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 74 for “"videogames"”.
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Televisual sports videogames
… a new sports game genre: the televisual sports videogames. These games, which usually simulate major professional or college sports, look and sound like television, and they use televised sports as a reference point for players. This thesis takes a critical look at how these televisual sports …
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Understanding meaningfulness in videogames
This thesis explores "meaningfulness" in videogames. Academics, journalists, and others who write about games often discuss the concept of meaning yet seldom define it clearly. I am focusing on a variation of this topic: what it means for a gaming experience to be meaningful--literally: full of …
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Fiction, Imagination, Videogames, and Virtual Reality
… on our imaginative engagement with fiction, videogames, and virtual reality. Relatively recent forms of fictional media, such as videogames and virtual reality, offer opportunities to inhabit different roles and access alternative social spaces, but they can also generate various ethical …
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Motivations, experiences and outcomes of playing videogames
… understand the range of outcomes of playing videogames. Flow theory was used as a theoretical framework for examining positive gaming experiences, and how these were associated with gaming motivations, and potential positive psychological and affective outcomes. The research utilised a …
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On videogames : representing narrative in an interactive medium
… thesis investigates the function of narrative in videogames, challenging views that games do not—and should not—have anything to do with narrative. It tests videogames against literary narrative theories and examines ways in which videogames have evolved beyond other narratives and narrative …
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Classifying videogames as art and why it matters now
This dissertation analyses the idea that videogames can be considered art in order to argue that wide ranging benefits could be seen if the institution recognised them as such. I have explored the idea that the institution is the key to progress the notion of videogames as art and both art museums …
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Roguelife : digital death in videogames and its design consequences
Thesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Comparative Media Studies/Writing, 2019
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Playing with good and evil : videogames and moral philosophy
… catalogued. Drawing on theory suggesting that videogames can convey ideas, I will argue that the videogame medium is capable of modeling and critiquing elements of moral philosophy in a unique manner. To make this argument, I first address a number of questions about the proper definition of …
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Retro Resonance: The Hauntological Power of Post-Retro Aesthetics in Videogames
Modern mainstream video games, or AAA games, are perpetually pushing toward hyperrealist graphics and complex gameplay, requiring higher budgets and ever-growing development teams while controlling risk as much as possible. The result is a homogenized product that appeals to the sensibilities of a …
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Affect & Play: Socio-political Videogames as a Site of Felt-knowledge Production
Videogames are affective networks, made up of organic and in-organic matters that come to create a space, where the player learns through doing and watching herself do. For decades, videogames researchers and players have discussed the myriad of ways in which videogames carry enormous pedagogical …
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The virtual-musical other: creating unique worlds through musical sound in videogames
… of sound breed new possibilities for identity. Videogames allow players to explore this new identity as an expressly interactive and immersive medium, while eclectic digital music embodies and communicates this identity within the medium in ways that it cannot in others. In this work, I analyze …
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Play the Body Electric: Sex and Desire in Indie and Experimental Single-Player Sexual Videogames
… in Indie and Experimental Single-Player Sexual Videogames," blends feminist, queer, and Deleuzo-Guattarian theories of affect to analyze how single-player indie and art videogames make sexual meaning. Using textual analysis and close playing of fourteen indie, art, and experimental videogames as …
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Social Modeling in Computational Simulations: Racial and Ethnic Representation in Videogames and Virtual Reality Systems
Computational simulations such as videogames and virtual reality (VR) systems already pervasively attempt to represent aspects of human identity, including modeling race and ethnicity-related phenomena. However, existing strategies typically focus on representing racial and ethnic identity only as …
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A Queer Departure: The Role of Queer Studies and Thanatology in Narrative Videogames Focused on Grief
… studies representations of young people in videogames through a transdisciplinary approach within the academic fields of Queer Studies and Death Studies, and their fused counterpart known as Queer Death Studies (QDS). Through the methodology of Fairclough’s (1995) Critical Discourse …
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Stories in a Different Perspective: A Study of the Adaptation of 'The Witcher' and 'Metro' into Videogames
… prevalent as technology has improved, allowing videogames to accommodate bigger and more diverse virtual worlds. However, the methods by which we analyse these videogame adaptations are indistinct from those utilised for analysing film adaptations. This leads to the videogame losing its potency …
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Can videogames be addicting? An investigation into the specific game features and personal characteristics associated with problematic videogame playing
<p>The number of individuals who play videogames has increased dramatically in recent years. Unsurprisingly, the frequency with which patients seek psychotherapeutic services to help cope with problematic videogame playing (PVGP) behaviors has also risen. Thus, explorations into the specific …
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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 …
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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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Gaming the Network Poetic: Networking and Code in Art Games
<p>Videogames have historically used networking either to connect players for competition or cooperation or to provide an ephemeral connection to allow the upload, comparison, or assessment of single-player achievement data. The majority of videogames take place on a screen and on established …
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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 …
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