skill Acquisition

    Robotic surgery uses innovative technology to transcend a surgeon's skills when performing complex procedures. Currently, the only FDA approved robotic system is Intuitive's da Vinci Surgical System. While this system offers many advantages over other minimally invasive techniques, it also …

    ucf

  13. Managing to play: the everday lives of adult videogame consumers.

    Against a backdrop of videogame producers keen to promote themselves as a 'serious' adult entertainment industry, and persistent media reports on the 'dangers' of videogame play, this research examines the lived experiences of adult videogame players. I start with aconsideration of the nature of …

    bournemouth Repository record for Managing to play: the everday lives of adult videogame consumers. (opens in a new tab)

  14. Playing Against Ableism: Disabled Player and Developer Approaches to Videogame Accessibility

    … methodology and conducting interviews with videogame developers and disabled players, this project thinks beyond videogame accessibility as it typically understood—in-game settings such as subtitles or colourblind filters that players can turn on/off. While academic research is beginning to …

    uwo Repository record for Playing Against Ableism: Disabled Player and Developer Approaches to Videogame Accessibility (opens in a new tab)

  15. The zone of "becoming": game, text and technicity in videogame narratives

    Videogames have emerged as arguably the most prominent form of entertainment in recent years. Their versatility has made them key contributory factors in social, literary, cultural and philosophical discourse; however, critics also tend to see videogames as posing a threat to established cultural …

    nott-trent Repository record for The zone of "becoming": game, text and technicity in videogame narratives (opens in a new tab)

  16. Multi-modal reinforcement learning with videogame audio to learn sonic features

    Most videogame reinforcement learning (RL) research only deals with the video component of games, even though humans typically play games while experiencing both audio and video. Additionally, most machine learning audio research deals with music or speech data, rather than environmental sound. We …

    mit Repository record for Multi-modal reinforcement learning with videogame audio to learn sonic features (opens in a new tab)

  17. Oh no I'm toast! : mastering videogame secrets in theory and practice

    Secrets are a ubiquitous part of contemporary videogame design, yet are largely unexplored within academic discourse and often dismissed as extras. I contend that secrets play a fundamental and influential role within a given gamespace in terms of the way they affect a videogame design and player …

    mit Repository record for Oh no I'm toast! : mastering videogame secrets in theory and practice (opens in a new tab)

  18. A microeconomic analysis of the competition in the home console videogame industry

    The $70 billion and 40 year old [83] traditional videogame industry is a fascinating example of intense and dynamic competition, where over eight generations new players could enter the market and reach the leadership while old leaders were pushed out of the market. The fierce competition has been …

    mit Repository record for A microeconomic analysis of the competition in the home console videogame industry (opens in a new tab)

Page 1 of 4