Search for dissertations about: "creating game"

Showing result 1 - 5 of 34 swedish dissertations containing the words creating game.

  1. 1. Bringing Game Analytics to Indie Game Publishing : Method and Tool Support for Indie Mobile Game Publishing

    Author : Yanhui Su; Per Backlund; Henrik Engström; Björn Johansson; Högskolan i Skövde; []
    Keywords : NATURVETENSKAP; NATURAL SCIENCES; business intelligence; game analytics; metrics; indie game developer; marketing; revenue forecast; GAME Research Group; GAME Research Group;

    Abstract : With the continuous development of the game industry, the research in the game field is also deepening. Many interdisciplinary knowledge areas and theories have been used to promote the development of the game industry. Business Intelligence (BI) has been applied in game development for game design and game optimization. READ MORE

  2. 2. "Creating the Senses" : Sensation in the work of Shelley Jackson

    Author : Tove Solander; Maria Lindgren Leavenworth; Gabriele Griffin; Sara Danius; Umeå universitet; []
    Keywords : HUMANIORA; HUMANITIES; HUMANIORA; HUMANITIES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Shelley Jackson; senses; literary percepts; body art; object art; hypertext; fantastic fiction; minor writing; écriture féminine; queer theory; feminist theory; phenomenology; Gilles Deleuze; engelska; English; Aesthetics; estetik; Literature; litteraturvetenskap;

    Abstract : This monograph on the œuvre of contemporary American author and multimedia artist Shelley Jackson addresses the question of how literary works employ language to evoke sense impressions. Gilles Deleuze’s notion of aesthetic percepts is drawn on to develop a theory of literary phantom sensations which is then tested on the work of Jackson and related authors. READ MORE

  3. 3. Designing Activity and Creating Experience : On People’s Play in Public places

    Author : Jon Back; Annika Waern; Barry Brown; Oskar Juhlin; Staffan Björk; Stockholms universitet; []
    Keywords : NATURVETENSKAP; NATURAL SCIENCES; game design; play; activity; experience; enjoyment; fun; människa-datorinteraktion; Human-machine interaction; Mobile Life; Mobile Life;

    Abstract : This thesis deals with the design of play in public places; this can mean both pervasive games and other freer play activities. In these activities (as well as in many other game activities) the same game can spur many different ways to play it, and the same activity can be experienced differently by different players, and even differently on different occasions for the same player. READ MORE

  4. 4. Steps Towards Creating Socially Competent Game Characters

    Author : Jenny Brusk; Torbjörn Lager; Högskolan i Skövde; []
    Keywords : HUMANIORA; HUMANITIES; HUMANIORA; HUMANITIES; dialogue systems; non-playable characters; computer games; SCXML; statecharts; socially oriented dialogues; Humaniora-samhällsvetenskap; Humanities and Social sciences; Media; Technology and Culture MTEC ; Media; Technology and Culture MTEC ; dialogue systems; computer games; non-playable characters; statecharts; scxml;

    Abstract : This thesis investigates and presents approaches towards creating more socially competent NPCs by means of natural language dialogues. The aim is to provide hands-on solutions for game developers who want to offer interactions with the NPCs in the game that are socially driven rather than functionally motivated and that encourage the player to build and maintain relationships between the character they control and the other game characters. READ MORE

  5. 5. Unpacking Digital Game-Based Learning : The complexities of developing and using educational games

    Author : Björn Berg Marklund; Per Backlund; Henrik Engström; Anna-Sofia Alklind Taylor; Kristine Jørgensen; Högskolan i Skövde; []
    Keywords : TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Educational games; Digital Game-Based Learning; case study; games in education; Humaniora-samhällsvetenskap; Humanities and Social sciences; Technology; Teknik; Interaction Lab ILAB ; Interaction Lab ILAB ;

    Abstract : Digital game-based learning has traditionally been examined from an ‘artefact-centric’ perspective that focuses on understanding how game design and principles of learning are, or can be, intertwined. These types of examinations have resulted in many descriptions of games’ educational potential, which has subsequently led to many types of arguments for why games should be used more extensively in formal education. READ MORE