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 44 for “"game studies"”.
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The acoustic ecology of the first-person shooter
This thesis contributes to the field of Game Studies by presenting the hypothesis that the player(s) and soundscape(s) in the first-person shooter (FPS) game, and the relationships between them, may be construed as an acoustic ecology. It explores the idea that the single-player FPS game acoustic …
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Homebrew and the social construction of gaming : community, creativity, and legal context of amateur Game Boy Advance development
… challenges the common social construction of game development, which perceives the activity only within its commercial, corporate realm. As an exemplar of the many thriving amateur development communities, the self-identified "homebrew" Nintendo Game Boy Advance (GBA) development community is …
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Arcades, let's plays, and avant-gardes: perspectives for analysing and developing videogame exhibitions for arts audiences
While debate over videogames’ cultural status can still become contentious, the contemporary exhibition form is a route into art history, and exhibitions of videogames and their display choices have already drawn videogames into the discursive construction of the history of art. Over the past 30 …
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A Feminist Autoethnography: On Hegemonic Masculinity, Failure, and Subversive Play in League of Legends
… of Legends is one of the most popular video games in the world, and yet it is also infamously known as being filled with harassment and failure. Why do I continue to play? In this project, a critical autoethnography is used to illustrate what it is like to play in this male-dominated space as …
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STAR : a tool for finding relationships between traits in games
… of an academic working within the field of game studies, such as selecting games based on certain criteria, presenting games and traits, and analyzing a growing dataset of games. STAR (Select Traits and Relationships) has been found to be useful in understanding relational aspects of …
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Gender identities at play : children's digital gaming in two settings in Cape Town.
… and explores their interpretation of digital games as gendered media texts. As an interdisciplinary study, it combines insights from Childhood Studies, Cultural Studies, Game Studies, domestication and performance theory. The concept ludic gendering is developed in order to explain how gender …
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Geimskip í höfninni? Um þjóðerni Eve Online
… er staða þekkingar innan leikjafræðinnar (e. game studies) kortlögð en innan þeirra fræða hefur aukin áhersla verið lögð á staðbundnar leikjarannsóknir. Þegar kemur að greiningunni á leiknum sjálfum er hún svo sundurliðuð í greiningu á framleiðsluumhverfi, tengslum við íslenska leikjaiðnaðinn, …
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Developing a Theory of Subjectivity for Video Gaming
Video game studies in mainstream psychology are often limited to investigating the positive and negative effects of playing on mental health. These studies adhere to a reductionist perspective trying to make a direct link between violence, depression, or anxiety and playing video games. I argue …
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Playing the crisis: video games and the mobilization of anxiety and desire
… and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, …
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Rethinking Gaming & Representation Within Digital Pedagogy: An Instructor’s Guide
… My co-developer, Raven Gomez, and I created a game that explores the challenges of navigating spaces within higher education as someone who identifies as something considered to be “other” by the standards of the common Western curriculum. Once the infrastructure of the product itself is …
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Social interactions of computer games : an activity framework
With the advent of computer games, the Human Computer Interaction (HCI) community has begun studying games, often with the intention of uncovering useful information to inform the design of work-based software. However, most HCI research on computer games focuses on the use of game technologies, …
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Tactical Rhetoric: User Experience Analysis & Strategies for Game Developers
<p>Game studies extends across many disciplines and has become an increasingly popular topic for academics. Many studies have been conducted to determine who plays games, why they play games, methods of constructing games, and what qualities create a positive experience for players. However, within …
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Player-character identification by personality matching, perceived personalization and positive/negative in-game experience
Player-character identification is that video-game players adopt the perspective of a game character during gameplay as a part of their own identity. Player-character identification can be established through several psychological mechanisms, including perspective taking, presence, idealization, …
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Mini-Maps, Crucial or Controversial: Assessing the Influence of Perceived Spatial Orientation and Cognitive Mapping Performance on Video Game User Experience
<p>Decades of game studies, also known as video games research, have revealed frequent video gameplay is positively correlated with enhanced cognition. An area of study that is limited, however, is the relationship between spatial cognition, specifically the domains of spatial orientation and …
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Games and the open world : reading digital games through literary theory
… the magic circle; a concept that originated in game studies through Huizinga's influential work Homo Ludens. The magic circle is perceived as a boundary between the game world and society, which can be either negotiated or even physically imposed. However, the magic circle presents a dualism …
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Fake the dawn : digital game mechanics and the construction of gender in fictional worlds
This thesis considers the ways in which digital game mechanics (interactive inputs) contribute to games' worldbuilding. In particular, this work is concerned with the replication and reinforcement of problematic gender roles through game mechanics that express positive ("warm") interactions between …
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I Am Error
… Nintendo Family Computer (or Famicom), a videogame console first released in Japan in July 1983 and later exported to the rest of the world as the Nintendo Entertainment System (or NES). The book investigates the underlying computational architecture of the console and its effects on the …
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The evolutionary psychology of information management: gossip, secrecy, and shame in evolutionary perspective
… First, it was established in two economic game studies that people regulate their economic behavior by increasing their altruistic output in response to information transmission threats. Second, it was tested and demonstrated that the content of people’s distressing personal secrets reduces …
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Designing games for chidren's rehabilitation.
The upsurge of video games applied to various contexts such as health care and education has led to an increased interest in strategies on how to design games that generate real-life outcomes, knowledge or skills useful outside of the game itself. However, the current state of game design research …
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Temporality, authorial intentions, and truth in video game fiction
This thesis examines the claim that video games differ fundamentally from other media in terms of fictional truth. Fictional truth has been treated extensively in the field of philosophy of fiction, primarily in relation to literature and, to a certain extent, film, but video games have been far …
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