Search for dissertations about: "digital games"
Showing result 6 - 10 of 41 swedish dissertations containing the words digital games.
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6. Inclusive Digital Socialisation : Designs of Education and Computer Games in a Global Context
Abstract : Digital socialisation is to learn the ways of living online, across national borders, local cultures and societies and has to be inclusive for equal participation. Conditions for this socialisation process are different due to both local and individual limitations. READ MORE
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7. Body Games : Designing for movement-based play in co-located social settings
Abstract : The challenge of designing for games and playful activities has moved past the technical, to focus on how to design for a design space where the threads of the digital technologies and the physical world interweave and entangle creating a hybrid fabric where play can take place. But how can we bridge between the digital and physical world where play is enacted and unravel the tangle of this hybrid fabric? How can we braid the digital and digital threads to spur playful experiences? In this thesis, I focus on a concrete fabric of hybrid play: co–located physical and social play, and propose a framework for design in this scenario: the PLAY BOOST framework. READ MORE
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8. The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity
Abstract : This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. READ MORE
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9. Mapping the Landscape of Digital Game-Based Learning in Swedish Compulsory and Upper Secondary Schools : Opportunities and Challenges for Teachers
Abstract : Interest in the use of digital games in education has been increasing over the past few decades. Advocates argue that digital games are powerful learning tools with the potential to support increased motivational, cognitive, behavioural, affective, physiological and social outcomes. However, empirical evidence for their effectiveness is mixed. READ MORE
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10. Hyperworks : On Digital Literature and Computer Games
Abstract : This study investigates the effects of digitization on literature and literary culture with focus on works of literary fiction and other kinds of works inspired by such works. The concept of “hyperworks” refers to works intended to be navigated multisequentially, i.e. the users create their own paths through the work by making choices. READ MORE