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 14 of 14 for “"ludology"”.
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Wordify! Morphology Meets Ludology
<p>This paper presents a multi-platform linguistic application, Wordify!TM, a suite of games and activities based on the structure of English words, phrases, and sounds. Unlike other available computer word and language games, which typically fixate on spelling and whole-word identification, …
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Ludological Storytelling and Unique Narrative Experiences in Silent Hill Downpour
In this thesis, I examine the relationship of ludology and audience agency to the narrative structure of video games, specifically by examining the ludological narratives of the games in the Silent Hill series, with a focus on the most recent entry in the franchise, Silent Hill Downpour. While much …
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Zombie Economics: Violence and Economics in three first-person shooter zombie-themed video games.
… of the methods of narrative examination and ludology. The games which imitate the capitalistic market do so by utilizing the money-for-bodies ludic system, where players earn points of money for killing. Money-for-bodies raises questions about the subjectivities that arisein first-person …
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On videogames : representing narrative in an interactive medium
… and narrative theories. The narrative vs. ludology debate among videogame scholars has, at its core, the question of whether narrative is possible in videogames. Ludologists, who prioritize videogames as games, argue that narrative is incompatible with play, both interrupting and …
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Intramediary presence : body, interactivity and networked distribution in immersive virtual reality art
… Gonzalo Frasca's video game theory concepts of "ludology" and "narratology" are applied, as are ideas of agency from Brenda Laurel's Computers as Theatre (1993) and Janet H. Murray's Hamlet on the Holodeck (1998). These notions of agency are also juxtaposed with the problem of passivity within …
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Powerplay: video games, subjectivity and culture
… practices. Building on the existing fields of ludology and media-studies video-game analysis, I outline a model of video game play as a cultural construction which builds upon the player's existing knowledge of real world and fictional objects, scenarios and conventions. I argue that the …
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Rendering the Other: Ideologies of the Neo-Oriental in World of Warcraft
… is recreated in the virtual economy and gaming ludology, I briefly discuss “gold farming” and how this real world aspect of WoW bridges the Oriental ideology in both real and virtual spaces, as both spaces benefit from this process. Focusing specifically on the recent World of Warcraft …
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The value chain in the Asian online gaming industry: a case study of Taiwan
… games are debated between narratology and ludology. However, neither is capable of providing an explanation for the Asian gaming culture. On further examination, certain types of game genres, 'wuxia' and 'cute' games, are found to have a particular appeal for Asian users. The wuxia genre is …
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Truth Games: Fact, Fiction, and Performance in British Autobiographical Comics
… can the theories of games and play, or ludology, be applied to Lejeune’s Autobiographical Pact, and what are the consequences?<br/>•How much is autobiography a product of the performance of identity? And can we consider theatrical performances as comics?<br/><br/>Autobiography has become …
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Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship
Video game researchers have recently begun to explore qualitative techniques to understand video games and their audiences. Yet many questions remain concerning the significance of gaming media and how video game research should be conducted. This research addresses the changing focus of video game …
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Beyond the table and into the dungeon: a study into queer and neurodivergent experiences of identity within tabletop roleplaying games
This thesis aimed to research the ways in which queer and neurodivergent individuals explore their identities through tabletop roleplaying games (TTRPGs). It hoped to provide a more in depth look into the lived experiences of the participants, to find out the unique opportunities that TTRPGs could …
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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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"What if We're on the Wrong Side?": Police Brutality, Protest, and Player Culpability in Heavy Rain and Detroit: Become Human
<p>Choice-based video games have often been called “interactive movies” for their unique position as a genre that lets players craft a unique story by making decisions that alter the game’s narrative. Two well-known examples in this genre, Quantic Dream’s <em>Heavy Rain </em>and <em>Detroit: Become …