Search for dissertations about: "digital games"

Showing result 1 - 5 of 34 swedish dissertations containing the words digital games.

  1. 1. Power Games : Rules and Roles in Second Life

    Author : Maria Bäcke; Blekinge Institute of Technology; []
    Keywords : SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; NATURAL SCIENCES; NATURVETENSKAP; HUMANITIES; HUMANIORA; NATURVETENSKAP; HUMANIORA; NATURAL SCIENCES; HUMANITIES; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; performance; role-play; Second Life; online worlds; virtual worlds; virtual; digital space; rules; hierarchies; subversion; power; negotiation; make-believe; digital games; online world; virtuality; reality; hierarchy; authority; governing; Media and Communication Studies; Medie- och kommunikationsvetenskap;

    Abstract : This study investigates how the members of four different role-playing communities on the online platform Second Life perform social as well as dramatic roles within their community. The trajectories of power influencing these roles are my main focus. READ MORE

  2. 2. Games and Probabilistic Infinite-State Systems

    Author : Sven Sandberg; Parosh Abdulla; Luca de Alfaro; Uppsala universitet; []
    Keywords : NATURAL SCIENCES; NATURVETENSKAP; NATURVETENSKAP; NATURAL SCIENCES; program verification; model checking; determinacy; strategy improvement; infinite games; parity games; mean payoff games; stochastic games; Büchi games; reachability games; limiting average; limiting behavior; Markov chains; infinite-state systems; lossy channel systems; vector addition systems; noisy Turing machines; Computer science; Datavetenskap;

    Abstract : Computer programs keep finding their ways into new safety-critical applications, while at the same time growing more complex. This calls for new and better methods to verify the correctness of software. We focus on one approach to verifying systems, namely that of model checking. READ MORE

  3. 3. Sacred Games - Becoming Gods : Priming digital game ethics

    Author : Anders Falk; Lena Trojer; Jenny Brusk; Blekinge Tekniska Högskola; []
    Keywords : ENGINEERING AND TECHNOLOGY; TEKNIK OCH TEKNOLOGIER; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Digitisation; digital games; media-technologies; medium; game ethics  Rite of passage; Agential cut; difference; rhizome; feminist technoscience; technoscience;

    Abstract : The point of departure for my research is a perceived breach and resulting dissonance between how digital games and other parts of society that are similar in form, enact certain aspects of life. This shift was made especially clear in massive multiplayer games in 2004 with the release of World of Warcraft, the design of which panders to cultural weak points, rather than attempting to mimic them. READ MORE

  4. 4. Patterns and procedural content generation in digital games : automatic level generation for digital games using game design patterns

    Author : Steve Dahlskog; Pieter Spronck; Malmö högskola; []
    Keywords : Procedural Content Generation; Search-based; Genetic Algorithms; Digital Games; Design Patterns;

    Abstract : The development of content in digital games, such as game worlds, quests, levels, 3D-models, and textures, is costly and time consuming. To address this, different approaches to automate the process of creating game content, often referred to as procedural content generation (PCG), has been suggested. 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 : ENGINEERING AND TECHNOLOGY; TEKNIK OCH TEKNOLOGIER; 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